UIQ3 update, some makefile unification, rm old configs, stuff
[libpicofe.git] / base_readme.txt
CommitLineData
c2e83bcd 1#ifdef GP2X\r
2For help / comments / questions visit GP32X boards at:\r
3http://www.gp32x.com/board/\r
4\r
5#endif\r
6\r
7About\r
8-----\r
9\r
c14459db 10#ifdef PSP\r
11This is yet another Megadrive / Genesis emulator for PSP, but with\r
12Sega CD / Mega CD support. Although it has been originally written having\r
13ARM CPU based devices in mind, it has now been ported to PSP too, by\r
14replacing ARM specific parts with portable C code.\r
15The base code originates from Dave's (fdave, finalburn) PicoDrive 0.30 for\r
16Pocket PC. The Sega/Mega CD code is roughly based on Stephane Dallongeville's\r
17Gens.\r
18#else\r
c2e83bcd 19This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r
20was written having ARM-based handheld devices in mind (such as PDAs,\r
21smartphones and handheld consoles like GP2X and Gizmondo of course).\r
22The critical parts (renderer, 68K and Z80 cpu interpreters) and some other\r
23random code is written in ARM asm, other code is C. The base code originates\r
24from Dave's (fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD\r
25code is roughly based on Stephane Dallongeville's Gens.\r
c14459db 26#endif\r
c2e83bcd 27\r
558d8e1f 28PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r
29it's SVP chip.\r
30\r
c2e83bcd 31\r
32How to make it run\r
33------------------\r
34\r
35#ifdef GP2X\r
9039861f 36Copy PicoDrive.gpe, pico940_v3.bin and mmuhack.o to any place in your filesystem\r
c2e83bcd 37(all 3 files must be in the same directory) and run PicoDrive.gpe.\r
38Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r
39\r
40#endif\r
41#ifdef GIZ\r
42First make sure you have homebrew-enabled Service Pack installed. Then copy\r
43PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r
44be in the same directory) and run PicoDrive.exe using the launcher of your choice\r
45(some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r
46the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r
47be in .smd or .bin format and can be zipped (one ROM per zip).\r
48\r
49#endif\r
c14459db 50#ifdef PSP\r
51If you are running a custom firmware, just copy the whole PicoDrive directory to\r
52/PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r
53which one GAME* directory to use).\r
54\r
c6334564 55If you are on 1.5, there is a separate KXploited version for it.\r
c14459db 56\r
57#endif\r
58Note that this emulator may require some tweaking of configuration settings to run\r
59some games well. For Genesis/MegaDrive, if you have any problems (game does not\r
60boot, sound is glitchy, broken graphics), try to:\r
c14459db 61#ifdef PSP\r
62 * enable "accurate renderer"\r
63#else\r
64 * enable "16bit accurate renderer"\r
65#endif\r
66 * make sure Z80 is not disabled (in "advanced options" submenu in options).\r
67Some games may need to be reset after adjusting settings.\r
68\r
6f748c47 69For possible Sega/Mega CD problems, see "Other important stuff" section below.\r
c2e83bcd 70\r
71\r
72How to run Sega/Mega CD games\r
73-----------------------------\r
74\r
75To play any game, you need BIOS files. These files must be copied to the same\r
e86e20be 76directory as mentioned PicoDrive files. Files can be named as follows:\r
c2e83bcd 77\r
78US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
79EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
80JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
81these files can also be zipped.\r
82\r
1b38d64b 83The game must be dumped to ISO/MP3, CUE/CSO/MP3 or CUE/BIN format. When using\r
6831c696 84CUE/BIN, you must load .cue file from the menu, or else the emu will not find\r
85audio tracks.\r
86CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by\r
87using bin_to_cso_mp3 tool, which is included with the emulator. See readme in\r
88the bin_to_cso_mp3/ directory for details.\r
89\r
90ISO+mp3 files can be named similarly as for other emus.\r
c2e83bcd 91Here are some examples:\r
92\r
93SonicCD.iso data track\r
94SonicCD_02.mp3 audio track 1 (CD track 2)\r
95SonicCD_03.mp3\r
96...\r
97\r
98Sonic the Hedgehog CD (US) - Track 01.iso\r
99Sonic the Hedgehog CD (US) - Track 02.mp3\r
100Sonic the Hedgehog CD (US) - Track 03.mp3\r
101...\r
102\r
1b38d64b 103In case there is a .cue file with properly specified files names in it,\r
104file naming doesn't matter. Just be sure to load .cue from the menu.\r
105\r
c14459db 106It is very important to have the MP3s encoded at 44kHz sample rate and they\r
107must be stereo, or else they will play too fast/slow or won't play at all.\r
108Be sure NOT to use anything but classic mp3 format (don't use things like\r
109mp3pro).\r
110\r
6d741b32 111ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r
112are already compressed). CSO will cause slightly longer loading times, and\r
9039861f 113is not very good for FMV games. Zipping ISOs is not recommended, as it will\r
6d741b32 114cause very long (several minute) loading times, and make some games\r
115unplayable. File naming is similar as with uncompressed ISOs.\r
c2e83bcd 116Example:\r
117\r
6d741b32 118SonicCD.cso data track\r
c2e83bcd 119SonicCD_02.mp3 audio track 1 (CD track 2)\r
120SonicCD_03.mp3\r
121...\r
122\r
123\r
124Other important stuff\r
125---------------------\r
126\r
df845b39 127* If your Genesis/MD game has graphical glitches, this is most likely because\r
128 "accurate renderer" is not enabled (see options).\r
c2e83bcd 129* Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r
130 "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r
131 submenu, and then reset the game. Some other games may also require\r
c14459db 132 "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r
133 Incorrectly named/missing mp3s may also be the cause.\r
134* Sega/Mega CD: If the background music is missing, you might have named your\r
135 MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r
