input: add hack to allow abs-only devices
[libpicofe.git] / base_readme.txt
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f2d9ea1e 1#\r
2PicoDrive 1.xx\r
c2e83bcd 3\r
4About\r
5-----\r
6\r
c14459db 7#ifdef PSP\r
8This is yet another Megadrive / Genesis emulator for PSP, but with\r
9Sega CD / Mega CD support. Although it has been originally written having\r
10ARM CPU based devices in mind, it has now been ported to PSP too, by\r
11replacing ARM specific parts with portable C code.\r
12The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for\r
13Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's\r
14Gens.\r
15#else\r
c2e83bcd 16This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r
17was written having ARM-based handheld devices in mind (such as PDAs,\r
18smartphones and handheld consoles like GP2X and Gizmondo of course).\r
19The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r
20random code is written in ARM asm, other code is C. The base code originates\r
21from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r
22code is roughly based on Stephane Dallongeville's Gens.\r
c14459db 23#endif\r
c2e83bcd 24\r
558d8e1f 25PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r
26it's SVP chip.\r
27\r
c2e83bcd 28\r
29How to make it run\r
30------------------\r
31\r
32#ifdef GP2X\r
f2d9ea1e 33Extract all files to some directory on your SD and run PicoDrive.gpe from your\r
34GP2X/Wiz menu. The same .gpe supports GP2X F100/F200 and Wiz, there is no need\r
35to use separate versions.\r
c2e83bcd 36Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r
f2d9ea1e 37Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below\r
38for more details).\r
c2e83bcd 39#endif\r
40#ifdef GIZ\r
41First make sure you have homebrew-enabled Service Pack installed. Then copy\r
42PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r
43be in the same directory) and run PicoDrive.exe using the launcher of your choice\r
44(some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r
45the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r
46be in .smd or .bin format and can be zipped (one ROM per zip).\r
c2e83bcd 47#endif\r
c14459db 48#ifdef PSP\r
49If you are running a custom firmware, just copy the whole PicoDrive directory to\r
50/PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r
51which one GAME* directory to use).\r
52\r
c6334564 53If you are on 1.5, there is a separate KXploited version for it.\r
c14459db 54#endif\r
ac087c0e 55#ifdef UIQ\r
56Copy SIS and some ROMs to any directory in your memory stick, and install the SIS.\r
57Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r
58#endif\r
b1d44ac3 59#ifdef PANDORA\r
60Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.\r
61#endif\r
ac087c0e 62#ifndef UIQ\r
63\r
f2d9ea1e 64This emulator has lots of options with various tweaks (for improved speed mostly),\r
65but it should have best compatibility in it's default config. If suddently you\r
66start getting glitches or change something and forget what, use "Restore defaults"\r
67option.\r
ac087c0e 68#endif\r
c2e83bcd 69\r
70\r
71How to run Sega/Mega CD games\r
72-----------------------------\r
73\r
ac087c0e 74To play any game, you need BIOS files. These files must be copied to\r
75#ifdef UIQ\r
76D:\other\PicoDrive\ directory.\r
77#else\r
b1d44ac3 78#ifdef PANDORA\r
79<sd card>/pandora/appdata/PicoDrive/ directory\r
80(if you run PicoDrive once it will create that directory for you).\r
81#else\r
f2d9ea1e 82the same directory as PicoDrive files.\r
ac087c0e 83#endif\r
b1d44ac3 84#endif\r
ac087c0e 85Files can be named as follows:\r
c2e83bcd 86\r
87US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
88EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
89JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
90these files can also be zipped.\r
91\r
f2d9ea1e 92The game must be dumped to ISO/CSO+MP3/WAV or CUE+BIN format. When using\r
6831c696 93CUE/BIN, you must load .cue file from the menu, or else the emu will not find\r
94audio tracks.\r
95CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by\r
ff89a9c6 96#ifdef PANDORA\r
97using bin_to_cso_mp3 tool, which can be downloaded from:\r
98http://notaz.gp2x.de/releases/misc/bin_to_cso_mp3.zip\r
99See readme in the bin_to_cso_mp3/ directory for details.\r
100#else\r
6831c696 101using bin_to_cso_mp3 tool, which is included with the emulator. See readme in\r
102the bin_to_cso_mp3/ directory for details.\r
ff89a9c6 103#endif\r
6831c696 104\r
105ISO+mp3 files can be named similarly as for other emus.\r
c2e83bcd 106Here are some examples:\r
107\r
108SonicCD.iso data track\r
109SonicCD_02.mp3 audio track 1 (CD track 2)\r
110SonicCD_03.mp3\r
111...\r
112\r
113Sonic the Hedgehog CD (US) - Track 01.iso\r
114Sonic the Hedgehog CD (US) - Track 02.mp3\r
115Sonic the Hedgehog CD (US) - Track 03.mp3\r
116...\r
117\r
1b38d64b 118In case there is a .cue file with properly specified files names in it,\r
119file naming doesn't matter. Just be sure to load .cue from the menu.\r
120\r
c14459db 121It is very important to have the MP3s encoded at 44kHz sample rate and they\r
122must be stereo, or else they will play too fast/slow or won't play at all.\r
123Be sure NOT to use anything but classic mp3 format (don't use things like\r
124mp3pro).\r
125\r
6d741b32 126ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r
127are already compressed). CSO will cause slightly longer loading times, and\r
9039861f 128is not very good for FMV games. Zipping ISOs is not recommended, as it will\r
6d741b32 129cause very long (several minute) loading times, and make some games\r
130unplayable. File naming is similar as with uncompressed ISOs.\r
c2e83bcd 131Example:\r
132\r
6d741b32 133SonicCD.cso data track\r
c2e83bcd 134SonicCD_02.mp3 audio track 1 (CD track 2)\r
135SonicCD_03.mp3\r
136...\r
137\r
138\r
139Other important stuff\r
140---------------------\r
141\r
c2e83bcd 142* Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r
143 "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r
144 submenu, and then reset the game. Some other games may also require\r
c14459db 145 "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r
146 Incorrectly named/missing mp3s may also be the cause.\r
