release 1.80beta1 for pandora
[libpicofe.git] / base_readme.txt
CommitLineData
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
96using bin_to_cso_mp3 tool, which is included with the emulator. See readme in\r
97the bin_to_cso_mp3/ directory for details.\r
98\r
99ISO+mp3 files can be named similarly as for other emus.\r
c2e83bcd 100Here are some examples:\r
101\r
102SonicCD.iso data track\r
103SonicCD_02.mp3 audio track 1 (CD track 2)\r
104SonicCD_03.mp3\r
105...\r
106\r
107Sonic the Hedgehog CD (US) - Track 01.iso\r
108Sonic the Hedgehog CD (US) - Track 02.mp3\r
109Sonic the Hedgehog CD (US) - Track 03.mp3\r
110...\r
111\r
1b38d64b 112In case there is a .cue file with properly specified files names in it,\r
113file naming doesn't matter. Just be sure to load .cue from the menu.\r
114\r
c14459db 115It is very important to have the MP3s encoded at 44kHz sample rate and they\r
116must be stereo, or else they will play too fast/slow or won't play at all.\r
117Be sure NOT to use anything but classic mp3 format (don't use things like\r
118mp3pro).\r
119\r
6d741b32 120ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r
121are already compressed). CSO will cause slightly longer loading times, and\r
9039861f 122is not very good for FMV games. Zipping ISOs is not recommended, as it will\r
6d741b32 123cause very long (several minute) loading times, and make some games\r
124unplayable. File naming is similar as with uncompressed ISOs.\r
c2e83bcd 125Example:\r
126\r
6d741b32 127SonicCD.cso data track\r
c2e83bcd 128SonicCD_02.mp3 audio track 1 (CD track 2)\r
129SonicCD_03.mp3\r
130...\r
131\r
132\r
133Other important stuff\r
134---------------------\r
135\r
c2e83bcd 136* Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r
137 "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r
138 submenu, and then reset the game. Some other games may also require\r
c14459db 139 "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r
140 Incorrectly named/missing mp3s may also be the cause.\r
141* Sega/Mega CD: If the background music is missing, you might have named your\r
142 MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r
6d741b32 143* Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r
144 encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r
c14459db 145 PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r
146 Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r
147 playback speeds, not repeating music or even prevent game from starting.\r
6d741b32 148 Some games (like Snatcher) may hang in certain scenes because of this.\r
149 Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r
150 what causes audio desyncs and/or mentioned problems.\r
df845b39 151 If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with\r
152 the emulator) to make a proper iso/mp3 rip.\r
c14459db 153* Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r
154 you may be using a bad BIOS dump. Try another from a different source.\r
155* Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r
156 so disabling Z80 manually (in advanced options) improves performance.\r
c2e83bcd 157* Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r
158#ifdef GP2X\r
f2d9ea1e 159* GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r
160 overclock as high as when using ARM920 only. For example my GP2X when run\r
161 singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r
162 overclocked too much, it may start hanging and producing random noise, or\r
163 causing ARM940 crashes ("940 crashed" message displayed).\r
164* GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r
165 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r
c2e83bcd 166#endif\r
167\r
168\r
169Configuration\r
170-------------\r
171\r
ac087c0e 172#ifdef UIQ\r
173#include "config.txt"\r
174#else\r
f2d9ea1e 175@@0. "Save slot"\r
176This is a slot number to use for savestates, when done by a button press outside\r
177menu. This can also be configured to be changed with a button\r
178(see "key configuration").\r
c2e83bcd 179\r
f2d9ea1e 180@@0. "Frameskip"\r
181How many frames to skip rendering before displaying another.\r
182"Auto" is recommended.\r
117f236a 183\r
f2d9ea1e 184@@0. "Region"\r
185This option lets you force the game to think it is running on machine from the\r
186specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
c2e83bcd 187\r
c2e83bcd 188@@0. "Show FPS"\r
189Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
190YY is the number of emulated frames per second.\r
191\r
c2e83bcd 192@@0. "Enable sound"\r
193Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r
194see below) for this to make sense (already done by default).\r
195\r
196@@0. "Sound Quality"\r
c14459db 197#ifdef PSP\r
198Sound sample rate, affects sound quality and emulation performance.\r
19922050Hz setting is the recommended one.\r
200#else\r
201Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r
202#endif\r
c2e83bcd 203\r
204@@0. "Confirm savestate"\r
205Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r
206on loading (to prevent destroying current game progress), and on both or none, when\r
207using shortcut buttons (not menu) for saving/loading.\r
208\r
c2e83bcd 209#ifdef GP2X\r
210@@0. "GP2X CPU clocks"\r
211Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r
212There is no separate option for the second CPU because both CPUs use the same clock\r
213source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r
