cd: integrate new gfx code
[picodrive.git] / platform / base_readme.txt
CommitLineData
d183a522 1#\r
2PicoDrive 1.xx\r
cc68a136 3\r
4About\r
5-----\r
6\r
39e5b215 7This is yet another Megadrive / Genesis / Sega CD / Mega CD / 32X / SMS\r
8emulator, which was written having ARM-based handheld devices in mind\r
92dfd9af 9(such as smartphones and handheld consoles like GP2X and Pandora).\r
10\r
39e5b215 11The emulator is heavily optimized for ARM, features assembly cores for\r
1268k, Z80 and VDP chip emulation, also has dynamic recompilers for SH2 and\r
13SSP16 (for 32X and SVP emulation). It was started by Dave (aka fdave,\r
14finalburn author) as basic Genesis/Megadrive emulator for Pocket PC,\r
92dfd9af 15then taken over and expanded by notaz.\r
cc68a136 16\r
a39b7867 17PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r
18it's SVP chip.\r
19\r
cc68a136 20\r
21How to make it run\r
22------------------\r
23\r
7eed09b3 24#ifdef GP2X\r
d183a522 25Extract all files to some directory on your SD and run PicoDrive.gpe from your\r
39e5b215 26GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,\r
27there is no need to use separate versions.\r
0a051f55 28Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r
d183a522 29Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below\r
30for more details).\r
7eed09b3 31#endif\r
32#ifdef GIZ\r
33First make sure you have homebrew-enabled Service Pack installed. Then copy\r
34PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must\r
35be in the same directory) and run PicoDrive.exe using the launcher of your choice\r
36(some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in\r
37the root of SD, etc). Then load a ROM and enjoy! ROMs can be placed anywhere, can\r
38be in .smd or .bin format and can be zipped (one ROM per zip).\r
7eed09b3 39#endif\r
81fda4e8 40#ifdef PSP\r
41If you are running a custom firmware, just copy the whole PicoDrive directory to\r
42/PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter\r
43which one GAME* directory to use).\r
44\r
c6196c0f 45If you are on 1.5, there is a separate KXploited version for it.\r
81fda4e8 46#endif\r
e59af1c9 47#ifdef PANDORA\r
48Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.\r
49#endif\r
02ba8788 50\r
d183a522 51This emulator has lots of options with various tweaks (for improved speed mostly),\r
92dfd9af 52but it should have best compatibility in it's default config. If suddenly you\r
d183a522 53start getting glitches or change something and forget what, use "Restore defaults"\r
54option.\r
cc68a136 55\r
56\r
0a051f55 57How to run Sega/Mega CD games\r
58-----------------------------\r
59\r
92dfd9af 60To play any CD game, you need BIOS files. These files must be copied to\r
e59af1c9 61#ifdef PANDORA\r
92dfd9af 62<sd card>/pandora/appdata/picodrive/ directory\r
e59af1c9 63(if you run PicoDrive once it will create that directory for you).\r
64#else\r
d183a522 65the same directory as PicoDrive files.\r
02ba8788 66#endif\r
67Files can be named as follows:\r
7eed09b3 68\r
0a051f55 69US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
70EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
71JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
72these files can also be zipped.\r
73\r
92dfd9af 74The game must be dumped to CUE+BIN or CUE+ISO format.\r
75ISO/CSO+MP3/WAV is also supported, but may cause problems.\r
76When using CUE/BIN, you must load .cue file from the menu, or else\r
77the emu will not find audio tracks.\r
0a051f55 78\r
cc68a136 79\r
0a051f55 80Other important stuff\r
81---------------------\r
82\r
92dfd9af 83* Sega/Mega CD: If the background music is missing, the CD image format may be\r
84 wrong. Currently .cue/bin is recommended. Be aware that there are lots of bad\r
85 dumps on the web, and some use mp3 format for audio, which often causes\r
86 problems (see below).\r
87* While iso/mp3 format is supported, it's not recommended to use.\r
88 Some of many problems with mp3 are listed below:\r
89 * MP3s may be named incorrectly and will not play.\r
90 * The game music may play too fast/too slow/out of sync, which means they\r
91 are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST\r
92 be encoded at 44.1kHz stereo.\r
93* Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),\r
94 you may be using a bad BIOS dump. Try another from a different source,\r
95 like dumping it from your own console.\r
7eed09b3 96#ifdef GP2X\r
92dfd9af 97* What using mp3s, use lower bitrate for better performance (96 or 128kbps\r
98 CBRs recommended).\r
d183a522 99* GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r
100 overclock as high as when using ARM920 only. For example my GP2X when run\r
101 singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r
102 overclocked too much, it may start hanging and producing random noise, or\r
103 causing ARM940 crashes ("940 crashed" message displayed).\r
104* GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r
105 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r
7eed09b3 106#endif\r
107\r
108\r
109Configuration\r
110-------------\r
111\r
d183a522 112@@0. "Save slot"\r
113This is a slot number to use for savestates, when done by a button press outside\r
114menu. This can also be configured to be changed with a button\r
115(see "key configuration").\r
7eed09b3 116\r
d183a522 117@@0. "Frameskip"\r
118How many frames to skip rendering before displaying another.\r
119"Auto" is recommended.\r
aefb65bc 120\r
d183a522 121@@0. "Region"\r
122This option lets you force the game to think it is running on machine from the\r
123specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
7eed09b3 124\r
7eed09b3 125@@0. "Show FPS"\r
126Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
127YY is the number of emulated frames per second.\r
128\r
7eed09b3 129@@0. "Enable sound"\r
130Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r
131see below) for this to make sense (already done by default).\r
132\r
133@@0. "Sound Quality"\r
81fda4e8 134#ifdef PSP\r
135Sound sample rate, affects sound quality and emulation performance.\r
13622050Hz setting is the recommended one.\r
137#else\r
138Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r
139#endif\r
7eed09b3 140\r
141@@0. "Confirm savestate"\r
142Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r
143on loading (to prevent destroying current game progress), and on both or none, when\r
144using shortcut buttons (not menu) for saving/loading.\r
145\r
81fda4e8 146@@0. "[Display options]"\r
147Enters Display options menu (see below).\r
148\r
7eed09b3 149@@0. "[Sega/Mega CD options]"\r
150Enters Sega/Mega CD options menu (see below).\r
151\r
39e5b215 152@@0. "[32X options]"\r
153Enters 32X options menu (see below).\r
154\r
d183a522 155@@0. "[Advanced options]"\r
7eed09b3 156Enters advanced options menu (see below).\r
157\r
158@@0. "Save cfg as default"\r
159If you save your config here it will be loaded on next ROM load, but only if there\r
160is no game specific config saved (which will be loaded in that case).\r
161You can press left/right to switch to a different config profile.\r
162\r
163@@0. "Save cfg for current game only"\r
39e5b215 164Whenever you load current ROM again these settings will be loaded.\r
7eed09b3 165\r
d183a522 166@@0. "Restore defaults"\r
167Restores all options (except controls) to defaults.\r
7eed09b3 168\r
7eed09b3 169\r
d183a522 170Display options\r
171---------------\r
7eed09b3 172\r
ab61cff7 173#ifndef PANDORA\r
d183a522 174@@1. "Renderer"\r
7eed09b3 175#ifdef GP2X\r
d183a522 1768bit fast:\r
177This enables alternative heavily optimized tile-based renderer, which renders\r
178pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
179which is much faster. But because of the way it works it can't render any\r
180mid-frame image changes (raster effects), so it is useful only with some games.\r
7eed09b3 181\r
d183a522 182Other two are accurate line-based renderers. The 8bit is faster but does not\r
183run well with some games like Street Racer.\r
39e5b215 184\r
d183a522 185#endif\r
186#ifdef GIZ\r
187This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
188a bit faster for some games, but not much, because colors still need to be\r
189converted to 16bit, as this is what Gizmondo requires. It also introduces\r
190graphics problems for some games, so it's best to use 16bit one.\r
39e5b215 191\r
d183a522 192#endif\r
193#ifdef PSP\r
194This option allows to switch between fast and accurate renderers. The fast one\r
195is much faster, because it draws the whole frame at a time, instead of doing it\r
196line by line, like the accurate one does. But because of the way it works it\r
197can't render any mid-frame image changes (raster effects), so it is useful only\r
198for some games.\r
39e5b215 199\r
7eed09b3 200#endif\r
ab61cff7 201#endif\r
d183a522 202#ifdef GP2X\r
d183a522 203@@1. "Tearing Fix"\r
204Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r
205performance hit, but eliminates the tearing effect.\r
7eed09b3 206\r
d183a522 207@@1. "Gamma correction"\r
208F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r
209image to look brighter, lower - darker (default is 1.0).\r
7eed09b3 210\r
39e5b215 211@@1. "Vsync"\r
d183a522 212This one adjusts the LCD refresh rate to better match game's refresh rate and\r
213starts synchronizing rendering with it. Should make scrolling smoother and\r
214eliminate tearing on F100/F200.\r
215#endif\r
7eed09b3 216#ifdef GIZ\r
d183a522 217@@1. "Scanline mode"\r
218This option was designed to work around slow framebuffer access (the Gizmondo's\r
219main bottleneck) by drawing every other line (even numbered lines only).\r
220This improves performance greatly, but looses detail.\r
221\r
222@@1. "Scale low res mode"\r
223The Genesis/Megadrive had several graphics modes, some of which were only 256\r
224pixels wide. This option scales their width to 320 by using simple\r
225pixel averaging scaling. Works only when 16bit renderer is enabled.\r
226\r
c77ca79e 227@@1. "Double buffering"\r
228Draws the display to offscreen buffer, and flips it with visible one when done.\r
229Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
230\r
7eed09b3 231@@1. "Wait for V-sync"\r
c77ca79e 232Waits for vertical sync before drawing (or flipping buffers, if previous option\r
233is enabled). Emulation is stopped while waiting, so this causes large performance\r
234hit.\r
7eed09b3 235#endif\r
d183a522 236#ifdef PSP\r
237@@1. "Scale factor"\r
238This allows to resize the displayed image by using the PSP's hardware. The number is\r
239used to multiply width and height of the game image to get the size of image to be\r
240displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r
241setting below.\r
7eed09b3 242\r
d183a522 243@@1. "Hor. scale (for low res. games)"\r
244This one works similarly as the previous setting, but can be used to apply additional\r
245scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r
246resolution.\r
7eed09b3 247\r
d183a522 248@@1. "Hor. scale (for hi res. games)"\r
249Same as above, only for higher (320 pixel wide) resolution using games.\r
7eed09b3 250\r
d183a522 251@@1. "Bilinear filtering"\r
252If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r
253making it smoother, but blurry.\r
254\r
255@@1. "Gamma adjustment"\r
256Color gamma can be adjusted with this.\r
7eed09b3 257\r
d183a522 258@@1. "Black level"\r
259This can be used to reduce unwanted "ghosting" effect for dark games, by making\r
260black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r
261\r
ab61cff7 262@@1. "Wait for v-sync"\r
d183a522 263Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r
264There are 3 options:\r
265* never: don't wait for vsync.\r
266* sometimes: wait only if emulator is running fast enough.\r
267* always: always wait (causes emulation slowdown).\r
268\r
269@@1. "Set to unscaled centered"\r
270Adjust the resizing options to set game image to it's original size.\r
271\r
272@@1. "Set to 4:3 scaled"\r
273Scale the image up, but keep 4:3 aspect, by adding black borders.\r
274\r
275@@1. "Set to fullscreen"\r
276Adjust the resizing options to make the game image fullscreen.\r
7eed09b3 277#endif\r
ab61cff7 278#ifdef PANDORA\r
39e5b215 279Allows to set up scaling, filtering and vertical sync.\r
ab61cff7 280#endif\r
84100c0f 281\r
7eed09b3 282\r