147* Sega/Mega CD: If the background music is missing, you might have named your\r
148 MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r
6d741b32 149* Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r
150 encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r
c14459db 151 PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r
152 Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r
153 playback speeds, not repeating music or even prevent game from starting.\r
6d741b32 154 Some games (like Snatcher) may hang in certain scenes because of this.\r
155 Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r
156 what causes audio desyncs and/or mentioned problems.\r
df845b39 157 If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with\r
158 the emulator) to make a proper iso/mp3 rip.\r
c14459db 159* Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r
160 you may be using a bad BIOS dump. Try another from a different source.\r
161* Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r
162 so disabling Z80 manually (in advanced options) improves performance.\r
c2e83bcd 163* Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r
164#ifdef GP2X\r
f2d9ea1e 165* GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r
166 overclock as high as when using ARM920 only. For example my GP2X when run\r
167 singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r
168 overclocked too much, it may start hanging and producing random noise, or\r
169 causing ARM940 crashes ("940 crashed" message displayed).\r
170* GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r
171 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r
c2e83bcd 172#endif\r
173\r
174\r
175Configuration\r
176-------------\r
177\r
ac087c0e 178#ifdef UIQ\r
179#include "config.txt"\r
180#else\r
f2d9ea1e 181@@0. "Save slot"\r
182This is a slot number to use for savestates, when done by a button press outside\r
183menu. This can also be configured to be changed with a button\r
184(see "key configuration").\r
c2e83bcd 185\r
f2d9ea1e 186@@0. "Frameskip"\r
187How many frames to skip rendering before displaying another.\r
188"Auto" is recommended.\r
117f236a 189\r
f2d9ea1e 190@@0. "Region"\r
191This option lets you force the game to think it is running on machine from the\r
192specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
c2e83bcd 193\r
c2e83bcd 194@@0. "Show FPS"\r
195Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
196YY is the number of emulated frames per second.\r
197\r
c2e83bcd 198@@0. "Enable sound"\r
199Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r
200see below) for this to make sense (already done by default).\r
201\r
202@@0. "Sound Quality"\r
c14459db 203#ifdef PSP\r
204Sound sample rate, affects sound quality and emulation performance.\r
20522050Hz setting is the recommended one.\r
206#else\r
207Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r
208#endif\r
c2e83bcd 209\r
210@@0. "Confirm savestate"\r
211Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r
212on loading (to prevent destroying current game progress), and on both or none, when\r
213using shortcut buttons (not menu) for saving/loading.\r
214\r
c2e83bcd 215#ifdef GP2X\r
216@@0. "GP2X CPU clocks"\r
217Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r
218There is no separate option for the second CPU because both CPUs use the same clock\r
219source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r
220at all (this is if you use external program to set clock).\r
c14459db 221#endif\r
222#ifdef PSP\r
223@@0. "CPU/bus clock"\r
224This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r
f2d9ea1e 225#endif\r
c14459db 226\r
227@@0. "[Display options]"\r
228Enters Display options menu (see below).\r
229\r
c2e83bcd 230@@0. "[Sega/Mega CD options]"\r
231Enters Sega/Mega CD options menu (see below).\r
232\r
f2d9ea1e 233@@0. "[Advanced options]"\r
c2e83bcd 234Enters advanced options menu (see below).\r
235\r
236@@0. "Save cfg as default"\r
237If you save your config here it will be loaded on next ROM load, but only if there\r
238is no game specific config saved (which will be loaded in that case).\r
239You can press left/right to switch to a different config profile.\r
240\r
241@@0. "Save cfg for current game only"\r
242Whenever you load current ROM again these settings will be loaded\r
c2e83bcd 243\r
f2d9ea1e 244@@0. "Restore defaults"\r
245Restores all options (except controls) to defaults.\r
c2e83bcd 246\r
c2e83bcd 247\r
f2d9ea1e 248Display options\r
249---------------\r
c2e83bcd 250\r
ff89a9c6 251#ifndef PANDORA\r
f2d9ea1e 252@@1. "Renderer"\r
c2e83bcd 253#ifdef GP2X\r
f2d9ea1e 2548bit fast:\r
255This enables alternative heavily optimized tile-based renderer, which renders\r
256pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
257which is much faster. But because of the way it works it can't render any\r
258mid-frame image changes (raster effects), so it is useful only with some games.\r
c2e83bcd 259\r
f2d9ea1e 260Other two are accurate line-based renderers. The 8bit is faster but does not\r
261run well with some games like Street Racer.\r
262#endif\r
263#ifdef GIZ\r
264This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
265a bit faster for some games, but not much, because colors still need to be\r
266converted to 16bit, as this is what Gizmondo requires. It also introduces\r
267graphics problems for some games, so it's best to use 16bit one.\r
268#endif\r
269#ifdef PSP\r
270This option allows to switch between fast and accurate renderers. The fast one\r
271is much faster, because it draws the whole frame at a time, instead of doing it\r
272line by line, like the accurate one does. But because of the way it works it\r
273can't render any mid-frame image changes (raster effects), so it is useful only\r
274for some games.\r
c2e83bcd 275#endif\r
ff89a9c6 276#endif\r
bf7e9c61 277\r
f2d9ea1e 278#ifdef GP2X\r
279@@1. "Scaling"\r
280"hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r
281image looks a bit blocky. "sw" means software scaling, which uses pixel\r
282averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r
283games which use so called "32 column mode" (256x224 or 256x240), and scales\r
284image width to 320 pixels. Vertical scales height to 240 for games which use\r