6d741b32 136* Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r
137 encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r
c14459db 138 PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r
139 Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r
140 playback speeds, not repeating music or even prevent game from starting.\r
6d741b32 141 Some games (like Snatcher) may hang in certain scenes because of this.\r
142 Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r
143 what causes audio desyncs and/or mentioned problems.\r
df845b39 144 If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with\r
145 the emulator) to make a proper iso/mp3 rip.\r
c14459db 146* Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r
147 you may be using a bad BIOS dump. Try another from a different source.\r
148* Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r
149 so disabling Z80 manually (in advanced options) improves performance.\r
c2e83bcd 150#ifdef GP2X\r
c2e83bcd 151* When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r
152 when using ARM920 only. For example my GP2X when run singlecore can reach\r
153 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r
154 it may start hanging and producing random noise, or causing ARM940 crashes\r
155 ("940 crashed" message displayed).\r
156#endif\r
c2e83bcd 157* Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r
158#ifdef GP2X\r
159* Due to internal implementation mp3s must not be larger that 12MB\r
160 (12582912 bytes). Larger mp3s will not be fully loaded.\r
161* RAM timings option is good for dualcore operation (it is disabled by\r
162 default because it doesn't work on every GP2X, so enable it in advanced\r
163 options).\r
164#endif\r
165\r
166\r
167Configuration\r
168-------------\r
169\r
170@@0. "Renderer"\r
171#ifdef GP2X\r
1728bit fast:\r
173This enables alternative heavily optimized tile-based renderer, which renders\r
174pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
175which is much faster. But because of the way it works it can't render any\r
176mid-frame image changes (raster effects), so it is useful only with some games.\r
177\r
178Other two are accurate line-based renderers. The 8bit is faster but does not\r
179run well with some games like Street Racer.\r
117f236a 180\r
c2e83bcd 181#endif\r
182#ifdef GIZ\r
183This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
184a bit faster for some games, but not much, because colors still need to be\r
185converted to 16bit, as this is what Gizmondo requires. It also introduces\r
186graphics problems for some games, so it's best to use 16bit one.\r
117f236a 187\r
c2e83bcd 188#endif\r
c14459db 189#ifdef PSP\r
190This option allows to switch between fast and accurate renderers. The fast one\r
191is much faster, because it draws the whole frame at a time, instead of doing it\r
192line by line, like the accurate one does. But because of the way it works it\r
193can't render any mid-frame image changes (raster effects), so it is useful only\r
194for some games.\r
c2e83bcd 195\r
117f236a 196#endif\r
c2e83bcd 197#ifdef GIZ\r
f3dc5a3a 198@@0. "Scanline mode"\r
c2e83bcd 199This option was designed to work around slow framebuffer access (the Gizmondo's\r
c14459db 200main bottleneck) by drawing every other line (even numbered lines only).\r
f3dc5a3a 201This improves performance greatly, but looses detail.\r
c2e83bcd 202\r
203#endif\r
204#ifdef GP2X\r
205@@0. "Scaling"\r
206"hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r
207image looks a bit blocky. "sw" means software scaling, which uses pixel\r
208averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r
209games which use so called "32 column mode" (256x224 or 256x240), and scales\r
210image width to 320 pixels. Vertical scales height to 240 for games which use\r
211height 224 (most of them).\r
117f236a 212\r
c2e83bcd 213#endif\r
214#ifdef GIZ\r
215@@0. "Scale low res mode"\r
216The Genesis/Megadrive had several graphics modes, some of which were only 256\r
217pixels wide. This option scales their width to 320 by using simple\r
218pixel averaging scaling. Works only when 16bit renderer is enabled.\r
c2e83bcd 219\r
117f236a 220#endif\r
c2e83bcd 221@@0. "Show FPS"\r
222Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
223YY is the number of emulated frames per second.\r
224\r
225@@0. "Frameskip"\r
226How many frames to skip rendering before displaying another.\r
227"Auto" is recommended.\r
228\r
229@@0. "Enable sound"\r
230Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r
231see below) for this to make sense (already done by default).\r
232\r
233@@0. "Sound Quality"\r
c14459db 234#ifdef PSP\r
235Sound sample rate, affects sound quality and emulation performance.\r
23622050Hz setting is the recommended one.\r
237#else\r
238Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r
239#endif\r
c2e83bcd 240#ifdef GP2X\r
241If you want 44100Hz sound, it is recommended to enable the second core (next option).\r
242\r
243@@0. "Use ARM940 core for sound"\r
244This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound \r
245(i.e. to generate YM2612 samples) to improve performance noticeably.\r
246#endif\r
247\r
c2e83bcd 248@@0. "Region"\r
249This option lets you force the game to think it is running on machine from the\r
250specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
251\r
252@@0. "Use SRAM/BRAM savestates"\r
253This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r
c14459db 254games which are using them. SRAM is saved whenever you enter the menu or exit the\r
c2e83bcd 255emulator.\r
256\r
257@@0. "Confirm savestate"\r
258Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r
259on loading (to prevent destroying current game progress), and on both or none, when\r
260using shortcut buttons (not menu) for saving/loading.\r
261\r
262@@0. "Save slot"\r
263This is a slot number to use for savestates. This can also be configured to be\r