214at all (this is if you use external program to set clock).\r
c14459db 215#endif\r
216#ifdef PSP\r
217@@0. "CPU/bus clock"\r
218This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r
f2d9ea1e 219#endif\r
c14459db 220\r
221@@0. "[Display options]"\r
222Enters Display options menu (see below).\r
223\r
c2e83bcd 224@@0. "[Sega/Mega CD options]"\r
225Enters Sega/Mega CD options menu (see below).\r
226\r
f2d9ea1e 227@@0. "[Advanced options]"\r
c2e83bcd 228Enters advanced options menu (see below).\r
229\r
230@@0. "Save cfg as default"\r
231If you save your config here it will be loaded on next ROM load, but only if there\r
232is no game specific config saved (which will be loaded in that case).\r
233You can press left/right to switch to a different config profile.\r
234\r
235@@0. "Save cfg for current game only"\r
236Whenever you load current ROM again these settings will be loaded\r
c2e83bcd 237\r
f2d9ea1e 238@@0. "Restore defaults"\r
239Restores all options (except controls) to defaults.\r
c2e83bcd 240\r
c2e83bcd 241\r
f2d9ea1e 242Display options\r
243---------------\r
c2e83bcd 244\r
f2d9ea1e 245@@1. "Renderer"\r
c2e83bcd 246#ifdef GP2X\r
f2d9ea1e 2478bit fast:\r
248This enables alternative heavily optimized tile-based renderer, which renders\r
249pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
250which is much faster. But because of the way it works it can't render any\r
251mid-frame image changes (raster effects), so it is useful only with some games.\r
c2e83bcd 252\r
f2d9ea1e 253Other two are accurate line-based renderers. The 8bit is faster but does not\r
254run well with some games like Street Racer.\r
255#endif\r
256#ifdef GIZ\r
257This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
258a bit faster for some games, but not much, because colors still need to be\r
259converted to 16bit, as this is what Gizmondo requires. It also introduces\r
260graphics problems for some games, so it's best to use 16bit one.\r
261#endif\r
262#ifdef PSP\r
263This option allows to switch between fast and accurate renderers. The fast one\r
264is much faster, because it draws the whole frame at a time, instead of doing it\r
265line by line, like the accurate one does. But because of the way it works it\r
266can't render any mid-frame image changes (raster effects), so it is useful only\r
267for some games.\r
c2e83bcd 268#endif\r
bf7e9c61 269\r
f2d9ea1e 270#ifdef GP2X\r
271@@1. "Scaling"\r
272"hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r
273image looks a bit blocky. "sw" means software scaling, which uses pixel\r
274averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r
275games which use so called "32 column mode" (256x224 or 256x240), and scales\r
276image width to 320 pixels. Vertical scales height to 240 for games which use\r
277height 224 (most of them). Note that Wiz doesn't have the hardware scaler.\r
c2e83bcd 278\r
f2d9ea1e 279@@1. "Tearing Fix"\r
280Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r
281performance hit, but eliminates the tearing effect.\r
c2e83bcd 282\r
f2d9ea1e 283@@1. "Gamma correction"\r
284F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r
285image to look brighter, lower - darker (default is 1.0).\r
c2e83bcd 286\r
f2d9ea1e 287@@1. "A_SN's gamma curve"\r
288F100/F200 only: If this is enabled, different gamma adjustment method will be\r
289used (suggested by A_SN from gp32x boards). Intended to be used for F100, makes\r
290difference for dark and bright colors.\r
c2e83bcd 291\r
f2d9ea1e 292@@1. "Perfect vsync"\r
293This one adjusts the LCD refresh rate to better match game's refresh rate and\r
294starts synchronizing rendering with it. Should make scrolling smoother and\r
295eliminate tearing on F100/F200.\r
296#endif\r
c2e83bcd 297#ifdef GIZ\r
f2d9ea1e 298@@1. "Scanline mode"\r
299This option was designed to work around slow framebuffer access (the Gizmondo's\r
300main bottleneck) by drawing every other line (even numbered lines only).\r
301This improves performance greatly, but looses detail.\r
302\r
303@@1. "Scale low res mode"\r
304The Genesis/Megadrive had several graphics modes, some of which were only 256\r
305pixels wide. This option scales their width to 320 by using simple\r
306pixel averaging scaling. Works only when 16bit renderer is enabled.\r
307\r
f3dc5a3a 308@@1. "Double buffering"\r
309Draws the display to offscreen buffer, and flips it with visible one when done.\r
310Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
311\r
c2e83bcd 312@@1. "Wait for V-sync"\r
f3dc5a3a 313Waits for vertical sync before drawing (or flipping buffers, if previous option\r
314is enabled). Emulation is stopped while waiting, so this causes large performance\r
315hit.\r
c2e83bcd 316#endif\r
f2d9ea1e 317#ifdef PSP\r
318@@1. "Scale factor"\r
319This allows to resize the displayed image by using the PSP's hardware. The number is\r
320used to multiply width and height of the game image to get the size of image to be\r
321displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r
322setting below.\r
c2e83bcd 323\r
f2d9ea1e 324@@1. "Hor. scale (for low res. games)"\r
325This one works similarly as the previous setting, but can be used to apply additional\r
326scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r
327resolution.\r
c2e83bcd 328\r
f2d9ea1e 329@@1. "Hor. scale (for hi res. games)"\r
330Same as above, only for higher (320 pixel wide) resolution using games.\r
c2e83bcd 331\r