285height 224 (most of them). Note that Wiz doesn't have the hardware scaler.\r
c2e83bcd 286\r
f2d9ea1e 287@@1. "Tearing Fix"\r
288Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r
289performance hit, but eliminates the tearing effect.\r
c2e83bcd 290\r
f2d9ea1e 291@@1. "Gamma correction"\r
292F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r
293image to look brighter, lower - darker (default is 1.0).\r
c2e83bcd 294\r
f2d9ea1e 295@@1. "A_SN's gamma curve"\r
296F100/F200 only: If this is enabled, different gamma adjustment method will be\r
297used (suggested by A_SN from gp32x boards). Intended to be used for F100, makes\r
298difference for dark and bright colors.\r
c2e83bcd 299\r
f2d9ea1e 300@@1. "Perfect vsync"\r
301This one adjusts the LCD refresh rate to better match game's refresh rate and\r
302starts synchronizing rendering with it. Should make scrolling smoother and\r
303eliminate tearing on F100/F200.\r
304#endif\r
c2e83bcd 305#ifdef GIZ\r
f2d9ea1e 306@@1. "Scanline mode"\r
307This option was designed to work around slow framebuffer access (the Gizmondo's\r
308main bottleneck) by drawing every other line (even numbered lines only).\r
309This improves performance greatly, but looses detail.\r
310\r
311@@1. "Scale low res mode"\r
312The Genesis/Megadrive had several graphics modes, some of which were only 256\r
313pixels wide. This option scales their width to 320 by using simple\r
314pixel averaging scaling. Works only when 16bit renderer is enabled.\r
315\r
f3dc5a3a 316@@1. "Double buffering"\r
317Draws the display to offscreen buffer, and flips it with visible one when done.\r
318Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
319\r
c2e83bcd 320@@1. "Wait for V-sync"\r
f3dc5a3a 321Waits for vertical sync before drawing (or flipping buffers, if previous option\r
322is enabled). Emulation is stopped while waiting, so this causes large performance\r
323hit.\r
c2e83bcd 324#endif\r
f2d9ea1e 325#ifdef PSP\r
326@@1. "Scale factor"\r
327This allows to resize the displayed image by using the PSP's hardware. The number is\r
328used to multiply width and height of the game image to get the size of image to be\r
329displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r
330setting below.\r
c2e83bcd 331\r
f2d9ea1e 332@@1. "Hor. scale (for low res. games)"\r
333This one works similarly as the previous setting, but can be used to apply additional\r
334scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r
335resolution.\r
c2e83bcd 336\r
f2d9ea1e 337@@1. "Hor. scale (for hi res. games)"\r
338Same as above, only for higher (320 pixel wide) resolution using games.\r
c2e83bcd 339\r
f2d9ea1e 340@@1. "Bilinear filtering"\r
341If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r
342making it smoother, but blurry.\r
343\r
344@@1. "Gamma adjustment"\r
345Color gamma can be adjusted with this.\r
c2e83bcd 346\r
f2d9ea1e 347@@1. "Black level"\r
348This can be used to reduce unwanted "ghosting" effect for dark games, by making\r
349black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r
350\r
ff89a9c6 351@@1. "Wait for v-sync"\r
f2d9ea1e 352Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r
353There are 3 options:\r
354* never: don't wait for vsync.\r
355* sometimes: wait only if emulator is running fast enough.\r
356* always: always wait (causes emulation slowdown).\r
357\r
358@@1. "Set to unscaled centered"\r
359Adjust the resizing options to set game image to it's original size.\r
360\r
361@@1. "Set to 4:3 scaled"\r
362Scale the image up, but keep 4:3 aspect, by adding black borders.\r
363\r
364@@1. "Set to fullscreen"\r
365Adjust the resizing options to make the game image fullscreen.\r
c2e83bcd 366#endif\r
ff89a9c6 367#ifdef PANDORA\r
368To be updated..\r
369#endif\r
5d239ae7 370\r
c2e83bcd 371\r
372Sega/Mega CD options \r
373--------------------\r
374\r
c2e83bcd 375@@2. "CD LEDs"\r
376The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
377will display them on top-left corner of the screen.\r
378\r
61f66fe0 379@@2. "CDDA audio"\r
c2e83bcd 380This option enables CD audio playback.\r
381\r
382@@2. "PCM audio"\r
383This enables 8 channel PCM sound source. It is required for some games to run,\r
384because they monitor state of this audio chip.\r
385\r
386@@2. "ReadAhead buffer"\r
f2d9ea1e 387This option can prefetch more data from the CD image than requested by game\r
88bfc63d 388(to avoid accessing card later), what can improve performance in some cases.\r
389#ifndef PSP\r
390"OFF" is the recommended setting.\r
c2e83bcd 391#endif\r
392\r
393@@2. "Save RAM cart"\r
394Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
395\r
396@@2. "Scale/Rot. fx"\r
397The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r
398"Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r
399used it, so it's better to disable this option, unless game really needs it.\r
400\r
401@@2. "Better sync"\r
402This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r
403for example most (all?) Wolfteam games, and some other ones. Don't use it for\r
404games which don't need it, it will just slow them down.\r
405\r
406\r
f2d9ea1e 407Advanced configuration\r
408----------------------\r
c14459db 409\r
f2d9ea1e 410@@3. "Use SRAM/BRAM savestates"\r
411This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r
412games which are using them. SRAM is saved whenever you enter the menu or exit the\r
413emulator.\r
c14459db 414\r
f2d9ea1e 415@@3. "Disable sprite limit"\r
416The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r
417objects) can be displayed on single line. This option allows to disable that\r
418limit. Note that some games used this to hide unwanted things, so it is not\r
419always good to enable this option.\r
c14459db 420\r
f2d9ea1e 421@@3. "Emulate Z80"\r
422Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r
423Some games do complex sync with it, so you must enable it even if you don't use\r
424sound to be able to play them.\r
c14459db 425\r
f2d9ea1e 426@@3. "Emulate YM2612 (FM)"\r
427This enables emulation of six-channel FM sound synthesizer chip, which was used to\r
428produce sound effects and music.\r
c14459db 429\r
f2d9ea1e 430@@3. "Emulate SN76496 (PSG)"\r