264changed with a button (see "key configuration").\r
265\r
266#ifdef GP2X\r
267@@0. "GP2X CPU clocks"\r
268Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r
269There is no separate option for the second CPU because both CPUs use the same clock\r
270source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r
271at all (this is if you use external program to set clock).\r
272\r
c14459db 273#endif\r
274#ifdef PSP\r
275@@0. "CPU/bus clock"\r
276This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r
277\r
278@@0. "[Display options]"\r
279Enters Display options menu (see below).\r
280\r
c2e83bcd 281#endif\r
282@@0. "[Sega/Mega CD options]"\r
283Enters Sega/Mega CD options menu (see below).\r
284\r
285@@0. "[advanced options]"\r
286Enters advanced options menu (see below).\r
287\r
288@@0. "Save cfg as default"\r
289If you save your config here it will be loaded on next ROM load, but only if there\r
290is no game specific config saved (which will be loaded in that case).\r
291You can press left/right to switch to a different config profile.\r
292\r
293@@0. "Save cfg for current game only"\r
294Whenever you load current ROM again these settings will be loaded\r
295#ifdef GP2X\r
296(squidgehack and RAM settings will not take effect until emulator is restarted).\r
297#endif\r
298\r
299\r
300Advanced configuration\r
301----------------------\r
302\r
303Enter [advanced options] in config menu to see these options.\r
304\r
305#ifdef GP2X\r
306@@1. "Gamma correction"\r
307Alters image gamma through GP2X hardware. Larger values make image to look brighter,\r
308lower - darker (default is 1.0).\r
309\r
310@@1. "A_SN's gamma curve"\r
311If this is enabled, different gamma adjustment method will be used (suggested by A_SN\r
312from gp32x boards). Basically it makes difference for dark and bright colors.\r
313\r
314@@1. "Perfect vsync"\r
315This one adjusts the LCD refresh rate to better match game's refresh rate and starts\r
316synchronizing rendering with it. Should make scrolling smoother and eliminate tearing.\r
317\r
318#endif\r
bf7e9c61 319@@1. "Disable sprite limit"\r
320The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r
321objects) can be displayed on single line. This option allows to disable that\r
322limit. Note that some games used this to hide unwanted things, so it is not\r
323always good to enable this option.\r
324\r
c2e83bcd 325@@1. "Emulate Z80"\r
326Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r
327Some games do complex sync with it, so you must enable it even if you don't use\r
328sound to be able to play them.\r
329\r
330@@1. "Emulate YM2612 (FM)"\r
331This enables emulation of six-channel FM sound synthesizer chip, which was used to\r
332produce sound effects and music.\r
333\r
334@@1. "Emulate SN76496 (PSG)"\r
335This enables emulation of additional sound chip for additional effects.\r
336\r
337Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
338game to get sound. This is because most games initialize sound chips on\r
339startup, and this data is lost when sound chips are being enabled/disabled.\r
340\r
341#ifdef GIZ\r
f3dc5a3a 342@@1. "Double buffering"\r
343Draws the display to offscreen buffer, and flips it with visible one when done.\r
344Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
345\r
c2e83bcd 346@@1. "Wait for V-sync"\r
f3dc5a3a 347Waits for vertical sync before drawing (or flipping buffers, if previous option\r
348is enabled). Emulation is stopped while waiting, so this causes large performance\r
349hit.\r
c2e83bcd 350\r
351#endif\r
352@@1. "gzip savestates"\r
353This will always apply gzip compression on your savestates, allowing you to\r
354save some space and load/save time.\r
355\r
356@@1. "Don't save last used ROM"\r
357This will disable writing last used ROM to config on exit (what might cause SD\r
358card corruption according to DaveC).\r
359\r
360#ifdef GP2X\r
361@@1. "craigix's RAM timings"\r
362This overclocks the GP2X RAM chips, but may cause instability. Recommended if you\r
363use the second core for sound. Needs emulator restart to take effect.\r
364See this thread:\r
365http://www.gp32x.com/board/index.php?showtopic=32319\r
366\r
367@@1. "squidgehack"\r
368Well known way to improve the GP2X performance. You must restart the emulator\r
369for the change of this option to take effect.\r
370\r
371#endif\r
5d239ae7 372@@1. "Disable idle loop patching"\r
373Idle loop patching is used to improve performance, but may cause compatibility\r
374problems in some rare cases. Try disabling this if your game has problems.\r
375\r
c2e83bcd 376\r
377Sega/Mega CD options \r
378--------------------\r
379\r
380@@2,@@2,@@2. "USA/EUR/JAP BIOS"\r
381These options just show if your BIOS files were correctly detected by the\r
382emulator (it shows the filename it is using). If so, you can press Start to\r
383test your BIOS.\r
384\r
385@@2. "CD LEDs"\r
386The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
387will display them on top-left corner of the screen.\r
388\r
389@@2. "CDDA audio (using mp3s)"\r
390This option enables CD audio playback.\r
391\r
392@@2. "PCM audio"\r
393This enables 8 channel PCM sound source. It is required for some games to run,\r
394because they monitor state of this audio chip.\r
395\r
396@@2. "ReadAhead buffer"\r
88bfc63d 397This option can prefetch more data from the CD image then requested by game\r
398(to avoid accessing card later), what can improve performance in some cases.\r
399#ifndef PSP\r
400"OFF" is the recommended setting.\r
c2e83bcd 401#endif\r
402\r
403@@2. "Save RAM cart"\r
404Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
405\r
406@@2. "Scale/Rot. fx"\r
407The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r
408"Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r
409used it, so it's better to disable this option, unless game really needs it.\r
410\r
411@@2. "Better sync"\r
412This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r