283Sega/Mega CD options \r
284--------------------\r
285\r
7eed09b3 286@@2. "CD LEDs"\r
287The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
288will display them on top-left corner of the screen.\r
289\r
f8af9634 290@@2. "CDDA audio"\r
7eed09b3 291This option enables CD audio playback.\r
292\r
293@@2. "PCM audio"\r
294This enables 8 channel PCM sound source. It is required for some games to run,\r
295because they monitor state of this audio chip.\r
296\r
297@@2. "ReadAhead buffer"\r
d183a522 298This option can prefetch more data from the CD image than requested by game\r
2d2247c2 299(to avoid accessing card later), what can improve performance in some cases.\r
300#ifndef PSP\r
301"OFF" is the recommended setting.\r
7eed09b3 302#endif\r
303\r
304@@2. "Save RAM cart"\r
305Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
306\r
307@@2. "Scale/Rot. fx"\r
308The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r
92dfd9af 309"Mode 7" effects in SNES. On slow systems like GP2X, disabling may improve\r
310performance but cause graphical glitches.\r
7eed09b3 311\r
312\r
39e5b215 31332X options\r
314-----------\r
315\r
316@@3. "32X enabled"\r
317Enables emulation of addon. Option only takes effect when ROM is reloaded.\r
318\r
319#ifdef GP2X\r
320@@3. "32X renderer"\r
321This currently only affects how the Genesis/MD layers are rendered, which is\r
322same as "Renderer" in display options.\r
323\r
324#endif\r
325@@3. "PWM sound"\r
326Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve\r
327performance for games that dedicate one of SD2s for sound, but will cause\r
328missing sound effects and instruments.\r
329\r
330@@3. "Master SH2 cycles" / "Slave SH2 cycles"\r
331This allows underclocking the 32X CPUs for better emulation performance. The\r
332number has the same meaning as cycles in DOSBox, which is cycles per millisecond.\r
333Underclocking too much may cause various in-game glitches.\r
334\r
335\r
d183a522 336Advanced configuration\r
337----------------------\r
81fda4e8 338\r
39e5b215 339@@4. "Use SRAM/BRAM savestates"\r
d183a522 340This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r
341games which are using them. SRAM is saved whenever you enter the menu or exit the\r
342emulator.\r
81fda4e8 343\r
39e5b215 344@@4. "Disable sprite limit"\r
d183a522 345The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r
346objects) can be displayed on single line. This option allows to disable that\r
347limit. Note that some games used this to hide unwanted things, so it is not\r
348always good to enable this option.\r
81fda4e8 349\r
39e5b215 350@@4. "Emulate Z80"\r
d183a522 351Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r
352Some games do complex sync with it, so you must enable it even if you don't use\r
353sound to be able to play them.\r
81fda4e8 354\r
39e5b215 355@@4. "Emulate YM2612 (FM)"\r
d183a522 356This enables emulation of six-channel FM sound synthesizer chip, which was used to\r
357produce sound effects and music.\r
81fda4e8 358\r
39e5b215 359@@4. "Emulate SN76496 (PSG)"\r
d183a522 360This enables emulation of PSG (programmable sound generation) sound chip for\r
361additional effects.\r
651b1a25 362\r
d183a522 363Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
364game to get sound. This is because most games initialize sound chips on\r
365startup, and this data is lost when sound chips are being enabled/disabled.\r
651b1a25 366\r
39e5b215 367@@4. "gzip savestates"\r
d183a522 368This will always apply gzip compression on your savestates, allowing you to\r
369save some space and load/save time.\r
81fda4e8 370\r
39e5b215 371@@4. "Don't save last used ROM"\r
d183a522 372This will disable writing last used ROM to config on exit (what might cause SD\r
373card corruption according to DaveC).\r
81fda4e8 374\r
39e5b215 375@@4. "Disable idle loop patching"\r
d183a522 376Idle loop patching is used to improve performance, but may cause compatibility\r
377problems in some rare cases. Try disabling this if your game has problems.\r
84100c0f 378\r
39e5b215 379@@4. "Disable frame limiter"\r
d183a522 380This allows games to run faster then 50/60fps, useful for benchmarking.\r
d183a522 381\r
382#ifdef GP2X\r
39e5b215 383@@4. "Use ARM940 core for sound"\r
d183a522 384F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r
385for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r
386It also decodes MP3s in Sega/Mega CD mode.\r
387\r
92dfd9af 388#endif\r
39e5b215 389@@4. "SVP dynarec"\r
d183a522 390This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,\r
391what improves it's emulation performance greatly.\r
d183a522 392\r
393\r
7eed09b3 394Key configuration\r
395-----------------\r
396\r
397Select "Configure controls" from the main menu. Then select "Player 1" and you will\r
398see two columns. The left column lists names of Genesis/MD controller buttons, and\r
ab61cff7 399the right column your handheld ones, which are assigned.\r
f0f0d2df 400\r
401There is also option to enable 6 button pad (will allow you to configure XYZ\r
d183a522 402buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r
0a051f55 403\r
404\r
405Cheat support\r
406-------------\r
407\r
408To use GG/patch codes, you must type them into your favorite text editor, one\r
409per line. Comments may follow code after a whitespace. Only GameGenie and\r
410Genecyst patch formats are supported.\r
411Examples:\r
412\r
413Genecyst patch (this example is for Sonic):\r
414\r
41500334A:0005 Start with five lives\r
416012D24:0001 Keep invincibility until end of stage\r
417009C76:5478 each ring worth 2\r
418009C76:5678 each ring worth 3\r
419...\r
420\r
421Game Genie patch (for Sonic 2):\r
422\r
423ACLA-ATD4 Hidden palace instead of death egg in level select\r
424...\r
425\r
426Both GG and patch codes can be mixed in one file.\r
427\r
428When the file is ready, name it just like your ROM file, but with additional\r
429.pat extension, making sure that case matches.\r
430\r
431Examples:\r
432\r
433ROM: Sonic.zip\r
434PATCH FILE: Sonic.zip.pat\r
435\r
436ROM: Sonic 2.bin\r
437PATCH FILE: Sonic 2.bin.pat\r
438\r
439Put the file into your ROMs directory. Then load the .pat file as you would\r