431This enables emulation of PSG (programmable sound generation) sound chip for\r
432additional effects.\r
bf7e9c61 433\r
f2d9ea1e 434Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
435game to get sound. This is because most games initialize sound chips on\r
436startup, and this data is lost when sound chips are being enabled/disabled.\r
bf7e9c61 437\r
f2d9ea1e 438@@3. "gzip savestates"\r
439This will always apply gzip compression on your savestates, allowing you to\r
440save some space and load/save time.\r
c14459db 441\r
f2d9ea1e 442@@3. "Don't save last used ROM"\r
443This will disable writing last used ROM to config on exit (what might cause SD\r
444card corruption according to DaveC).\r
c14459db 445\r
f2d9ea1e 446@@3. "Disable idle loop patching"\r
447Idle loop patching is used to improve performance, but may cause compatibility\r
448problems in some rare cases. Try disabling this if your game has problems.\r
5d239ae7 449\r
f2d9ea1e 450@@3. "Disable frame limiter"\r
451This allows games to run faster then 50/60fps, useful for benchmarking.\r
f2d9ea1e 452\r
453#ifdef GP2X\r
454@@3. "Use ARM940 core for sound"\r
455F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r
456for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r
457It also decodes MP3s in Sega/Mega CD mode.\r
458\r
459@@3. "RAM overclock"\r
460This overclocks the GP2X RAM chips for improved performance, but may cause\r
461instability. Keep it enabled if it doesn't cause problems.\r
c14459db 462\r
f2d9ea1e 463@@3. "MMU hack"\r
464Makes framebuffer bufferable for improved performance. There are no drawbacks\r
465so it should be left enabled.\r
c14459db 466\r
f2d9ea1e 467@@3. "SVP dynarec"\r
468This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,\r
469what improves it's emulation performance greatly.\r
c14459db 470#endif\r
f2d9ea1e 471\r
472\r
c2e83bcd 473Key configuration\r
474-----------------\r
475\r
476Select "Configure controls" from the main menu. Then select "Player 1" and you will\r
477see two columns. The left column lists names of Genesis/MD controller buttons, and\r
ff89a9c6 478the right column your handheld ones, which are assigned.\r
479#ifndef PANDORA\r
480If you bind 2 different buttons to the same action, you will get a combo\r
481(which means that you will have to press both buttons for that action to happen).\r
e86e20be 482#endif\r
6589c840 483\r
484There is also option to enable 6 button pad (will allow you to configure XYZ\r
f2d9ea1e 485buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r
61f66fe0 486#ifndef UIQ\r
c2e83bcd 487\r
488\r
489Cheat support\r
490-------------\r
491\r
492To use GG/patch codes, you must type them into your favorite text editor, one\r
493per line. Comments may follow code after a whitespace. Only GameGenie and\r
494Genecyst patch formats are supported.\r
495Examples:\r
496\r
497Genecyst patch (this example is for Sonic):\r
498\r
49900334A:0005 Start with five lives\r
500012D24:0001 Keep invincibility until end of stage\r
501009C76:5478 each ring worth 2\r
502009C76:5678 each ring worth 3\r
503...\r
504\r
505Game Genie patch (for Sonic 2):\r
506\r
507ACLA-ATD4 Hidden palace instead of death egg in level select\r
508...\r
509\r
510Both GG and patch codes can be mixed in one file.\r
511\r
512When the file is ready, name it just like your ROM file, but with additional\r
513.pat extension, making sure that case matches.\r
514\r
515Examples:\r
516\r
517ROM: Sonic.zip\r
518PATCH FILE: Sonic.zip.pat\r
519\r
520ROM: Sonic 2.bin\r
521PATCH FILE: Sonic 2.bin.pat\r
522\r
523Put the file into your ROMs directory. Then load the .pat file as you would\r
524a ROM. Then Cheat Menu Option should appear in main menu.\r
61f66fe0 525#endif\r
c2e83bcd 526\r
527\r
528What is emulated?\r
529-----------------\r
530\r
531Genesis/MegaDrive:\r
c14459db 532#ifdef PSP\r
533main 68k @ 7.6MHz: yes, FAME/C core\r
534z80 @ 3.6MHz: yes, CZ80 core\r
535#else\r
c2e83bcd 536main 68k @ 7.6MHz: yes, Cyclone core\r
537z80 @ 3.6MHz: yes, DrZ80 core\r
c14459db 538#endif\r
f2d9ea1e 539VDP: yes, except some quirks and modes not used by games\r
c2e83bcd 540YM2612 FM: yes, optimized MAME core\r
541SN76489 PSG: yes, MAME core\r
558d8e1f 542SVP chip: yes! This is first emu to ever do this.\r
543Some in-cart mappers are supported too.\r
c2e83bcd 544\r
545Sega/Mega CD:\r
c14459db 546#ifdef PSP\r
547another 68k @ 12.5MHz: yes, FAME/C too\r
548#else\r
c2e83bcd 549another 68k @ 12.5MHz: yes, Cyclone too\r
c14459db 550#endif\r
c2e83bcd 551gfx scaling/rotation chip (custom ASIC): yes\r
552PCM sound source: yes\r
553CD-ROM controller: yes (mostly)\r
554bram (internal backup RAM): yes\r
555\r
556\r
557Problems / limitations\r
558----------------------\r
559\r
8e708f92 560* 32x is not emulated.\r
561#ifdef PSP\r
558d8e1f 562* SVP emulation is terribly slow.\r
8e708f92 563#endif\r
f2d9ea1e 564* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r
565 emulated, as very few games use this (if any at all).\r
8e708f92 566* The emulator is not 100% accurate, so some things may not work as expected.\r
f2d9ea1e 567* The FM sound core doesn't support all features and has some accuracy issues.\r
c2e83bcd 568\r
569\r
570Credits\r
571-------\r
572\r
fe9e3b25 573This emulator is made of the code from following people/projects:\r
c2e83bcd 574\r
575notaz\r
c14459db 576GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r
c2e83bcd 577lots of additional coding (see changelog).\r
578Homepage: http://notaz.gp2x.de/\r
579\r
f2d9ea1e 580fDave\r
581one who started it all:\r
582Cyclone 68000 core and PicoDrive itself\r
c2e83bcd 583\r
c14459db 584#ifdef PSP\r
585Chui\r
586FAME/C 68k interpreter core\r
587(based on C68K by Stephane Dallongeville)\r
588\r
589Stephane Dallongeville (written), NJ (optimized)\r
590CZ80 Z80 interpreter core\r
591\r
592#else\r
c2e83bcd 593Reesy & FluBBa\r
c14459db 594DrZ80, the Z80 interpreter written in ARM assembly.\r
c2e83bcd 595Homepage: http://reesy.gp32x.de/\r
596\r
c14459db 597#endif\r
598Tatsuyuki Satoh, Jarek Burczynski, MAME development\r
c2e83bcd 599software implementation of Yamaha FM sound generator\r
600\r
c14459db 601MAME development\r
602Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r
c2e83bcd 603Homepage: http://www.mame.net/\r
604\r
605Stephane Dallongeville\r
606Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
c14459db 607#ifdef PSP\r
608\r
609people @ ps2dev.org forums / PSPSDK crew\r
610libaudiocodec code (by cooleyes)\r
611other sample code\r
612#else\r
c2e83bcd 613\r
614Helix community\r
615Helix mp3 decoder\r
c14459db 616#endif\r
c2e83bcd 617\r
618\r
619Additional thanks\r
620-----------------\r
621\r
622* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r
623 info about genesis hardware.\r
624* Steve Snake for all that he has done for Genesis emulation scene.\r
8e708f92 625* Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r
c2e83bcd 626* Bart Trzynadlowski for his SSFII and 68000 docs.\r
627* Haze for his research (http://haze.mameworld.info).\r
260f1bcc 628* Lordus, Exophase and Rokas for various ideas.\r
629* Nemesis for his YM2612 research.\r
ff89a9c6 630* Many posters at spritesmind.net forums valuable information.\r
c2e83bcd 631* Mark and Jean-loup for zlib library.\r
632* ketchupgun for the skin.\r
633#ifdef GP2X\r
634* rlyeh and all the other people behind the minimal library.\r
635* Squidge for his famous squidgehack(tm).\r
636* Dzz for his ARM940 sample code.\r
c2e83bcd 637* A_SN for his gamma code.\r
638* craigix for supplying the GP2X hardware and making this port possible.\r
639* Alex for the icon.\r
640* All the people from gp32x boards for their support.\r
641#endif\r
642#ifdef GIZ\r
643* Kingcdr's for the SDK and Reesy for the DLL and sound code.\r
644* jens.l for supplying the Gizmondo hardware and making this port possible.\r
645#endif\r
646#ifdef UIQ\r
647* Peter van Sebille for his various open-source Symbian projects to learn from.\r
648* Steve Fischer for his open-source Motorola projects.\r
649* The development team behind "Symbian GCC Improvement Project"\r
650 (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r
651 compile tools.\r
652* AnotherGuest for all his Symbian stuff and support.\r
c2e83bcd 653#endif\r
b1d44ac3 654* Inder for some graphics.\r
c2e83bcd 655* Anyone else I forgot. You know who you are.\r
656\r
657\r
658Changelog\r
659---------\r
ff89a9c6 6601.80beta2\r
661 * Pandora: updated documentation.\r
662\r
b1d44ac3 6631.80beta1\r
ff89a9c6 664 + Added pandora port.\r
665 * Internal refactoring for 32x/SMS support.\r
666 * Move mapper database to external file.\r
667 + Added preliminary SMS emulation.\r
668 + Added emulation of 32x peripherals including VDP. More work is needed here.\r
669 + ARM: Added new SH2 recompiler for 32x. Some unification with SVP one.\r
670 - Disabled most of the above bacause I'm not yet happy with the results.\r
b1d44ac3 671\r
5354c909 6721.56\r
673 * Changed sync in Sega CD emulation again. Should fix games that\r
674 broke after changes in 1.51a.\r
675 * Fixed default keys rebinding when they shouldn't.\r
676 * Fixed sram being loaded from wrong game.\r
677 * Emu should no longer hang shortly after using fast-forward.\r
678 * Fixed save states sometimes no longer showing up in save state menu.\r
679 * ARM: some asm code refactoring for slight speed improvement.\r
680\r
f2d9ea1e 6811.55\r
682 + Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.\r
683 * Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.\r
684 * Complete input code rewrite. This fixes some limitations like not allowing\r
685 to control both players using single input device. It also allows to use\r
686 more devices (like keyboards) on Linux based devices.\r
687 * Options menu has been reordered, "restore defaults" option added.\r
688\r
5d239ae7 6891.51b\r
690 * Fixed a crash when uncompressed savestate is loaded.\r
691 * Fixed an idle loop detection related hanging problem.\r
692 * PSP: fixed another palette related regression.\r
ac087c0e 693 * UIQ3: updated frontend for the latest emu core.\r
5d239ae7 694\r
e9a13365 6951.51a\r
696 * Fixed a sync problem between main and sub 68k. Should fix the hanging\r
697 problem for some games.\r
0022091e 698 * ARM: fixed a crash when CD savestate is loaded just after loading ROM.\r
e9a13365 699\r
6589c840 7001.51\r
860b26f4 701 * Improved bin_to_cso_mp3 tool, it should no longer complain about\r
702 missing lame.exe even if it's in working dir.\r
703 * Fixed a regression from 1.50, which caused slowdowns in Final Fight.\r
704 * Fixed some regressions from 1.50 related to sprite limit and palette\r
705 handling (caused graphical glitches in some games).\r
6589c840 706 + Added ABC turbo actions to key config.\r
860b26f4 707 * Some other minor adjustments.\r
708\r
df845b39 7091.50\r
710 + Added some basic support for Sega Pico, a MegaDrive-based toy.\r
6831c696 711 + Added proper support for cue/bin images, including cdda playback.\r
df845b39 712 .cue sheets with iso/cso/mp3/wav files listed in them are now\r
713 supported too (but 44kHz restriction still applies).\r
714 + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.\r
715 The tool can convert .cue/.bin Sega CD images to .cso/.mp3.\r
9039861f 716 * Greatly improved Sega CD load times.\r
df845b39 717 * Changed how scheduling between 68k and z80 is handled. Improves\r
718 performance for some games. Credits to Lordus for the idea.\r
719 * YM2612 state was not 100% saved, this should be better now.\r
720 * Improved renderer performance for shadow/hilight mode.\r
721 * Added a hack for YM2612 frequency overflow issue (bleep noises\r
722 in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)\r
4b811a8a 723 Credits to Nemesis @ spritesmind forum. Works only if sound rate\r
df845b39 724 is set to 44kHz.\r
725 + Implemented some sprite rendering improvements, as suggested by\r
726 Exophase. Games with lots of sprites now perform better.\r
727 + Added better idle loop detection, based on Lordus' idea again.\r
9039861f 728 - "accurate timing" option removed, as disabling it no longer\r
df845b39 729 improves performance.\r
9039861f 730 - "accurate sprites" was removed too, the new sprite code can\r
df845b39 731 properly handle sprite priorities in all cases.\r
732 * Timers adjusted again.\r
733 * Improved .smd detection code.\r
734 * ARM: fixed a bug in DrZ80 core, which could cause problems in\r
735 some rare cases.\r
736 * ARM: fixed a problem of occasional clicks on MP3 music start.\r
737 * Minor general optimizations and menu improvements.\r