413for example most (all?) Wolfteam games, and some other ones. Don't use it for\r
414games which don't need it, it will just slow them down.\r
415\r
416\r
c14459db 417#ifdef PSP\r
418Display options\r
419---------------\r
420\r
421@@3. "Scale factor"\r
422This allows to resize the displayed image by using the PSP's hardware. The number is\r
423used to multiply width and height of the game image to get the size of image to be\r
424displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r
425setting below.\r
426\r
427@@3. "Hor. scale (for low res. games)"\r
428This one works similarly as the previous setting, but can be used to apply additional\r
429scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r
430resolution.\r
431\r
432@@3. "Hor. scale (for hi res. games)"\r
433Same as above, only for higher (320 pixel wide) resolution using games.\r
434\r
435@@3. "Bilinear filtering"\r
436If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r
437making it smoother, but blurry.\r
438\r
bf7e9c61 439@@3. "Gamma adjustment"\r
440Color gamma can be adjusted with this.\r
441\r
442@@3. "Black level"\r
443This can be used to reduce unwanted "ghosting" effect for dark games, by making\r
444black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r
445\r
c14459db 446@@3. "Wait for vsync"\r
447Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r
448There are 3 options:\r
449* never: don't wait for vsync.\r
450* sometimes: wait only if emulator is running fast enough.\r
451* always: always wait (causes emulation slowdown).\r
452\r
453@@3. "Set to unscaled centered"\r
454Adjust the resizing options to set game image to it's original size.\r
455\r
5d239ae7 456@@3. "Set to 4:3 scaled"\r
457Scale the image up, but keep 4:3 aspect, by adding black borders.\r
458\r
c14459db 459@@3. "Set to fullscreen"\r
460Adjust the resizing options to make the game image fullscreen.\r
461\r
462\r
463#endif\r
c2e83bcd 464Key configuration\r
465-----------------\r
466\r
467Select "Configure controls" from the main menu. Then select "Player 1" and you will\r
468see two columns. The left column lists names of Genesis/MD controller buttons, and\r
e86e20be 469#ifdef GP2X\r
c2e83bcd 470the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r
e86e20be 471#endif\r
472#ifdef GIZ\r
473the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r
474#endif\r
c14459db 475#ifdef PSP\r
476the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r
477#endif\r
c2e83bcd 478to the same action, you will get a combo (which means that you will have to press\r
6589c840 479both buttons for that action to happen).\r
480\r
481There is also option to enable 6 button pad (will allow you to configure XYZ\r
482keys), and an option to set turbo rate (in Hz) for turbo buttons.\r
c2e83bcd 483\r
484\r
485Cheat support\r
486-------------\r
487\r
488To use GG/patch codes, you must type them into your favorite text editor, one\r
489per line. Comments may follow code after a whitespace. Only GameGenie and\r
490Genecyst patch formats are supported.\r
491Examples:\r
492\r
493Genecyst patch (this example is for Sonic):\r
494\r
49500334A:0005 Start with five lives\r
496012D24:0001 Keep invincibility until end of stage\r
497009C76:5478 each ring worth 2\r
498009C76:5678 each ring worth 3\r
499...\r
500\r
501Game Genie patch (for Sonic 2):\r
502\r
503ACLA-ATD4 Hidden palace instead of death egg in level select\r
504...\r
505\r
506Both GG and patch codes can be mixed in one file.\r
507\r
508When the file is ready, name it just like your ROM file, but with additional\r
509.pat extension, making sure that case matches.\r
510\r
511Examples:\r
512\r
513ROM: Sonic.zip\r
514PATCH FILE: Sonic.zip.pat\r
515\r
516ROM: Sonic 2.bin\r
517PATCH FILE: Sonic 2.bin.pat\r
518\r
519Put the file into your ROMs directory. Then load the .pat file as you would\r
520a ROM. Then Cheat Menu Option should appear in main menu.\r
521\r
522\r
523What is emulated?\r
524-----------------\r
525\r
526Genesis/MegaDrive:\r
c14459db 527#ifdef PSP\r
528main 68k @ 7.6MHz: yes, FAME/C core\r
529z80 @ 3.6MHz: yes, CZ80 core\r
530#else\r
c2e83bcd 531main 68k @ 7.6MHz: yes, Cyclone core\r
532z80 @ 3.6MHz: yes, DrZ80 core\r
c14459db 533#endif\r
c2e83bcd 534VDP: yes, except some quirks not used by games\r
535YM2612 FM: yes, optimized MAME core\r
536SN76489 PSG: yes, MAME core\r
558d8e1f 537SVP chip: yes! This is first emu to ever do this.\r
538Some in-cart mappers are supported too.\r
c2e83bcd 539\r
540Sega/Mega CD:\r
c14459db 541#ifdef PSP\r
542another 68k @ 12.5MHz: yes, FAME/C too\r
543#else\r
c2e83bcd 544another 68k @ 12.5MHz: yes, Cyclone too\r
c14459db 545#endif\r
c2e83bcd 546gfx scaling/rotation chip (custom ASIC): yes\r
547PCM sound source: yes\r
548CD-ROM controller: yes (mostly)\r
549bram (internal backup RAM): yes\r
550\r
551\r
552Problems / limitations\r
553----------------------\r
554\r
8e708f92 555* 32x is not emulated.\r
556#ifdef PSP\r
558d8e1f 557* SVP emulation is terribly slow.\r
8e708f92 558#endif\r
c2e83bcd 559* Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r
560 as very few games use this (if any at all).\r
8e708f92 561* The emulator is not 100% accurate, so some things may not work as expected.\r
c2e83bcd 562\r
563\r
564Credits\r
565-------\r
566\r
fe9e3b25 567This emulator is made of the code from following people/projects:\r
c2e83bcd 568\r
569notaz\r
c14459db 570GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r
c2e83bcd 571lots of additional coding (see changelog).\r
572Homepage: http://notaz.gp2x.de/\r
573\r
574Dave\r
575Cyclone 68000 core, Pico emulation library\r
576Homepage: http://www.finalburn.com/\r
577\r
c14459db 578#ifdef PSP\r
579Chui\r
580FAME/C 68k interpreter core\r
581(based on C68K by Stephane Dallongeville)\r
582\r
583Stephane Dallongeville (written), NJ (optimized)\r
584CZ80 Z80 interpreter core\r
585\r
586#else\r
c2e83bcd 587Reesy & FluBBa\r
c14459db 588DrZ80, the Z80 interpreter written in ARM assembly.\r