f2d9ea1e 332@@1. "Bilinear filtering"\r
333If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r
334making it smoother, but blurry.\r
335\r
336@@1. "Gamma adjustment"\r
337Color gamma can be adjusted with this.\r
c2e83bcd 338\r
f2d9ea1e 339@@1. "Black level"\r
340This can be used to reduce unwanted "ghosting" effect for dark games, by making\r
341black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r
342\r
343@@1. "Wait for vsync"\r
344Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r
345There are 3 options:\r
346* never: don't wait for vsync.\r
347* sometimes: wait only if emulator is running fast enough.\r
348* always: always wait (causes emulation slowdown).\r
349\r
350@@1. "Set to unscaled centered"\r
351Adjust the resizing options to set game image to it's original size.\r
352\r
353@@1. "Set to 4:3 scaled"\r
354Scale the image up, but keep 4:3 aspect, by adding black borders.\r
355\r
356@@1. "Set to fullscreen"\r
357Adjust the resizing options to make the game image fullscreen.\r
c2e83bcd 358#endif\r
5d239ae7 359\r
c2e83bcd 360\r
361Sega/Mega CD options \r
362--------------------\r
363\r
c2e83bcd 364@@2. "CD LEDs"\r
365The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
366will display them on top-left corner of the screen.\r
367\r
61f66fe0 368@@2. "CDDA audio"\r
c2e83bcd 369This option enables CD audio playback.\r
370\r
371@@2. "PCM audio"\r
372This enables 8 channel PCM sound source. It is required for some games to run,\r
373because they monitor state of this audio chip.\r
374\r
375@@2. "ReadAhead buffer"\r
f2d9ea1e 376This option can prefetch more data from the CD image than requested by game\r
88bfc63d 377(to avoid accessing card later), what can improve performance in some cases.\r
378#ifndef PSP\r
379"OFF" is the recommended setting.\r
c2e83bcd 380#endif\r
381\r
382@@2. "Save RAM cart"\r
383Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
384\r
385@@2. "Scale/Rot. fx"\r
386The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r
387"Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r
388used it, so it's better to disable this option, unless game really needs it.\r
389\r
390@@2. "Better sync"\r
391This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r
392for example most (all?) Wolfteam games, and some other ones. Don't use it for\r
393games which don't need it, it will just slow them down.\r
394\r
395\r
f2d9ea1e 396Advanced configuration\r
397----------------------\r
c14459db 398\r
f2d9ea1e 399@@3. "Use SRAM/BRAM savestates"\r
400This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r
401games which are using them. SRAM is saved whenever you enter the menu or exit the\r
402emulator.\r
c14459db 403\r
f2d9ea1e 404@@3. "Disable sprite limit"\r
405The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r
406objects) can be displayed on single line. This option allows to disable that\r
407limit. Note that some games used this to hide unwanted things, so it is not\r
408always good to enable this option.\r
c14459db 409\r
f2d9ea1e 410@@3. "Emulate Z80"\r
411Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r
412Some games do complex sync with it, so you must enable it even if you don't use\r
413sound to be able to play them.\r
c14459db 414\r
f2d9ea1e 415@@3. "Emulate YM2612 (FM)"\r
416This enables emulation of six-channel FM sound synthesizer chip, which was used to\r
417produce sound effects and music.\r
c14459db 418\r
f2d9ea1e 419@@3. "Emulate SN76496 (PSG)"\r
420This enables emulation of PSG (programmable sound generation) sound chip for\r
421additional effects.\r
bf7e9c61 422\r
f2d9ea1e 423Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
424game to get sound. This is because most games initialize sound chips on\r
425startup, and this data is lost when sound chips are being enabled/disabled.\r
bf7e9c61 426\r
f2d9ea1e 427@@3. "gzip savestates"\r
428This will always apply gzip compression on your savestates, allowing you to\r
429save some space and load/save time.\r
c14459db 430\r
f2d9ea1e 431@@3. "Don't save last used ROM"\r
432This will disable writing last used ROM to config on exit (what might cause SD\r
433card corruption according to DaveC).\r
c14459db 434\r
f2d9ea1e 435@@3. "Disable idle loop patching"\r
436Idle loop patching is used to improve performance, but may cause compatibility\r
437problems in some rare cases. Try disabling this if your game has problems.\r
5d239ae7 438\r
f2d9ea1e 439@@3. "Disable frame limiter"\r
440This allows games to run faster then 50/60fps, useful for benchmarking.\r
f2d9ea1e 441\r
442#ifdef GP2X\r
443@@3. "Use ARM940 core for sound"\r
444F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r
445for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r
446It also decodes MP3s in Sega/Mega CD mode.\r
447\r
448@@3. "RAM overclock"\r
449This overclocks the GP2X RAM chips for improved performance, but may cause\r
450instability. Keep it enabled if it doesn't cause problems.\r
c14459db 451\r
f2d9ea1e 452@@3. "MMU hack"\r
453Makes framebuffer bufferable for improved performance. There are no drawbacks\r
454so it should be left enabled.\r
c14459db 455\r
f2d9ea1e 456@@3. "SVP dynarec"\r
457This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,\r
458what improves it's emulation performance greatly.\r
c14459db 459#endif\r
f2d9ea1e 460\r
461\r
c2e83bcd 462Key configuration\r
463-----------------\r
464\r
465Select "Configure controls" from the main menu. Then select "Player 1" and you will\r