738 * Fixed a bug in Sega CD savestate loader, where the game would\r
739 sometimes crash after load.\r
6831c696 740 * Fixed a crash of games using eeprom (introduced in 1.40b).\r
4b811a8a 741 * PSP: fixed suspend/resume (hopefully for real).\r
6831c696 742\r
de2b4cdb 7431.40c\r
744 * Fixed a problem with sound in Marble Madness.\r
745 * GP2X: Fixed minor problem with key config.\r
746\r
960a8e27 7471.40b\r
748 * Fixed sprite masking code. Thanks to Lordus for explaining how it works.\r
749 + Added "disable sprite limit" option.\r
750 + PSP: added black level adjustment to display options.\r
751 * Changed reset to act as 'soft' reset.\r
752 + Added detection for Puggsy (it doesn't really have sram).\r
753 * Some small timing adjustments.\r
754\r
558d8e1f 7551.40a\r
960a8e27 756 * GP2X: Fixed a binding problem with up and down keys.\r
558d8e1f 757 * Default game config no longer overrides global user config.\r
758\r
8e708f92 7591.40\r
760 + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r
88bfc63d 761 wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r
762 Rokas for various ideas.\r
8e708f92 763 * Changed config file format, files are now human-readable. Game specific\r
764 configs are now held in single file (but old game config files are still\r
88bfc63d 765 read when new one is missing).\r
a5365695 766 * Fixed a bug where some key combos didn't work as expected.\r
960a8e27 767 * Fixed a regression in renderer (ARM ports only, some graphic glitches in\r
768 rare cases).\r
88bfc63d 769 * Adjusted fast renderer to work with more games, including VR.\r
a5365695 770 * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r
960a8e27 771 * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead\r
772 in the Linux kernel and C library (thanks to Rokas and Exophase for ideas\r
773 again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r
88bfc63d 774 + PicoDrive now comes with a game config file for some games which need\r
775 special settings, so they should now work out-of-the-box. More games will\r
776 be added with later updates.\r
960a8e27 777 + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.\r
8e708f92 778\r
93c0d147 7791.35b\r
780 * PSP: mp3 code should no longer fail on 1.5 firmware.\r
781 + PSP: added gamma adjustment option.\r
426ecc58 782 + Added .cso ISO format support. Useful for non-FMV games.\r
783 * It is now possile to force a region after the ROM is loaded.\r
93c0d147 784 * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r
785 * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r
426ecc58 786 (like NBA Jam and NHL 9x).\r
0480e6c9 787 + PSP: added suspend/resume handling for Sega CD games.\r
788 + GP2X: added additional low volume levels for my late-night gaming sessions\r
789 (in stereo mode only).\r
790 + GP2X: added "fast forward" action in key config. Not recommended to use for\r
791 Sega CD, may case problems there.\r
426ecc58 792 * Some other small tweaks I forgot about.\r
93c0d147 793\r
c6334564 7941.35a\r
795 * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r
796 * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r
797 graphics corruption in EU Mega CD model1 BIOS menus.\r
798 + PSP: added additional "set to 4:3 scaled" display option for convenience.\r
0480e6c9 799 + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r
c6334564 800\r
c14459db 8011.35\r
802 + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r
803 + Some minor generic optimizations.\r
804 * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r
805 (although it should have crashed there too).\r
806 * Readme updated.\r
807\r
c2e83bcd 8081.34\r
809 + Gizmondo port added.\r
810 + Some new optimizations in memory handlers, and for shadow/hilight mode.\r
811 + Added some hacks to make more games work without enabling "accurate timing".\r
812 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r
813 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r
814 * Fixed a few games not having sound at startup.\r
815 * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r
816 providing info about additional EEPROM types and game mappers.\r
817 * The above change fixed hang of NBA Jam.\r
818 * Minor adjustments to control configurator.\r
819\r
8201.33\r
821 * Updated Cyclone core to 0.0088.\r
822 + Added A r k's usbjoy fix.\r
823 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r
824 emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r
f2d9ea1e 825 + Added an option to use A_SN's gamma curve for gamma correction (improves dark\r
c2e83bcd 826 and bright color display for mk2s).\r
827 * Sometimes stray sounds were played after loading a savestate. Fixed.\r
828 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r
829 Snatcher).\r
830 * PD no longer overwrites video player code in memory, video player now can be\r
831 used after exiting PicoDrive.\r
832 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r
833 if "accurate timing" was not enabled.\r
834 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r
835 Upto 10MB hacked ROMs are supported now.\r
836 + Config profiles added (press left/right when saving config).\r
837 * Changed key configuration behavior to the one from gpfce (should be more\r
838 intuitive).\r
839 + Added some skinning capabilities to the menu system with default skin by\r
840 ketchupgun. Delete skin directory if you want old behaviour.\r
841 * Some other little tweaks I forgot about.\r
842\r
8431.32\r
844 + Added some new scaling options.\r
845 + Added ability to reload CD images while game is running (needed for games\r
846 with multiple CDs, like Night Trap).\r
847 + Added RAM cart emulation.\r
848 * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r
849 * Idle loop detection was picking up wrong code and causing glitches, fixed.\r
850 * The ym2612 code on 940 now can handle multiple updates per frame\r
851 (fixes Thunger Force III "seiren" level drums for example).\r
852 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r
853 Popful Mail, Silpheed).\r
854 * Improved z80 timing, should fix some sound problems.\r
855 * Fixed a bug with sram register (fixes Phantasy Star 4).\r
856 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r