440a ROM. Then Cheat Menu Option should appear in main menu.\r
441\r
442\r
443What is emulated?\r
444-----------------\r
445\r
446Genesis/MegaDrive:\r
81fda4e8 447#ifdef PSP\r
448main 68k @ 7.6MHz: yes, FAME/C core\r
449z80 @ 3.6MHz: yes, CZ80 core\r
450#else\r
0a051f55 451main 68k @ 7.6MHz: yes, Cyclone core\r
452z80 @ 3.6MHz: yes, DrZ80 core\r
81fda4e8 453#endif\r
d183a522 454VDP: yes, except some quirks and modes not used by games\r
0a051f55 455YM2612 FM: yes, optimized MAME core\r
456SN76489 PSG: yes, MAME core\r
a39b7867 457SVP chip: yes! This is first emu to ever do this.\r
39e5b215 458Some in-cart mappers are also supported.\r
0a051f55 459\r
460Sega/Mega CD:\r
81fda4e8 461#ifdef PSP\r
462another 68k @ 12.5MHz: yes, FAME/C too\r
463#else\r
0a051f55 464another 68k @ 12.5MHz: yes, Cyclone too\r
81fda4e8 465#endif\r
6cadc2da 466gfx scaling/rotation chip (custom ASIC): yes\r
0a051f55 467PCM sound source: yes\r
468CD-ROM controller: yes (mostly)\r
469bram (internal backup RAM): yes\r
470\r
39e5b215 47132X:\r
4722x SH2 @ 23MHz: yes, custom recompiler\r
473Super VDP: yes\r
474PWM: yes\r
475\r
0a051f55 476\r
cc68a136 477Problems / limitations\r
478----------------------\r
479\r
bdec53c9 480#ifdef PSP\r
a39b7867 481* SVP emulation is terribly slow.\r
bdec53c9 482#endif\r
d183a522 483* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r
484 emulated, as very few games use this (if any at all).\r
bdec53c9 485* The emulator is not 100% accurate, so some things may not work as expected.\r
d183a522 486* The FM sound core doesn't support all features and has some accuracy issues.\r
cc68a136 487\r
488\r
489Credits\r
490-------\r
491\r
110df09c 492This emulator is made of the code from following people/projects:\r
cc68a136 493\r
7eed09b3 494notaz\r
39e5b215 495GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks, dynamic recompilers,\r
7eed09b3 496lots of additional coding (see changelog).\r
497Homepage: http://notaz.gp2x.de/\r
498\r
d183a522 499fDave\r
500one who started it all:\r
501Cyclone 68000 core and PicoDrive itself\r
cc68a136 502\r
81fda4e8 503Chui\r
504FAME/C 68k interpreter core\r
505(based on C68K by Stephane Dallongeville)\r
506\r
507Stephane Dallongeville (written), NJ (optimized)\r
508CZ80 Z80 interpreter core\r
509\r
cc68a136 510Reesy & FluBBa\r
81fda4e8 511DrZ80, the Z80 interpreter written in ARM assembly.\r
a93a80de 512Homepage: http://reesy.gp32x.de/ (defunct)\r
cc68a136 513\r
81fda4e8 514Tatsuyuki Satoh, Jarek Burczynski, MAME development\r
cc68a136 515software implementation of Yamaha FM sound generator\r
516\r
81fda4e8 517MAME development\r
518Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r
cc68a136 519Homepage: http://www.mame.net/\r
520\r
a93a80de 521Eke\r
522CD graphics processor implementation (from Genesis Plus GX)\r
523\r
0a051f55 524Stephane Dallongeville\r
a93a80de 525Gens, MD/Mega CD/32X emulator. Some Sega CD code is based on this emu.\r
81fda4e8 526#ifdef PSP\r
527\r
528people @ ps2dev.org forums / PSPSDK crew\r
529libaudiocodec code (by cooleyes)\r
530other sample code\r
81fda4e8 531#endif\r
0a051f55 532\r
cc68a136 533\r
534Additional thanks\r
535-----------------\r
536\r
537* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r
538 info about genesis hardware.\r
cc68a136 539* Steve Snake for all that he has done for Genesis emulation scene.\r
bdec53c9 540* Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r
cc68a136 541* Bart Trzynadlowski for his SSFII and 68000 docs.\r
542* Haze for his research (http://haze.mameworld.info).\r
053fd9b4 543* Lordus, Exophase and Rokas for various ideas.\r
544* Nemesis for his YM2612 research.\r
92dfd9af 545* Eke\r
39e5b215 546* Many posters at spritesmind.net forums for valuable information.\r
cc68a136 547* Mark and Jean-loup for zlib library.\r
7eed09b3 548* ketchupgun for the skin.\r
549#ifdef GP2X\r
cc68a136 550* rlyeh and all the other people behind the minimal library.\r
551* Squidge for his famous squidgehack(tm).\r
552* Dzz for his ARM940 sample code.\r
a4f0cc86 553* A_SN for his gamma code.\r
cc68a136 554* craigix for supplying the GP2X hardware and making this port possible.\r
6cadc2da 555* Alex for the icon.\r
a4f0cc86 556* All the people from gp32x boards for their support.\r
7eed09b3 557#endif\r
558#ifdef GIZ\r
559* Kingcdr's for the SDK and Reesy for the DLL and sound code.\r
560* jens.l for supplying the Gizmondo hardware and making this port possible.\r
561#endif\r
e59af1c9 562* Inder for some graphics.\r
7eed09b3 563* Anyone else I forgot. You know who you are.\r
cc68a136 564\r
565\r
566Changelog\r
567---------\r
a93a80de 5681.xx (2013-09-)\r
569 + 32X+CD emulation has been implemented.\r
570 + CD graphics processor code has been replaced with much cleaner Eke's\r
571 implamentation from Genesis Plus GX.\r
572 + CD PCM code has been completely rewritten\r
573 * Various CD compatibility issues have been solved. Hopefully no more\r
574 regressions this time.\r
575\r
68af34fe 5761.85 (2013-08-31)\r
577 * Lots of 32X compatibility and accuracy improvements. All commercial games\r
578 are booting now, but some still have issues.\r
579 * Fixed some regressions in MegaCD code, like hang in jap BIOS.\r
580 * Implemented pause for SMS.\r
581 * Updated UI with improvements from PCSX ReARMed.\r
582 * Frontend timing has been rewritten, should no longer slowly desync from\r
583 LCD on pandora.\r
584 * Added libretro and SDL 32/64bit ports, fixed compatibility issues with\r
585 Android, iOS.\r
586 * Various other things I forgot (it has been a while since last release..)\r
587\r
5881.80 (2010-09-19)\r
39e5b215 589 + Added Caanoo support. Now the GP2X binary supports GP2X F100/F200, Wiz\r
590 and Caanoo. Lots of internal refactoring to support this.\r
591 + Enabled 32X and SMS code. It's still unfinished but better release something\r
592 now than wait even more (it has been in development for more then a year now\r
593 due to various other projects or simply lack of time).\r
594 + Pandora: added hardware scaler support, including ability to resize the\r
595 layer and control filtering.\r
596 + GP2X: Added basic line-doubling vertical scaling option.\r