466see two columns. The left column lists names of Genesis/MD controller buttons, and\r
e86e20be 467#ifdef GP2X\r
c2e83bcd 468the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r
e86e20be 469#endif\r
470#ifdef GIZ\r
471the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r
472#endif\r
c14459db 473#ifdef PSP\r
474the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r
475#endif\r
c2e83bcd 476to the same action, you will get a combo (which means that you will have to press\r
6589c840 477both buttons for that action to happen).\r
478\r
479There is also option to enable 6 button pad (will allow you to configure XYZ\r
f2d9ea1e 480buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r
ac087c0e 481#endif\r
61f66fe0 482#ifndef UIQ\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
61f66fe0 521#endif\r
c2e83bcd 522\r
523\r
524What is emulated?\r
525-----------------\r
526\r
527Genesis/MegaDrive:\r
c14459db 528#ifdef PSP\r
529main 68k @ 7.6MHz: yes, FAME/C core\r
530z80 @ 3.6MHz: yes, CZ80 core\r
531#else\r
c2e83bcd 532main 68k @ 7.6MHz: yes, Cyclone core\r
533z80 @ 3.6MHz: yes, DrZ80 core\r
c14459db 534#endif\r
f2d9ea1e 535VDP: yes, except some quirks and modes not used by games\r
c2e83bcd 536YM2612 FM: yes, optimized MAME core\r
537SN76489 PSG: yes, MAME core\r
558d8e1f 538SVP chip: yes! This is first emu to ever do this.\r
539Some in-cart mappers are supported too.\r
c2e83bcd 540\r
541Sega/Mega CD:\r
c14459db 542#ifdef PSP\r
543another 68k @ 12.5MHz: yes, FAME/C too\r
544#else\r
c2e83bcd 545another 68k @ 12.5MHz: yes, Cyclone too\r
c14459db 546#endif\r
c2e83bcd 547gfx scaling/rotation chip (custom ASIC): yes\r
548PCM sound source: yes\r
549CD-ROM controller: yes (mostly)\r
550bram (internal backup RAM): yes\r
551\r
552\r
553Problems / limitations\r
554----------------------\r
555\r
8e708f92 556* 32x is not emulated.\r
557#ifdef PSP\r
558d8e1f 558* SVP emulation is terribly slow.\r
8e708f92 559#endif\r
f2d9ea1e 560* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r
561 emulated, as very few games use this (if any at all).\r
8e708f92 562* The emulator is not 100% accurate, so some things may not work as expected.\r
f2d9ea1e 563* The FM sound core doesn't support all features and has some accuracy issues.\r
c2e83bcd 564\r
565\r
566Credits\r
567-------\r
568\r
fe9e3b25 569This emulator is made of the code from following people/projects:\r
c2e83bcd 570\r
571notaz\r
c14459db 572GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r
c2e83bcd 573lots of additional coding (see changelog).\r
574Homepage: http://notaz.gp2x.de/\r
575\r
f2d9ea1e 576fDave\r
577one who started it all:\r
578Cyclone 68000 core and PicoDrive itself\r
c2e83bcd 579\r
c14459db 580#ifdef PSP\r
581Chui\r
582FAME/C 68k interpreter core\r
583(based on C68K by Stephane Dallongeville)\r
584\r
585Stephane Dallongeville (written), NJ (optimized)\r
586CZ80 Z80 interpreter core\r
587\r
588#else\r
c2e83bcd 589Reesy & FluBBa\r
c14459db 590DrZ80, the Z80 interpreter written in ARM assembly.\r
c2e83bcd 591Homepage: http://reesy.gp32x.de/\r
592\r
c14459db 593#endif\r
594Tatsuyuki Satoh, Jarek Burczynski, MAME development\r
c2e83bcd 595software implementation of Yamaha FM sound generator\r
596\r
c14459db 597MAME development\r
598Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r
c2e83bcd 599Homepage: http://www.mame.net/\r
600\r
601Stephane Dallongeville\r
602Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
c14459db 603#ifdef PSP\r
604\r
605people @ ps2dev.org forums / PSPSDK crew\r
606libaudiocodec code (by cooleyes)\r
607other sample code\r
608#else\r
c2e83bcd 609\r
610Helix community\r
611Helix mp3 decoder\r
c14459db 612#endif\r
c2e83bcd 613\r
614\r
615Additional thanks\r
616-----------------\r
617\r
618* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r
619 info about genesis hardware.\r
620* Steve Snake for all that he has done for Genesis emulation scene.\r
8e708f92 621* Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r
c2e83bcd 622* Bart Trzynadlowski for his SSFII and 68000 docs.\r
623* Haze for his research (http://haze.mameworld.info).\r
260f1bcc 624* Lordus, Exophase and Rokas for various ideas.\r
625* Nemesis for his YM2612 research.\r
c2e83bcd 626* Mark and Jean-loup for zlib library.\r
627* ketchupgun for the skin.\r
628#ifdef GP2X\r
629* rlyeh and all the other people behind the minimal library.\r
630* Squidge for his famous squidgehack(tm).\r
631* Dzz for his ARM940 sample code.\r
c2e83bcd 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
c2e83bcd 648#endif\r
b1d44ac3 649* Inder for some graphics.\r
c2e83bcd 650* Anyone else I forgot. You know who you are.\r
651\r
652\r
653Changelog\r
654---------\r
b1d44ac3 6551.80beta1\r
656 * Added pandora port.\r
657 * Lots of other stuff I don't have time to write here\r
658 (to be added here soon).\r
659\r
5354c909 6601.56\r
661 * Changed sync in Sega CD emulation again. Should fix games that\r
662 broke after changes in 1.51a.\r
663 * Fixed default keys rebinding when they shouldn't.\r
664 * Fixed sram being loaded from wrong game.\r
665 * Emu should no longer hang shortly after using fast-forward.\r
666 * Fixed save states sometimes no longer showing up in save state menu.\r
667 * ARM: some asm code refactoring for slight speed improvement.\r
668\r
f2d9ea1e 6691.55\r
670 + Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.\r
671 * Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.\r