c2e83bcd 589Homepage: http://reesy.gp32x.de/\r
590\r
c14459db 591#endif\r
592Tatsuyuki Satoh, Jarek Burczynski, MAME development\r
c2e83bcd 593software implementation of Yamaha FM sound generator\r
594\r
c14459db 595MAME development\r
596Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r
c2e83bcd 597Homepage: http://www.mame.net/\r
598\r
599Stephane Dallongeville\r
600Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
c14459db 601#ifdef PSP\r
602\r
603people @ ps2dev.org forums / PSPSDK crew\r
604libaudiocodec code (by cooleyes)\r
605other sample code\r
606#else\r
c2e83bcd 607\r
608Helix community\r
609Helix mp3 decoder\r
c14459db 610#endif\r
c2e83bcd 611\r
612\r
613Additional thanks\r
614-----------------\r
615\r
616* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r
617 info about genesis hardware.\r
618* Steve Snake for all that he has done for Genesis emulation scene.\r
8e708f92 619* Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r
c2e83bcd 620* Bart Trzynadlowski for his SSFII and 68000 docs.\r
621* Haze for his research (http://haze.mameworld.info).\r
260f1bcc 622* Lordus, Exophase and Rokas for various ideas.\r
623* Nemesis for his YM2612 research.\r
c2e83bcd 624* Mark and Jean-loup for zlib library.\r
625* ketchupgun for the skin.\r
626#ifdef GP2X\r
627* rlyeh and all the other people behind the minimal library.\r
628* Squidge for his famous squidgehack(tm).\r
629* Dzz for his ARM940 sample code.\r
630* GnoStiC & Puck2099 for USB joystick support.\r
631* Hermes PS2R, god_at_hell for the CpuCtrl library.\r
632* A_SN for his gamma code.\r
633* craigix for supplying the GP2X hardware and making this port possible.\r
634* Alex for the icon.\r
635* All the people from gp32x boards for their support.\r
636#endif\r
637#ifdef GIZ\r
638* Kingcdr's for the SDK and Reesy for the DLL and sound code.\r
639* jens.l for supplying the Gizmondo hardware and making this port possible.\r
640#endif\r
641#ifdef UIQ\r
642* Peter van Sebille for his various open-source Symbian projects to learn from.\r
643* Steve Fischer for his open-source Motorola projects.\r
644* The development team behind "Symbian GCC Improvement Project"\r
645 (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r
646 compile tools.\r
647* AnotherGuest for all his Symbian stuff and support.\r
648* Inder for the icons.\r
649#endif\r
650* Anyone else I forgot. You know who you are.\r
651\r
652\r
653Changelog\r
654---------\r
5d239ae7 6551.51b\r
656 * Fixed a crash when uncompressed savestate is loaded.\r
657 * Fixed an idle loop detection related hanging problem.\r
658 * PSP: fixed another palette related regression.\r
659\r
e9a13365 6601.51a\r
661 * Fixed a sync problem between main and sub 68k. Should fix the hanging\r
662 problem for some games.\r
0022091e 663 * ARM: fixed a crash when CD savestate is loaded just after loading ROM.\r
e9a13365 664\r
6589c840 6651.51\r
860b26f4 666 * Improved bin_to_cso_mp3 tool, it should no longer complain about\r
667 missing lame.exe even if it's in working dir.\r
668 * Fixed a regression from 1.50, which caused slowdowns in Final Fight.\r
669 * Fixed some regressions from 1.50 related to sprite limit and palette\r
670 handling (caused graphical glitches in some games).\r
6589c840 671 + Added ABC turbo actions to key config.\r
860b26f4 672 * Some other minor adjustments.\r
673\r
df845b39 6741.50\r
675 + Added some basic support for Sega Pico, a MegaDrive-based toy.\r
6831c696 676 + Added proper support for cue/bin images, including cdda playback.\r
df845b39 677 .cue sheets with iso/cso/mp3/wav files listed in them are now\r
678 supported too (but 44kHz restriction still applies).\r
679 + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.\r
680 The tool can convert .cue/.bin Sega CD images to .cso/.mp3.\r
9039861f 681 * Greatly improved Sega CD load times.\r
df845b39 682 * Changed how scheduling between 68k and z80 is handled. Improves\r
683 performance for some games. Credits to Lordus for the idea.\r
684 * YM2612 state was not 100% saved, this should be better now.\r
685 * Improved renderer performance for shadow/hilight mode.\r
686 * Added a hack for YM2612 frequency overflow issue (bleep noises\r
687 in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)\r
4b811a8a 688 Credits to Nemesis @ spritesmind forum. Works only if sound rate\r
df845b39 689 is set to 44kHz.\r
690 + Implemented some sprite rendering improvements, as suggested by\r
691 Exophase. Games with lots of sprites now perform better.\r
692 + Added better idle loop detection, based on Lordus' idea again.\r
9039861f 693 - "accurate timing" option removed, as disabling it no longer\r
df845b39 694 improves performance.\r
9039861f 695 - "accurate sprites" was removed too, the new sprite code can\r
df845b39 696 properly handle sprite priorities in all cases.\r
697 * Timers adjusted again.\r
698 * Improved .smd detection code.\r
699 * ARM: fixed a bug in DrZ80 core, which could cause problems in\r
700 some rare cases.\r
701 * ARM: fixed a problem of occasional clicks on MP3 music start.\r
702 * Minor general optimizations and menu improvements.\r
703 * Fixed a bug in Sega CD savestate loader, where the game would\r
704 sometimes crash after load.\r
6831c696 705 * Fixed a crash of games using eeprom (introduced in 1.40b).\r
4b811a8a 706 * PSP: fixed suspend/resume (hopefully for real).\r
6831c696 707\r
de2b4cdb 7081.40c\r
709 * Fixed a problem with sound in Marble Madness.\r
710 * GP2X: Fixed minor problem with key config.\r
711\r
960a8e27 7121.40b\r
713 * Fixed sprite masking code. Thanks to Lordus for explaining how it works.\r
714 + Added "disable sprite limit" option.\r
715 + PSP: added black level adjustment to display options.\r
716 * Changed reset to act as 'soft' reset.\r
717 + Added detection for Puggsy (it doesn't really have sram).\r
718 * Some small timing adjustments.\r
719\r
558d8e1f 7201.40a\r