597 * Changed the way keys are bound, no need to unbind old one any more.\r
598 * Handle MP3s with ID3 tags better (some MP3s with ID3 did not play).\r
599 * Improved shadow/hilight color levels.\r
600 * Fixed broken cheat support.\r
601\r
ab61cff7 6021.80beta2\r
603 * Pandora: updated documentation.\r
604\r
68af34fe 6051.80beta1 (2010-06-02)\r
ab61cff7 606 + Added pandora port.\r
607 * Internal refactoring for 32x/SMS support.\r
608 * Move mapper database to external file.\r
609 + Added preliminary SMS emulation.\r
610 + Added emulation of 32x peripherals including VDP. More work is needed here.\r
611 + ARM: Added new SH2 recompiler for 32x. Some unification with SVP one.\r
612 - Disabled most of the above bacause I'm not yet happy with the results.\r
e59af1c9 613\r
68af34fe 6141.56 (2009-09-19)\r
b3158e98 615 * Changed sync in Sega CD emulation again. Should fix games that\r
616 broke after changes in 1.51a.\r
617 * Fixed default keys rebinding when they shouldn't.\r
618 * Fixed sram being loaded from wrong game.\r
619 * Emu should no longer hang shortly after using fast-forward.\r
620 * Fixed save states sometimes no longer showing up in save state menu.\r
621 * ARM: some asm code refactoring for slight speed improvement.\r
622\r
d183a522 6231.55\r
624 + Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.\r
625 * Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.\r
626 * Complete input code rewrite. This fixes some limitations like not allowing\r
627 to control both players using single input device. It also allows to use\r
628 more devices (like keyboards) on Linux based devices.\r
629 * Options menu has been reordered, "restore defaults" option added.\r
630\r
84100c0f 6311.51b\r
632 * Fixed a crash when uncompressed savestate is loaded.\r
633 * Fixed an idle loop detection related hanging problem.\r
634 * PSP: fixed another palette related regression.\r
02ba8788 635 * UIQ3: updated frontend for the latest emu core.\r
84100c0f 636\r
f9f40f10 6371.51a\r
638 * Fixed a sync problem between main and sub 68k. Should fix the hanging\r
639 problem for some games.\r
58b75cc5 640 * ARM: fixed a crash when CD savestate is loaded just after loading ROM.\r
f9f40f10 641\r
f0f0d2df 6421.51\r
9c26fb5e 643 * Improved bin_to_cso_mp3 tool, it should no longer complain about\r
644 missing lame.exe even if it's in working dir.\r
645 * Fixed a regression from 1.50, which caused slowdowns in Final Fight.\r
646 * Fixed some regressions from 1.50 related to sprite limit and palette\r
647 handling (caused graphical glitches in some games).\r
f0f0d2df 648 + Added ABC turbo actions to key config.\r
9c26fb5e 649 * Some other minor adjustments.\r
650\r
1850d43f 6511.50\r
652 + Added some basic support for Sega Pico, a MegaDrive-based toy.\r
0bccafeb 653 + Added proper support for cue/bin images, including cdda playback.\r
1850d43f 654 .cue sheets with iso/cso/mp3/wav files listed in them are now\r
655 supported too (but 44kHz restriction still applies).\r
656 + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.\r
657 The tool can convert .cue/.bin Sega CD images to .cso/.mp3.\r
75e77902 658 * Greatly improved Sega CD load times.\r
1850d43f 659 * Changed how scheduling between 68k and z80 is handled. Improves\r
660 performance for some games. Credits to Lordus for the idea.\r
661 * YM2612 state was not 100% saved, this should be better now.\r
662 * Improved renderer performance for shadow/hilight mode.\r
663 * Added a hack for YM2612 frequency overflow issue (bleep noises\r
664 in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)\r
052c0f86 665 Credits to Nemesis @ spritesmind forum. Works only if sound rate\r
1850d43f 666 is set to 44kHz.\r
667 + Implemented some sprite rendering improvements, as suggested by\r
668 Exophase. Games with lots of sprites now perform better.\r
669 + Added better idle loop detection, based on Lordus' idea again.\r
75e77902 670 - "accurate timing" option removed, as disabling it no longer\r
1850d43f 671 improves performance.\r
75e77902 672 - "accurate sprites" was removed too, the new sprite code can\r
1850d43f 673 properly handle sprite priorities in all cases.\r
674 * Timers adjusted again.\r
675 * Improved .smd detection code.\r
676 * ARM: fixed a bug in DrZ80 core, which could cause problems in\r
677 some rare cases.\r
678 * ARM: fixed a problem of occasional clicks on MP3 music start.\r
679 * Minor general optimizations and menu improvements.\r
680 * Fixed a bug in Sega CD savestate loader, where the game would\r
681 sometimes crash after load.\r
0bccafeb 682 * Fixed a crash of games using eeprom (introduced in 1.40b).\r
052c0f86 683 * PSP: fixed suspend/resume (hopefully for real).\r
0bccafeb 684\r
e91e5120 6851.40c\r
686 * Fixed a problem with sound in Marble Madness.\r
687 * GP2X: Fixed minor problem with key config.\r
688\r
6fc57144 6891.40b\r
690 * Fixed sprite masking code. Thanks to Lordus for explaining how it works.\r
691 + Added "disable sprite limit" option.\r
692 + PSP: added black level adjustment to display options.\r
693 * Changed reset to act as 'soft' reset.\r
694 + Added detection for Puggsy (it doesn't really have sram).\r
695 * Some small timing adjustments.\r
696\r
a39b7867 6971.40a\r
6fc57144 698 * GP2X: Fixed a binding problem with up and down keys.\r
a39b7867 699 * Default game config no longer overrides global user config.\r
700\r
bdec53c9 7011.40\r
702 + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r
2d2247c2 703 wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r
704 Rokas for various ideas.\r
bdec53c9 705 * Changed config file format, files are now human-readable. Game specific\r
706 configs are now held in single file (but old game config files are still\r
2d2247c2 707 read when new one is missing).\r
d6114368 708 * Fixed a bug where some key combos didn't work as expected.\r
6fc57144 709 * Fixed a regression in renderer (ARM ports only, some graphic glitches in\r
710 rare cases).\r
2d2247c2 711 * Adjusted fast renderer to work with more games, including VR.\r
d6114368 712 * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r
6fc57144 713 * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead\r