857 * Added code for PRG ram write protection register (Dungeon Explorer).\r
858 * The memory mode register change in 1.31 was unsafe and caused some glitches in\r
859 AH-3 Thunderstrike. Fixed.\r
860 * Fixed a file descriptor leak.\r
861 * Updated documentation, added Gmenu2x manual.\r
862\r
8631.31\r
864 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r
865 * Fixed TAS opcode on sub-68k side (fixes Batman games).\r
866 * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r
867\r
8681.30\r
869 + ISO files now can be zipped. Note that this causes VERY long loading times.\r
870 + Added data pre-buffering support, this allows to reduce frequency of short pauses\r
871 in FMV games (caused by SD access), but makes those pauses longer.\r
872 * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r
873 + Properly implemented "decode" data transformation (Jaguar XJ220).\r
874 * Integrated "better sync" code into cyclone code, what made this mode much faster.\r
875 * Fixed a bug related to game specific config saving.\r
876 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r
877 * Fixed reset not working for some games.\r
878 + New assembly optimized memory handlers for CD (gives at least a few fps).\r
879 Also re-enabled all optimizations from 0.964 release.\r
880 + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r
881\r
8821.201\r
883 + Added basic cheat support (GameGenie and Genecyst patches).\r
884\r
8851.20\r
886 * Fixed a long-standing problem in audio mixing code which caused slight distortions\r
887 at lower sample rates.\r
888 * Changed the way 920 and 940 communicates (again), should be more reliable and give\r
889 slight performance increase.\r
890 * Some optimizations in audio mixing code.\r
891 * Some menu changes (background added, smaller font in ROM browser, savestate loader\r
892 now can select slots).\r
893 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r
894 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r
895 + "Cell arrange" address mapping is now emulated (Heart of the alien).\r
896 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r
897 + "Better sync" option added (prevents some games from hanging).\r
898\r
8991.14\r
900 + Region autodetection now can be customized.\r
901 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r
902 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r
903 * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r
904 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r
905 + Savestates implemented for Sega/Mega CD.\r
906 + PCM sound added.\r
907 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r
908 Mega CD mode (but mp3s must still be 44kHz stereo).\r
909 + Timer emulation added.\r
910 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r
911 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r
912\r
9131.10\r
914 + GP2X: Added experimental Sega CD support.\r
915 + GP2X: Added partial gmv movie playback support.\r
916\r
9170.964\r
918 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r
919 happening for NTSC games and causing sound clicks.\r
920 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r
921 should be useable and configurable).\r
922 + GP2X: Added save confirmation option.\r
923 + GP2X: Added 940 CPU crash detection.\r
924 + ALL: UIQ3 port added.\r
925\r
9260.963\r
927 * GP2X: Gamma-reset-on-entering-menu bug fixed.\r
928 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r
929 http://www.gp32x.com/board/index.php?showtopic=28490\r
930\r
9310.962\r
932 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r
933 was enabled (for example punch sound in SOR).\r
934 * GP2X: Limited max volume to 90, because higher values often cause distortions.\r
935 * GP2X: Fixed a bug with lower res scaling.\r
936 * GP2X: Gamma is now reset on exit.\r
937\r
9380.96\r
939 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r
940 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r
941 performance increase.\r
942 * ALL: Accurate renderers are slightly faster now.\r
943 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r
944 framelimitter, this should eliminate some scrolling and tearing problems.\r
945 * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r
946 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r
947 + GP2X: Added ability to save config for specific games only.\r
948 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r
949 * GP2X: Volume keys are now configurable.\r
950 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r
951 player 2 control (currently untested).\r
952 * GP2X: squidgehack is now applied through kernel module (cleaner way).\r
953\r
9540.95\r
955 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r
956 + GP2X: Added command line support\r
957 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r
958 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r
959 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r
960 etc.).\r
961 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r
962 default.\r
963\r
9640.945\r
965 + GP2X: Added frame limiter for frameskipped modes.\r
966 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r
967 * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r
968 high memory and had no effect).\r
969\r
9700.94\r
971 + Added GP2X port.\r
972 * Improved interrupt timing, Mazin Saga and Burning Force now works.\r
973 * Rewritten renderer code to better suit GP2X, should be faster on other\r
974 ports too.\r
975 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r
976 + Added some protection device faking, used by some unlicensed games like\r
977 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r
978 + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r
979\r
9800.93\r
981 * Fixed a problem with P900/P910 key configuration in FC mode.\r
982 * Improved shadow/hilight mode emulation. Still not perfect, but should be\r
983 enough for most games.\r
984 + Save state slots added.\r
985 + Region selector added.\r
986\r
9870.92\r
988 VDP changes:\r
989 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r
990 Super Hang-On and some other problems in other games).\r
991 * HV counter emulation is now much more accurate. Fixes the Asterix games,\r
992 line in Road Rash 3, etc.\r
993 * Minor sprite and layer scroll masking bugs fixed.\r