960a8e27 721 * GP2X: Fixed a binding problem with up and down keys.\r
558d8e1f 722 * Default game config no longer overrides global user config.\r
723\r
8e708f92 7241.40\r
725 + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r
88bfc63d 726 wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r
727 Rokas for various ideas.\r
8e708f92 728 * Changed config file format, files are now human-readable. Game specific\r
729 configs are now held in single file (but old game config files are still\r
88bfc63d 730 read when new one is missing).\r
a5365695 731 * Fixed a bug where some key combos didn't work as expected.\r
960a8e27 732 * Fixed a regression in renderer (ARM ports only, some graphic glitches in\r
733 rare cases).\r
88bfc63d 734 * Adjusted fast renderer to work with more games, including VR.\r
a5365695 735 * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r
960a8e27 736 * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead\r
737 in the Linux kernel and C library (thanks to Rokas and Exophase for ideas\r
738 again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r
88bfc63d 739 + PicoDrive now comes with a game config file for some games which need\r
740 special settings, so they should now work out-of-the-box. More games will\r
741 be added with later updates.\r
960a8e27 742 + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.\r
8e708f92 743\r
93c0d147 7441.35b\r
745 * PSP: mp3 code should no longer fail on 1.5 firmware.\r
746 + PSP: added gamma adjustment option.\r
426ecc58 747 + Added .cso ISO format support. Useful for non-FMV games.\r
748 * It is now possile to force a region after the ROM is loaded.\r
93c0d147 749 * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r
750 * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r
426ecc58 751 (like NBA Jam and NHL 9x).\r
0480e6c9 752 + PSP: added suspend/resume handling for Sega CD games.\r
753 + GP2X: added additional low volume levels for my late-night gaming sessions\r
754 (in stereo mode only).\r
755 + GP2X: added "fast forward" action in key config. Not recommended to use for\r
756 Sega CD, may case problems there.\r
426ecc58 757 * Some other small tweaks I forgot about.\r
93c0d147 758\r
c6334564 7591.35a\r
760 * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r
761 * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r
762 graphics corruption in EU Mega CD model1 BIOS menus.\r
763 + PSP: added additional "set to 4:3 scaled" display option for convenience.\r
0480e6c9 764 + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r
c6334564 765\r
c14459db 7661.35\r
767 + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r
768 + Some minor generic optimizations.\r
769 * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r
770 (although it should have crashed there too).\r
771 * Readme updated.\r
772\r
c2e83bcd 7731.34\r
774 + Gizmondo port added.\r
775 + Some new optimizations in memory handlers, and for shadow/hilight mode.\r
776 + Added some hacks to make more games work without enabling "accurate timing".\r
777 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r
778 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r
779 * Fixed a few games not having sound at startup.\r
780 * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r
781 providing info about additional EEPROM types and game mappers.\r
782 * The above change fixed hang of NBA Jam.\r
783 * Minor adjustments to control configurator.\r
784\r
7851.33\r
786 * Updated Cyclone core to 0.0088.\r
787 + Added A r k's usbjoy fix.\r
788 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r
789 emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r
790 + Added an option to use A_SN's camma curve for gamma correction (improves dark\r
791 and bright color display for mk2s).\r
792 * Sometimes stray sounds were played after loading a savestate. Fixed.\r
793 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r
794 Snatcher).\r
795 * PD no longer overwrites video player code in memory, video player now can be\r
796 used after exiting PicoDrive.\r
797 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r
798 if "accurate timing" was not enabled.\r
799 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r
800 Upto 10MB hacked ROMs are supported now.\r
801 + Config profiles added (press left/right when saving config).\r
802 * Changed key configuration behavior to the one from gpfce (should be more\r
803 intuitive).\r
804 + Added some skinning capabilities to the menu system with default skin by\r
805 ketchupgun. Delete skin directory if you want old behaviour.\r
806 * Some other little tweaks I forgot about.\r
807\r
8081.32\r
809 + Added some new scaling options.\r
810 + Added ability to reload CD images while game is running (needed for games\r
811 with multiple CDs, like Night Trap).\r
812 + Added RAM cart emulation.\r
813 * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r
814 * Idle loop detection was picking up wrong code and causing glitches, fixed.\r
815 * The ym2612 code on 940 now can handle multiple updates per frame\r
816 (fixes Thunger Force III "seiren" level drums for example).\r
817 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r
818 Popful Mail, Silpheed).\r
819 * Improved z80 timing, should fix some sound problems.\r
820 * Fixed a bug with sram register (fixes Phantasy Star 4).\r
821 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r
822 * Added code for PRG ram write protection register (Dungeon Explorer).\r
823 * The memory mode register change in 1.31 was unsafe and caused some glitches in\r
824 AH-3 Thunderstrike. Fixed.\r
825 * Fixed a file descriptor leak.\r
826 * Updated documentation, added Gmenu2x manual.\r
827\r
8281.31\r
829 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r
830 * Fixed TAS opcode on sub-68k side (fixes Batman games).\r
831 * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r
832\r
8331.30\r
834 + ISO files now can be zipped. Note that this causes VERY long loading times.\r