714 in the Linux kernel and C library (thanks to Rokas and Exophase for ideas\r
715 again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r
2d2247c2 716 + PicoDrive now comes with a game config file for some games which need\r
717 special settings, so they should now work out-of-the-box. More games will\r
718 be added with later updates.\r
6fc57144 719 + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.\r
bdec53c9 720\r
2445b7cb 7211.35b\r
722 * PSP: mp3 code should no longer fail on 1.5 firmware.\r
723 + PSP: added gamma adjustment option.\r
7d0143a2 724 + Added .cso ISO format support. Useful for non-FMV games.\r
725 * It is now possile to force a region after the ROM is loaded.\r
2445b7cb 726 * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r
727 * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r
7d0143a2 728 (like NBA Jam and NHL 9x).\r
4a32f01f 729 + PSP: added suspend/resume handling for Sega CD games.\r
730 + GP2X: added additional low volume levels for my late-night gaming sessions\r
731 (in stereo mode only).\r
732 + GP2X: added "fast forward" action in key config. Not recommended to use for\r
733 Sega CD, may case problems there.\r
7d0143a2 734 * Some other small tweaks I forgot about.\r
2445b7cb 735\r
c6196c0f 7361.35a\r
737 * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r
738 * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r
739 graphics corruption in EU Mega CD model1 BIOS menus.\r
740 + PSP: added additional "set to 4:3 scaled" display option for convenience.\r
4a32f01f 741 + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r
c6196c0f 742\r
81fda4e8 7431.35\r
744 + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r
745 + Some minor generic optimizations.\r
746 * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r
747 (although it should have crashed there too).\r
748 * Readme updated.\r
749\r
1dceadae 7501.34\r
7eed09b3 751 + Gizmondo port added.\r
e849512f 752 + Some new optimizations in memory handlers, and for shadow/hilight mode.\r
753 + Added some hacks to make more games work without enabling "accurate timing".\r
e849512f 754 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r
755 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r
5f8c85be 756 * Fixed a few games not having sound at startup.\r
1dceadae 757 * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r
758 providing info about additional EEPROM types and game mappers.\r
759 * The above change fixed hang of NBA Jam.\r
45499284 760 * Minor adjustments to control configurator.\r
e849512f 761\r
4e8a534c 7621.33\r
763 * Updated Cyclone core to 0.0088.\r
764 + Added A r k's usbjoy fix.\r
765 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r
766 emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r
d183a522 767 + Added an option to use A_SN's gamma curve for gamma correction (improves dark\r
4e8a534c 768 and bright color display for mk2s).\r
e362c573 769 * Sometimes stray sounds were played after loading a savestate. Fixed.\r
770 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r
771 Snatcher).\r
772 * PD no longer overwrites video player code in memory, video player now can be\r
767bf1ad 773 used after exiting PicoDrive.\r
4e8a534c 774 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r
775 if "accurate timing" was not enabled.\r
776 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r
777 Upto 10MB hacked ROMs are supported now.\r
d524c827 778 + Config profiles added (press left/right when saving config).\r
767bf1ad 779 * Changed key configuration behavior to the one from gpfce (should be more\r
d524c827 780 intuitive).\r
a12e0116 781 + Added some skinning capabilities to the menu system with default skin by\r
a4f0cc86 782 ketchupgun. Delete skin directory if you want old behaviour.\r
767bf1ad 783 * Some other little tweaks I forgot about.\r
e362c573 784\r
2433f409 7851.32\r
786 + Added some new scaling options.\r
6cadc2da 787 + Added ability to reload CD images while game is running (needed for games\r
721cd396 788 with multiple CDs, like Night Trap).\r
6cadc2da 789 + Added RAM cart emulation.\r
2433f409 790 * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r
791 * Idle loop detection was picking up wrong code and causing glitches, fixed.\r
792 * The ym2612 code on 940 now can handle multiple updates per frame\r
793 (fixes Thunger Force III "seiren" level drums for example).\r
794 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r
795 Popful Mail, Silpheed).\r
721cd396 796 * Improved z80 timing, should fix some sound problems.\r
797 * Fixed a bug with sram register (fixes Phantasy Star 4).\r
6cadc2da 798 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r
721cd396 799 * Added code for PRG ram write protection register (Dungeon Explorer).\r
46969540 800 * The memory mode register change in 1.31 was unsafe and caused some glitches in\r
801 AH-3 Thunderstrike. Fixed.\r
802 * Fixed a file descriptor leak.\r
6cadc2da 803 * Updated documentation, added Gmenu2x manual.\r
2433f409 804\r
c008977e 8051.31\r
806 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r
807 * Fixed TAS opcode on sub-68k side (fixes Batman games).\r
808 * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r
809\r
782f8f22 8101.30\r
0a051f55 811 + ISO files now can be zipped. Note that this causes VERY long loading times.\r
812 + Added data pre-buffering support, this allows to reduce frequency of short pauses\r
4ff2d527 813 in FMV games (caused by SD access), but makes those pauses longer.\r
0a051f55 814 * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r
7336a99a 815 + Properly implemented "decode" data transformation (Jaguar XJ220).\r
816 * Integrated "better sync" code into cyclone code, what made this mode much faster.\r
817 * Fixed a bug related to game specific config saving.\r
4ff2d527 818 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r
48e8482f 819 * Fixed reset not working for some games.\r
a4030801 820 + New assembly optimized memory handlers for CD (gives at least a few fps).\r
782f8f22 821 Also re-enabled all optimizations from 0.964 release.\r
822 + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r
0a051f55 823\r