672 * Complete input code rewrite. This fixes some limitations like not allowing\r
673 to control both players using single input device. It also allows to use\r
674 more devices (like keyboards) on Linux based devices.\r
675 * Options menu has been reordered, "restore defaults" option added.\r
676\r
5d239ae7 6771.51b\r
678 * Fixed a crash when uncompressed savestate is loaded.\r
679 * Fixed an idle loop detection related hanging problem.\r
680 * PSP: fixed another palette related regression.\r
ac087c0e 681 * UIQ3: updated frontend for the latest emu core.\r
5d239ae7 682\r
e9a13365 6831.51a\r
684 * Fixed a sync problem between main and sub 68k. Should fix the hanging\r
685 problem for some games.\r
0022091e 686 * ARM: fixed a crash when CD savestate is loaded just after loading ROM.\r
e9a13365 687\r
6589c840 6881.51\r
860b26f4 689 * Improved bin_to_cso_mp3 tool, it should no longer complain about\r
690 missing lame.exe even if it's in working dir.\r
691 * Fixed a regression from 1.50, which caused slowdowns in Final Fight.\r
692 * Fixed some regressions from 1.50 related to sprite limit and palette\r
693 handling (caused graphical glitches in some games).\r
6589c840 694 + Added ABC turbo actions to key config.\r
860b26f4 695 * Some other minor adjustments.\r
696\r
df845b39 6971.50\r
698 + Added some basic support for Sega Pico, a MegaDrive-based toy.\r
6831c696 699 + Added proper support for cue/bin images, including cdda playback.\r
df845b39 700 .cue sheets with iso/cso/mp3/wav files listed in them are now\r
701 supported too (but 44kHz restriction still applies).\r
702 + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.\r
703 The tool can convert .cue/.bin Sega CD images to .cso/.mp3.\r
9039861f 704 * Greatly improved Sega CD load times.\r
df845b39 705 * Changed how scheduling between 68k and z80 is handled. Improves\r
706 performance for some games. Credits to Lordus for the idea.\r
707 * YM2612 state was not 100% saved, this should be better now.\r
708 * Improved renderer performance for shadow/hilight mode.\r
709 * Added a hack for YM2612 frequency overflow issue (bleep noises\r
710 in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)\r
4b811a8a 711 Credits to Nemesis @ spritesmind forum. Works only if sound rate\r
df845b39 712 is set to 44kHz.\r
713 + Implemented some sprite rendering improvements, as suggested by\r
714 Exophase. Games with lots of sprites now perform better.\r
715 + Added better idle loop detection, based on Lordus' idea again.\r
9039861f 716 - "accurate timing" option removed, as disabling it no longer\r
df845b39 717 improves performance.\r
9039861f 718 - "accurate sprites" was removed too, the new sprite code can\r
df845b39 719 properly handle sprite priorities in all cases.\r
720 * Timers adjusted again.\r
721 * Improved .smd detection code.\r
722 * ARM: fixed a bug in DrZ80 core, which could cause problems in\r
723 some rare cases.\r
724 * ARM: fixed a problem of occasional clicks on MP3 music start.\r
725 * Minor general optimizations and menu improvements.\r
726 * Fixed a bug in Sega CD savestate loader, where the game would\r
727 sometimes crash after load.\r
6831c696 728 * Fixed a crash of games using eeprom (introduced in 1.40b).\r
4b811a8a 729 * PSP: fixed suspend/resume (hopefully for real).\r
6831c696 730\r
de2b4cdb 7311.40c\r
732 * Fixed a problem with sound in Marble Madness.\r
733 * GP2X: Fixed minor problem with key config.\r
734\r
960a8e27 7351.40b\r
736 * Fixed sprite masking code. Thanks to Lordus for explaining how it works.\r
737 + Added "disable sprite limit" option.\r
738 + PSP: added black level adjustment to display options.\r
739 * Changed reset to act as 'soft' reset.\r
740 + Added detection for Puggsy (it doesn't really have sram).\r
741 * Some small timing adjustments.\r
742\r
558d8e1f 7431.40a\r
960a8e27 744 * GP2X: Fixed a binding problem with up and down keys.\r
558d8e1f 745 * Default game config no longer overrides global user config.\r
746\r
8e708f92 7471.40\r
748 + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r
88bfc63d 749 wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r
750 Rokas for various ideas.\r
8e708f92 751 * Changed config file format, files are now human-readable. Game specific\r
752 configs are now held in single file (but old game config files are still\r
88bfc63d 753 read when new one is missing).\r
a5365695 754 * Fixed a bug where some key combos didn't work as expected.\r
960a8e27 755 * Fixed a regression in renderer (ARM ports only, some graphic glitches in\r
756 rare cases).\r
88bfc63d 757 * Adjusted fast renderer to work with more games, including VR.\r
a5365695 758 * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r
960a8e27 759 * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead\r
760 in the Linux kernel and C library (thanks to Rokas and Exophase for ideas\r
761 again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r
88bfc63d 762 + PicoDrive now comes with a game config file for some games which need\r
763 special settings, so they should now work out-of-the-box. More games will\r
764 be added with later updates.\r
960a8e27 765 + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.\r
8e708f92 766\r
93c0d147 7671.35b\r
768 * PSP: mp3 code should no longer fail on 1.5 firmware.\r
769 + PSP: added gamma adjustment option.\r
426ecc58 770 + Added .cso ISO format support. Useful for non-FMV games.\r