835 + Added data pre-buffering support, this allows to reduce frequency of short pauses\r
836 in FMV games (caused by SD access), but makes those pauses longer.\r
837 * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r
838 + Properly implemented "decode" data transformation (Jaguar XJ220).\r
839 * Integrated "better sync" code into cyclone code, what made this mode much faster.\r
840 * Fixed a bug related to game specific config saving.\r
841 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r
842 * Fixed reset not working for some games.\r
843 + New assembly optimized memory handlers for CD (gives at least a few fps).\r
844 Also re-enabled all optimizations from 0.964 release.\r
845 + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r
846\r
8471.201\r
848 + Added basic cheat support (GameGenie and Genecyst patches).\r
849\r
8501.20\r
851 * Fixed a long-standing problem in audio mixing code which caused slight distortions\r
852 at lower sample rates.\r
853 * Changed the way 920 and 940 communicates (again), should be more reliable and give\r
854 slight performance increase.\r
855 * Some optimizations in audio mixing code.\r
856 * Some menu changes (background added, smaller font in ROM browser, savestate loader\r
857 now can select slots).\r
858 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r
859 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r
860 + "Cell arrange" address mapping is now emulated (Heart of the alien).\r
861 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r
862 + "Better sync" option added (prevents some games from hanging).\r
863\r
8641.14\r
865 + Region autodetection now can be customized.\r
866 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r
867 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r
868 * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r
869 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r
870 + Savestates implemented for Sega/Mega CD.\r
871 + PCM sound added.\r
872 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r
873 Mega CD mode (but mp3s must still be 44kHz stereo).\r
874 + Timer emulation added.\r
875 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r
876 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r
877\r
8781.10\r
879 + GP2X: Added experimental Sega CD support.\r
880 + GP2X: Added partial gmv movie playback support.\r
881\r
8820.964\r
883 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r
884 happening for NTSC games and causing sound clicks.\r
885 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r
886 should be useable and configurable).\r
887 + GP2X: Added save confirmation option.\r
888 + GP2X: Added 940 CPU crash detection.\r
889 + ALL: UIQ3 port added.\r
890\r
8910.963\r
892 * GP2X: Gamma-reset-on-entering-menu bug fixed.\r
893 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r
894 http://www.gp32x.com/board/index.php?showtopic=28490\r
895\r
8960.962\r
897 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r
898 was enabled (for example punch sound in SOR).\r
899 * GP2X: Limited max volume to 90, because higher values often cause distortions.\r
900 * GP2X: Fixed a bug with lower res scaling.\r
901 * GP2X: Gamma is now reset on exit.\r
902\r
9030.96\r
904 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r
905 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r
906 performance increase.\r
907 * ALL: Accurate renderers are slightly faster now.\r
908 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r
909 framelimitter, this should eliminate some scrolling and tearing problems.\r
910 * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r
911 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r
912 + GP2X: Added ability to save config for specific games only.\r
913 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r
914 * GP2X: Volume keys are now configurable.\r
915 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r
916 player 2 control (currently untested).\r
917 * GP2X: squidgehack is now applied through kernel module (cleaner way).\r
918\r
9190.95\r
920 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r
921 + GP2X: Added command line support\r
922 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r
923 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r
924 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r
925 etc.).\r
926 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r
927 default.\r
928\r
9290.945\r
930 + GP2X: Added frame limiter for frameskipped modes.\r
931 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r
932 * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r
933 high memory and had no effect).\r
934\r
9350.94\r
936 + Added GP2X port.\r
937 * Improved interrupt timing, Mazin Saga and Burning Force now works.\r
938 * Rewritten renderer code to better suit GP2X, should be faster on other\r
939 ports too.\r
940 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r
941 + Added some protection device faking, used by some unlicensed games like\r
942 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r
943 + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r
944\r
9450.93\r
946 * Fixed a problem with P900/P910 key configuration in FC mode.\r
947 * Improved shadow/hilight mode emulation. Still not perfect, but should be\r
948 enough for most games.\r
949 + Save state slots added.\r
950 + Region selector added.\r
951\r
9520.92\r
953 VDP changes:\r
954 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r
955 Super Hang-On and some other problems in other games).\r
956 * HV counter emulation is now much more accurate. Fixes the Asterix games,\r
957 line in Road Rash 3, etc.\r
958 * Minor sprite and layer scroll masking bugs fixed.\r
959 + Added partial interlace mode renderer (Sonic 2 vs mode)\r
960 * Fixed a crash in both renderers when certain size window layers were used.\r
961 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r