8241.201\r
825 + Added basic cheat support (GameGenie and Genecyst patches).\r
826\r
8271.20\r
828 * Fixed a long-standing problem in audio mixing code which caused slight distortions\r
829 at lower sample rates.\r
830 * Changed the way 920 and 940 communicates (again), should be more reliable and give\r
831 slight performance increase.\r
832 * Some optimizations in audio mixing code.\r
833 * Some menu changes (background added, smaller font in ROM browser, savestate loader\r
834 now can select slots).\r
835 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r
836 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r
837 + "Cell arrange" address mapping is now emulated (Heart of the alien).\r
838 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r
839 + "Better sync" option added (prevents some games from hanging).\r
840\r
8411.14\r
842 + Region autodetection now can be customized.\r
843 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r
844 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r
845 * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r
846 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r
847 + Savestates implemented for Sega/Mega CD.\r
848 + PCM sound added.\r
849 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r
850 Mega CD mode (but mp3s must still be 44kHz stereo).\r
851 + Timer emulation added.\r
852 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r
853 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r
854\r
8551.10\r
856 + GP2X: Added experimental Sega CD support.\r
857 + GP2X: Added partial gmv movie playback support.\r
858\r
68af34fe 8590.964 (2006-12-03)\r
cc68a136 860 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r
861 happening for NTSC games and causing sound clicks.\r
862 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r
863 should be useable and configurable).\r
864 + GP2X: Added save confirmation option.\r
865 + GP2X: Added 940 CPU crash detection.\r
866 + ALL: UIQ3 port added.\r
867\r
8680.963\r
869 * GP2X: Gamma-reset-on-entering-menu bug fixed.\r
870 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r
871 http://www.gp32x.com/board/index.php?showtopic=28490\r
872\r
8730.962\r
874 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r
875 was enabled (for example punch sound in SOR).\r
876 * GP2X: Limited max volume to 90, because higher values often cause distortions.\r
877 * GP2X: Fixed a bug with lower res scaling.\r
878 * GP2X: Gamma is now reset on exit.\r
879\r
8800.96\r
881 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r
882 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r
883 performance increase.\r
884 * ALL: Accurate renderers are slightly faster now.\r
885 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r
886 framelimitter, this should eliminate some scrolling and tearing problems.\r
887 * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r
888 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r
889 + GP2X: Added ability to save config for specific games only.\r
890 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r
891 * GP2X: Volume keys are now configurable.\r
892 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r
893 player 2 control (currently untested).\r
894 * GP2X: squidgehack is now applied through kernel module (cleaner way).\r
895\r
8960.95\r
897 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r
898 + GP2X: Added command line support\r
899 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r
900 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r
901 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r
902 etc.).\r
903 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r
904 default.\r
905\r
9060.945\r
907 + GP2X: Added frame limiter for frameskipped modes.\r
908 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r
909 * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r
910 high memory and had no effect).\r
911\r
9120.94\r
913 + Added GP2X port.\r
914 * Improved interrupt timing, Mazin Saga and Burning Force now works.\r
915 * Rewritten renderer code to better suit GP2X, should be faster on other\r
916 ports too.\r
917 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r
918 + Added some protection device faking, used by some unlicensed games like\r
919 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r
920 + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r
921\r
9220.93\r
923 * Fixed a problem with P900/P910 key configuration in FC mode.\r
924 * Improved shadow/hilight mode emulation. Still not perfect, but should be\r
925 enough for most games.\r
926 + Save state slots added.\r
927 + Region selector added.\r
928\r
9290.92\r
930 VDP changes:\r
931 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r
932 Super Hang-On and some other problems in other games).\r
933 * HV counter emulation is now much more accurate. Fixes the Asterix games,\r
934 line in Road Rash 3, etc.\r
935 * Minor sprite and layer scroll masking bugs fixed.\r
936 + Added partial interlace mode renderer (Sonic 2 vs mode)\r
937 * Fixed a crash in both renderers when certain size window layers were used.\r
938 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r
939 effects are still unemulated.\r
940 + Sprite emulation is more accurate, sprite limit is emulated.\r
941 + Added "accurate sprites" option, which always draws sprites in correct\r
942 order and emulates sprite collision bit, but is significantly slower.\r
943\r
944 Emulation changes:\r
945 * Improved interrupt handling, added deferred interrupt emulation\r
946 (Lemmings, etc).\r
947 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r
948 Megaman - The Wily Wars and many EA sports games like NBA Jam).\r
949 + Implemented ROM banking for Super Street Fighter II - The New Challengers\r
950 * Updated to the latest version of DrZ80 core, integrated memory handlers\r
951 in it for better performance. A noticeable performance increase, but save\r
952 states may not work from the previous version (you can only use them with\r
953 sound disabled in that case).\r
954 + SRAM word read handler was using incorrect byte order, fixed.\r
955\r
956 Changes in Cyclone 0.0086:\r