771 * It is now possile to force a region after the ROM is loaded.\r
93c0d147 772 * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r
773 * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r
426ecc58 774 (like NBA Jam and NHL 9x).\r
0480e6c9 775 + PSP: added suspend/resume handling for Sega CD games.\r
776 + GP2X: added additional low volume levels for my late-night gaming sessions\r
777 (in stereo mode only).\r
778 + GP2X: added "fast forward" action in key config. Not recommended to use for\r
779 Sega CD, may case problems there.\r
426ecc58 780 * Some other small tweaks I forgot about.\r
93c0d147 781\r
c6334564 7821.35a\r
783 * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r
784 * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r
785 graphics corruption in EU Mega CD model1 BIOS menus.\r
786 + PSP: added additional "set to 4:3 scaled" display option for convenience.\r
0480e6c9 787 + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r
c6334564 788\r
c14459db 7891.35\r
790 + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r
791 + Some minor generic optimizations.\r
792 * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r
793 (although it should have crashed there too).\r
794 * Readme updated.\r
795\r
c2e83bcd 7961.34\r
797 + Gizmondo port added.\r
798 + Some new optimizations in memory handlers, and for shadow/hilight mode.\r
799 + Added some hacks to make more games work without enabling "accurate timing".\r
800 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r
801 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r
802 * Fixed a few games not having sound at startup.\r
803 * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r
804 providing info about additional EEPROM types and game mappers.\r
805 * The above change fixed hang of NBA Jam.\r
806 * Minor adjustments to control configurator.\r
807\r
8081.33\r
809 * Updated Cyclone core to 0.0088.\r
810 + Added A r k's usbjoy fix.\r
811 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r
812 emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r
f2d9ea1e 813 + Added an option to use A_SN's gamma curve for gamma correction (improves dark\r
c2e83bcd 814 and bright color display for mk2s).\r
815 * Sometimes stray sounds were played after loading a savestate. Fixed.\r
816 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r
817 Snatcher).\r
818 * PD no longer overwrites video player code in memory, video player now can be\r
819 used after exiting PicoDrive.\r
820 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r
821 if "accurate timing" was not enabled.\r
822 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r
823 Upto 10MB hacked ROMs are supported now.\r
824 + Config profiles added (press left/right when saving config).\r
825 * Changed key configuration behavior to the one from gpfce (should be more\r
826 intuitive).\r
827 + Added some skinning capabilities to the menu system with default skin by\r
828 ketchupgun. Delete skin directory if you want old behaviour.\r
829 * Some other little tweaks I forgot about.\r
830\r
8311.32\r
832 + Added some new scaling options.\r
833 + Added ability to reload CD images while game is running (needed for games\r
834 with multiple CDs, like Night Trap).\r
835 + Added RAM cart emulation.\r
836 * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r
837 * Idle loop detection was picking up wrong code and causing glitches, fixed.\r
838 * The ym2612 code on 940 now can handle multiple updates per frame\r
839 (fixes Thunger Force III "seiren" level drums for example).\r
840 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r
841 Popful Mail, Silpheed).\r
842 * Improved z80 timing, should fix some sound problems.\r
843 * Fixed a bug with sram register (fixes Phantasy Star 4).\r
844 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r
845 * Added code for PRG ram write protection register (Dungeon Explorer).\r
846 * The memory mode register change in 1.31 was unsafe and caused some glitches in\r
847 AH-3 Thunderstrike. Fixed.\r
848 * Fixed a file descriptor leak.\r
849 * Updated documentation, added Gmenu2x manual.\r
850\r
8511.31\r
852 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r
853 * Fixed TAS opcode on sub-68k side (fixes Batman games).\r
854 * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r
855\r
8561.30\r
857 + ISO files now can be zipped. Note that this causes VERY long loading times.\r
858 + Added data pre-buffering support, this allows to reduce frequency of short pauses\r
859 in FMV games (caused by SD access), but makes those pauses longer.\r
860 * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r
861 + Properly implemented "decode" data transformation (Jaguar XJ220).\r
862 * Integrated "better sync" code into cyclone code, what made this mode much faster.\r
863 * Fixed a bug related to game specific config saving.\r
864 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r
865 * Fixed reset not working for some games.\r
866 + New assembly optimized memory handlers for CD (gives at least a few fps).\r
867 Also re-enabled all optimizations from 0.964 release.\r
868 + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r
869\r
8701.201\r
871 + Added basic cheat support (GameGenie and Genecyst patches).\r
872\r
8731.20\r
874 * Fixed a long-standing problem in audio mixing code which caused slight distortions\r
875 at lower sample rates.\r
876 * Changed the way 920 and 940 communicates (again), should be more reliable and give\r