962 effects are still unemulated.\r
963 + Sprite emulation is more accurate, sprite limit is emulated.\r
964 + Added "accurate sprites" option, which always draws sprites in correct\r
965 order and emulates sprite collision bit, but is significantly slower.\r
966\r
967 Emulation changes:\r
968 * Improved interrupt handling, added deferred interrupt emulation\r
969 (Lemmings, etc).\r
970 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r
971 Megaman - The Wily Wars and many EA sports games like NBA Jam).\r
972 + Implemented ROM banking for Super Street Fighter II - The New Challengers\r
973 * Updated to the latest version of DrZ80 core, integrated memory handlers\r
974 in it for better performance. A noticeable performance increase, but save\r
975 states may not work from the previous version (you can only use them with\r
976 sound disabled in that case).\r
977 + SRAM word read handler was using incorrect byte order, fixed.\r
978\r
979 Changes in Cyclone 0.0086:\r
980 + Added missing CHK opcode handler (used by SeaQuest DSV).\r
981 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
982 memory write-back phase is ignored (but can be enabled in config.h if needed).\r
983 + Added missing NBCD and TRAPV opcode handlers.\r
984 + Added missing addressing mode for CMP/EOR.\r
985 + Added some minor optimizations.\r
986 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
987 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
988 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
989 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
990 + Added Uninitialized Interrupt emulation.\r
991 + Altered timing for about half of opcodes to match Musashi's.\r
992\r
9930.80\r
994 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r
995 increase (depends on game).\r
996 * Optimized 32-column renderer not to render tiles offscreen, games which\r
997 use 32-column display (like Shining Force) run ~50% faster.\r
998 + Added new "Alternative renderer", which gives another ~30-45% performance\r
999 increase (in addition to mentioned above), but works only with some games,\r
1000 because it is missing some features (it uses tile-based renderering\r
1001 instead of default line-based and disables H-ints).\r
1002 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r
1003 P800 and 208x208 for all other phones.\r
1004 + Added volume control for Motorolas (experimental).\r
1005\r
1006 VDP changes:\r
1007 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r
1008 Stormer and others).\r
1009 + Added sprite masking (hiding), adds some speed.\r
1010 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r
1011 special stage are now playable.\r
1012 + Added column based vertical scrolling (Gunstar Heroes battleship level,\r
1013 Sonic and Knuckles lava boss, etc).\r
1014\r
1015 Emulation changes:\r
1016 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r
1017 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r
1018 still need it (International Superstar Soccer Deluxe).\r
1019 * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r
1020 Earthworm Jim play better, more games play sound.\r
1021 * I/O registers now remember their values (needed for Pirates! Gold)\r
1022 + Added support for 6 button pad.\r
1023\r
1024 Changes in Cyclone 0.0083wip:\r
1025 + Added missing CHK opcode (used by SeaQuest DSV).\r
1026 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r
1027 is ignored (but is enabled for other systems).\r
1028\r
1029 Backported stuff from Snes9x:\r
1030 * Fixed Pxxx jog up/down which were not working in game.\r
1031 + Added an option to gzip save states to save space.\r
1032 + The emulator now pauses whenever it is loosing focus, so it will now pause\r
1033 when alarm/ponecall/battery low/... windows come up.\r
1034 - Removed 'pause on phonecall' feature, as it is no longer needed.\r
1035 + Video fix for asian A1000s.\r
1036\r
10370.70\r
1038 * Started using tools from "Symbian GCC Improvement Project", which give\r
1039 considerable speed increase (~4fps in "center 90" mode).\r
1040 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r
1041 "center 90" mode).\r
1042 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r
1043 and are faster.\r
1044 * Minor stability improvements (emulator is less likely to crash).\r
1045 + Added some background for OSD text for better readability.\r
1046 + Added Pal/NTSC detection. This is needed for proper sound speed.\r
1047 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r
1048 it faster.\r
1049 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r
1050 a bit weird. Could be a little faster, so made some changes too.\r
1051 + Implemented SN76489 emu from the MAME project.\r
1052 + Added two separate sound output methods (mediaserver and cmaudiofb) with\r
1053 autodetection (needs testing).\r
1054 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r
1055 fixes Contra and some other games.\r
1056\r
10570.301\r
1058 Launcher:\r
1059 * Launcher now starts emulation process from current directory,\r
1060 not from hardcoded paths.\r
1061 * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r
1062\r
10630.30\r
1064 Initial release.\r
1065\r
1066\r
1067Disclaimer\r
1068----------\r
1069\r
1070THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
1071AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
1072IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r
1073ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r
1074LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r
1075CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r
1076SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r
1077INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r
1078CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r
1079ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r
1080POSSIBILITY OF SUCH DAMAGE. \r
1081\r
1082SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r
1083Sega Enterprises Ltd.\r
1084\r