994 + Added partial interlace mode renderer (Sonic 2 vs mode)\r
995 * Fixed a crash in both renderers when certain size window layers were used.\r
996 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r
997 effects are still unemulated.\r
998 + Sprite emulation is more accurate, sprite limit is emulated.\r
999 + Added "accurate sprites" option, which always draws sprites in correct\r
1000 order and emulates sprite collision bit, but is significantly slower.\r
1001\r
1002 Emulation changes:\r
1003 * Improved interrupt handling, added deferred interrupt emulation\r
1004 (Lemmings, etc).\r
1005 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r
1006 Megaman - The Wily Wars and many EA sports games like NBA Jam).\r
1007 + Implemented ROM banking for Super Street Fighter II - The New Challengers\r
1008 * Updated to the latest version of DrZ80 core, integrated memory handlers\r
1009 in it for better performance. A noticeable performance increase, but save\r
1010 states may not work from the previous version (you can only use them with\r
1011 sound disabled in that case).\r
1012 + SRAM word read handler was using incorrect byte order, fixed.\r
1013\r
1014 Changes in Cyclone 0.0086:\r
1015 + Added missing CHK opcode handler (used by SeaQuest DSV).\r
1016 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
1017 memory write-back phase is ignored (but can be enabled in config.h if needed).\r
1018 + Added missing NBCD and TRAPV opcode handlers.\r
1019 + Added missing addressing mode for CMP/EOR.\r
1020 + Added some minor optimizations.\r
1021 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
1022 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
1023 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
1024 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
1025 + Added Uninitialized Interrupt emulation.\r
1026 + Altered timing for about half of opcodes to match Musashi's.\r
1027\r
10280.80\r
1029 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r
1030 increase (depends on game).\r
1031 * Optimized 32-column renderer not to render tiles offscreen, games which\r
1032 use 32-column display (like Shining Force) run ~50% faster.\r
1033 + Added new "Alternative renderer", which gives another ~30-45% performance\r
1034 increase (in addition to mentioned above), but works only with some games,\r
f2d9ea1e 1035 because it is missing some features (it uses tile-based rendering\r
c2e83bcd 1036 instead of default line-based and disables H-ints).\r
1037 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r
1038 P800 and 208x208 for all other phones.\r
1039 + Added volume control for Motorolas (experimental).\r
1040\r
1041 VDP changes:\r
1042 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r
1043 Stormer and others).\r
1044 + Added sprite masking (hiding), adds some speed.\r
1045 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r
1046 special stage are now playable.\r
1047 + Added column based vertical scrolling (Gunstar Heroes battleship level,\r
1048 Sonic and Knuckles lava boss, etc).\r
1049\r
1050 Emulation changes:\r
1051 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r
1052 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r
1053 still need it (International Superstar Soccer Deluxe).\r
1054 * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r
1055 Earthworm Jim play better, more games play sound.\r
1056 * I/O registers now remember their values (needed for Pirates! Gold)\r
1057 + Added support for 6 button pad.\r
1058\r
1059 Changes in Cyclone 0.0083wip:\r
1060 + Added missing CHK opcode (used by SeaQuest DSV).\r
1061 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r
1062 is ignored (but is enabled for other systems).\r
1063\r
1064 Backported stuff from Snes9x:\r
1065 * Fixed Pxxx jog up/down which were not working in game.\r
1066 + Added an option to gzip save states to save space.\r
1067 + The emulator now pauses whenever it is loosing focus, so it will now pause\r
1068 when alarm/ponecall/battery low/... windows come up.\r
1069 - Removed 'pause on phonecall' feature, as it is no longer needed.\r
1070 + Video fix for asian A1000s.\r
1071\r
10720.70\r
1073 * Started using tools from "Symbian GCC Improvement Project", which give\r
1074 considerable speed increase (~4fps in "center 90" mode).\r
1075 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r
1076 "center 90" mode).\r
1077 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r
1078 and are faster.\r
1079 * Minor stability improvements (emulator is less likely to crash).\r
1080 + Added some background for OSD text for better readability.\r
1081 + Added Pal/NTSC detection. This is needed for proper sound speed.\r
1082 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r
1083 it faster.\r
1084 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r
1085 a bit weird. Could be a little faster, so made some changes too.\r
1086 + Implemented SN76489 emu from the MAME project.\r
1087 + Added two separate sound output methods (mediaserver and cmaudiofb) with\r
1088 autodetection (needs testing).\r
1089 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r
1090 fixes Contra and some other games.\r
1091\r
10920.301\r
1093 Launcher:\r
1094 * Launcher now starts emulation process from current directory,\r
1095 not from hardcoded paths.\r
1096 * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r
1097\r
10980.30\r
1099 Initial release.\r
1100\r
1101\r
1102Disclaimer\r
1103----------\r
1104\r
1105THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
1106AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
1107IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r
1108ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r
1109LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r
1110CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r
1111SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r
1112INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r
1113CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r
1114ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r
1115POSSIBILITY OF SUCH DAMAGE. \r
1116\r
1117SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r
1118Sega Enterprises Ltd.\r
1119\r