877 slight performance increase.\r
878 * Some optimizations in audio mixing code.\r
879 * Some menu changes (background added, smaller font in ROM browser, savestate loader\r
880 now can select slots).\r
881 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r
882 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r
883 + "Cell arrange" address mapping is now emulated (Heart of the alien).\r
884 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r
885 + "Better sync" option added (prevents some games from hanging).\r
886\r
8871.14\r
888 + Region autodetection now can be customized.\r
889 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r
890 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r
891 * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r
892 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r
893 + Savestates implemented for Sega/Mega CD.\r
894 + PCM sound added.\r
895 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r
896 Mega CD mode (but mp3s must still be 44kHz stereo).\r
897 + Timer emulation added.\r
898 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r
899 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r
900\r
9011.10\r
902 + GP2X: Added experimental Sega CD support.\r
903 + GP2X: Added partial gmv movie playback support.\r
904\r
9050.964\r
906 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r
907 happening for NTSC games and causing sound clicks.\r
908 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r
909 should be useable and configurable).\r
910 + GP2X: Added save confirmation option.\r
911 + GP2X: Added 940 CPU crash detection.\r
912 + ALL: UIQ3 port added.\r
913\r
9140.963\r
915 * GP2X: Gamma-reset-on-entering-menu bug fixed.\r
916 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r
917 http://www.gp32x.com/board/index.php?showtopic=28490\r
918\r
9190.962\r
920 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r
921 was enabled (for example punch sound in SOR).\r
922 * GP2X: Limited max volume to 90, because higher values often cause distortions.\r
923 * GP2X: Fixed a bug with lower res scaling.\r
924 * GP2X: Gamma is now reset on exit.\r
925\r
9260.96\r
927 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r
928 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r
929 performance increase.\r
930 * ALL: Accurate renderers are slightly faster now.\r
931 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r
932 framelimitter, this should eliminate some scrolling and tearing problems.\r
933 * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r
934 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r
935 + GP2X: Added ability to save config for specific games only.\r
936 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r
937 * GP2X: Volume keys are now configurable.\r
938 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r
939 player 2 control (currently untested).\r
940 * GP2X: squidgehack is now applied through kernel module (cleaner way).\r
941\r
9420.95\r
943 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r
944 + GP2X: Added command line support\r
945 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r
946 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r
947 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r
948 etc.).\r
949 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r
950 default.\r
951\r
9520.945\r
953 + GP2X: Added frame limiter for frameskipped modes.\r
954 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r
955 * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r
956 high memory and had no effect).\r
957\r
9580.94\r
959 + Added GP2X port.\r
960 * Improved interrupt timing, Mazin Saga and Burning Force now works.\r
961 * Rewritten renderer code to better suit GP2X, should be faster on other\r
962 ports too.\r
963 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r
964 + Added some protection device faking, used by some unlicensed games like\r
965 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r
966 + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r
967\r
9680.93\r
969 * Fixed a problem with P900/P910 key configuration in FC mode.\r
970 * Improved shadow/hilight mode emulation. Still not perfect, but should be\r
971 enough for most games.\r
972 + Save state slots added.\r
973 + Region selector added.\r
974\r
9750.92\r
976 VDP changes:\r
977 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r
978 Super Hang-On and some other problems in other games).\r
979 * HV counter emulation is now much more accurate. Fixes the Asterix games,\r
980 line in Road Rash 3, etc.\r
981 * Minor sprite and layer scroll masking bugs fixed.\r
982 + Added partial interlace mode renderer (Sonic 2 vs mode)\r
983 * Fixed a crash in both renderers when certain size window layers were used.\r
984 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r
985 effects are still unemulated.\r
986 + Sprite emulation is more accurate, sprite limit is emulated.\r
987 + Added "accurate sprites" option, which always draws sprites in correct\r
988 order and emulates sprite collision bit, but is significantly slower.\r
989\r
990 Emulation changes:\r
991 * Improved interrupt handling, added deferred interrupt emulation\r
992 (Lemmings, etc).\r
993 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r
994 Megaman - The Wily Wars and many EA sports games like NBA Jam).\r