957 + Added missing CHK opcode handler (used by SeaQuest DSV).\r
958 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
959 memory write-back phase is ignored (but can be enabled in config.h if needed).\r
960 + Added missing NBCD and TRAPV opcode handlers.\r
961 + Added missing addressing mode for CMP/EOR.\r
962 + Added some minor optimizations.\r
963 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
964 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
965 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
966 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
967 + Added Uninitialized Interrupt emulation.\r
968 + Altered timing for about half of opcodes to match Musashi's.\r
969\r
9700.80\r
971 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r
972 increase (depends on game).\r
973 * Optimized 32-column renderer not to render tiles offscreen, games which\r
974 use 32-column display (like Shining Force) run ~50% faster.\r
975 + Added new "Alternative renderer", which gives another ~30-45% performance\r
976 increase (in addition to mentioned above), but works only with some games,\r
d183a522 977 because it is missing some features (it uses tile-based rendering\r
cc68a136 978 instead of default line-based and disables H-ints).\r
979 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r
980 P800 and 208x208 for all other phones.\r
981 + Added volume control for Motorolas (experimental).\r
982\r
983 VDP changes:\r
984 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r
985 Stormer and others).\r
986 + Added sprite masking (hiding), adds some speed.\r
987 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r
988 special stage are now playable.\r
989 + Added column based vertical scrolling (Gunstar Heroes battleship level,\r
990 Sonic and Knuckles lava boss, etc).\r
991\r
992 Emulation changes:\r
993 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r
994 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r
995 still need it (International Superstar Soccer Deluxe).\r
996 * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r
997 Earthworm Jim play better, more games play sound.\r
998 * I/O registers now remember their values (needed for Pirates! Gold)\r
999 + Added support for 6 button pad.\r
1000\r
1001 Changes in Cyclone 0.0083wip:\r
1002 + Added missing CHK opcode (used by SeaQuest DSV).\r
1003 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r
1004 is ignored (but is enabled for other systems).\r
1005\r
1006 Backported stuff from Snes9x:\r
1007 * Fixed Pxxx jog up/down which were not working in game.\r
1008 + Added an option to gzip save states to save space.\r
1009 + The emulator now pauses whenever it is loosing focus, so it will now pause\r
1010 when alarm/ponecall/battery low/... windows come up.\r
1011 - Removed 'pause on phonecall' feature, as it is no longer needed.\r
1012 + Video fix for asian A1000s.\r
1013\r
10140.70\r
1015 * Started using tools from "Symbian GCC Improvement Project", which give\r
1016 considerable speed increase (~4fps in "center 90" mode).\r
1017 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r
1018 "center 90" mode).\r
1019 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r
1020 and are faster.\r
1021 * Minor stability improvements (emulator is less likely to crash).\r
1022 + Added some background for OSD text for better readability.\r
1023 + Added Pal/NTSC detection. This is needed for proper sound speed.\r
1024 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r
1025 it faster.\r
1026 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r
1027 a bit weird. Could be a little faster, so made some changes too.\r
1028 + Implemented SN76489 emu from the MAME project.\r
1029 + Added two separate sound output methods (mediaserver and cmaudiofb) with\r
1030 autodetection (needs testing).\r
1031 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r
1032 fixes Contra and some other games.\r
1033\r
10340.301\r
1035 Launcher:\r
1036 * Launcher now starts emulation process from current directory,\r
1037 not from hardcoded paths.\r
1038 * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r
1039\r
68af34fe 10400.30 (2006-01-07)\r
cc68a136 1041 Initial release.\r
1042\r
1043\r
cff531af 1044License\r
1045-------\r
1046\r
1047This program and it's code is released under the terms of MAME license:\r
1048\r
1049 Redistribution and use of this code or any derivative works are permitted\r
1050 provided that the following conditions are met:\r
1051\r
1052 * Redistributions may not be sold, nor may they be used in a commercial\r
1053 product or activity.\r
1054\r
1055 * Redistributions that are modified from the original source must include the\r
1056 complete source code, including the source code for all components used by a\r
1057 binary built from the modified sources. However, as a special exception, the\r
1058 source code distributed need not include anything that is normally distributed\r
1059 (in either source or binary form) with the major components (compiler, kernel,\r
1060 and so on) of the operating system on which the executable runs, unless that\r
1061 component itself accompanies the executable.\r
1062\r
1063 * Redistributions must reproduce the above copyright notice, this list of\r
1064 conditions and the following disclaimer in the documentation and/or other\r
1065 materials provided with the distribution.\r
1066\r
1067 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"\r
1068 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE\r
1069 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE\r
1070 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE\r
1071 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR\r
1072 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF\r
1073 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS\r
1074 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN\r
1075 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)\r
1076 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE\r
1077 POSSIBILITY OF SUCH DAMAGE.\r
0a051f55 1078\r
1079SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r
1080Sega Enterprises Ltd.\r
1081\r