995 + Implemented ROM banking for Super Street Fighter II - The New Challengers\r
996 * Updated to the latest version of DrZ80 core, integrated memory handlers\r
997 in it for better performance. A noticeable performance increase, but save\r
998 states may not work from the previous version (you can only use them with\r
999 sound disabled in that case).\r
1000 + SRAM word read handler was using incorrect byte order, fixed.\r
1001\r
1002 Changes in Cyclone 0.0086:\r
1003 + Added missing CHK opcode handler (used by SeaQuest DSV).\r
1004 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
1005 memory write-back phase is ignored (but can be enabled in config.h if needed).\r
1006 + Added missing NBCD and TRAPV opcode handlers.\r
1007 + Added missing addressing mode for CMP/EOR.\r
1008 + Added some minor optimizations.\r
1009 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
1010 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
1011 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
1012 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
1013 + Added Uninitialized Interrupt emulation.\r
1014 + Altered timing for about half of opcodes to match Musashi's.\r
1015\r
10160.80\r
1017 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r
1018 increase (depends on game).\r
1019 * Optimized 32-column renderer not to render tiles offscreen, games which\r
1020 use 32-column display (like Shining Force) run ~50% faster.\r
1021 + Added new "Alternative renderer", which gives another ~30-45% performance\r
1022 increase (in addition to mentioned above), but works only with some games,\r
f2d9ea1e 1023 because it is missing some features (it uses tile-based rendering\r
c2e83bcd 1024 instead of default line-based and disables H-ints).\r
1025 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r
1026 P800 and 208x208 for all other phones.\r
1027 + Added volume control for Motorolas (experimental).\r
1028\r
1029 VDP changes:\r
1030 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r
1031 Stormer and others).\r
1032 + Added sprite masking (hiding), adds some speed.\r
1033 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r
1034 special stage are now playable.\r
1035 + Added column based vertical scrolling (Gunstar Heroes battleship level,\r
1036 Sonic and Knuckles lava boss, etc).\r
1037\r
1038 Emulation changes:\r
1039 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r
1040 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r
1041 still need it (International Superstar Soccer Deluxe).\r
1042 * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r
1043 Earthworm Jim play better, more games play sound.\r
1044 * I/O registers now remember their values (needed for Pirates! Gold)\r
1045 + Added support for 6 button pad.\r
1046\r
1047 Changes in Cyclone 0.0083wip:\r
1048 + Added missing CHK opcode (used by SeaQuest DSV).\r
1049 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r
1050 is ignored (but is enabled for other systems).\r
1051\r
1052 Backported stuff from Snes9x:\r
1053 * Fixed Pxxx jog up/down which were not working in game.\r
1054 + Added an option to gzip save states to save space.\r
1055 + The emulator now pauses whenever it is loosing focus, so it will now pause\r
1056 when alarm/ponecall/battery low/... windows come up.\r
1057 - Removed 'pause on phonecall' feature, as it is no longer needed.\r
1058 + Video fix for asian A1000s.\r
1059\r
10600.70\r
1061 * Started using tools from "Symbian GCC Improvement Project", which give\r
1062 considerable speed increase (~4fps in "center 90" mode).\r
1063 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r
1064 "center 90" mode).\r
1065 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r
1066 and are faster.\r
1067 * Minor stability improvements (emulator is less likely to crash).\r
1068 + Added some background for OSD text for better readability.\r
1069 + Added Pal/NTSC detection. This is needed for proper sound speed.\r
1070 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r
1071 it faster.\r
1072 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r
1073 a bit weird. Could be a little faster, so made some changes too.\r
1074 + Implemented SN76489 emu from the MAME project.\r
1075 + Added two separate sound output methods (mediaserver and cmaudiofb) with\r
1076 autodetection (needs testing).\r
1077 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r
1078 fixes Contra and some other games.\r
1079\r
10800.301\r
1081 Launcher:\r
1082 * Launcher now starts emulation process from current directory,\r
1083 not from hardcoded paths.\r
1084 * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r
1085\r
10860.30\r
1087 Initial release.\r
1088\r
1089\r
1090Disclaimer\r
1091----------\r
1092\r
1093THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
1094AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
1095IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r
1096ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r
1097LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r
1098CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r
1099SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r
1100INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r
1101CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r
1102ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r
1103POSSIBILITY OF SUCH DAMAGE. \r
1104\r
1105SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r
1106Sega Enterprises Ltd.\r
1107\r