Cyclone: group some often used handlers + minor optimization.
[picodrive.git] / platform / base_readme.txt
CommitLineData
d183a522 1#\r
2PicoDrive 1.xx\r
cc68a136 3\r
4About\r
5-----\r
6\r
81fda4e8 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
01bc6b19 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
7eed09b3 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
81fda4e8 23#endif\r
cc68a136 24\r
a39b7867 25PicoDrive is the first emulator ever to properly emulate Virtua Racing and\r
26it's SVP chip.\r
27\r
cc68a136 28\r
29How to make it run\r
30------------------\r
31\r
7eed09b3 32#ifdef GP2X\r
d183a522 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
0a051f55 36Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r
d183a522 37Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below\r
38for more details).\r
7eed09b3 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
7eed09b3 47#endif\r
81fda4e8 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
c6196c0f 53If you are on 1.5, there is a separate KXploited version for it.\r
81fda4e8 54#endif\r
02ba8788 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
59#ifndef UIQ\r
60\r
d183a522 61This emulator has lots of options with various tweaks (for improved speed mostly),\r
62but it should have best compatibility in it's default config. If suddently you\r
63start getting glitches or change something and forget what, use "Restore defaults"\r
64option.\r
02ba8788 65#endif\r
cc68a136 66\r
67\r
0a051f55 68How to run Sega/Mega CD games\r
69-----------------------------\r
70\r
02ba8788 71To play any game, you need BIOS files. These files must be copied to\r
72#ifdef UIQ\r
73D:\other\PicoDrive\ directory.\r
74#else\r
d183a522 75the same directory as PicoDrive files.\r
02ba8788 76#endif\r
77Files can be named as follows:\r
7eed09b3 78\r
0a051f55 79US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
80EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
81JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
82these files can also be zipped.\r
83\r
d183a522 84The game must be dumped to ISO/CSO+MP3/WAV or CUE+BIN format. When using\r
0bccafeb 85CUE/BIN, you must load .cue file from the menu, or else the emu will not find\r
86audio tracks.\r
87CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by\r
88using bin_to_cso_mp3 tool, which is included with the emulator. See readme in\r
89the bin_to_cso_mp3/ directory for details.\r
90\r
91ISO+mp3 files can be named similarly as for other emus.\r
0a051f55 92Here are some examples:\r
93\r
94SonicCD.iso data track\r
95SonicCD_02.mp3 audio track 1 (CD track 2)\r
96SonicCD_03.mp3\r
97...\r
98\r
99Sonic the Hedgehog CD (US) - Track 01.iso\r
100Sonic the Hedgehog CD (US) - Track 02.mp3\r
101Sonic the Hedgehog CD (US) - Track 03.mp3\r
102...\r
103\r
916363c8 104In case there is a .cue file with properly specified files names in it,\r
105file naming doesn't matter. Just be sure to load .cue from the menu.\r
106\r
81fda4e8 107It is very important to have the MP3s encoded at 44kHz sample rate and they\r
108must be stereo, or else they will play too fast/slow or won't play at all.\r
109Be sure NOT to use anything but classic mp3 format (don't use things like\r
110mp3pro).\r
111\r
71de3cd9 112ISO files can also be .cso compressed or zipped (but not mp3 files, as they\r
113are already compressed). CSO will cause slightly longer loading times, and\r
75e77902 114is not very good for FMV games. Zipping ISOs is not recommended, as it will\r
71de3cd9 115cause very long (several minute) loading times, and make some games\r
116unplayable. File naming is similar as with uncompressed ISOs.\r
0a051f55 117Example:\r
118\r
71de3cd9 119SonicCD.cso data track\r
0a051f55 120SonicCD_02.mp3 audio track 1 (CD track 2)\r
121SonicCD_03.mp3\r
122...\r
123\r
cc68a136 124\r
0a051f55 125Other important stuff\r
126---------------------\r
127\r
7eed09b3 128* Sega/Mega CD: If the game hangs after Sega logo, you may need to enable\r
129 "better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"\r
130 submenu, and then reset the game. Some other games may also require\r
81fda4e8 131 "CDDA audio" and "PCM audio" to be enabled to work (enabled by default).\r
132 Incorrectly named/missing mp3s may also be the cause.\r
133* Sega/Mega CD: If the background music is missing, you might have named your\r
134 MP3s incorrectly. Read "How to run Sega/Mega CD games" section again.\r
71de3cd9 135* Sega/Mega CD: If the game music plays too fast/too slow/out of sync, you have\r
136 encoded your MP3s incorrectly. You will have to re-encode and/or resample them.\r
81fda4e8 137 PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r
138 Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r
139 playback speeds, not repeating music or even prevent game from starting.\r
71de3cd9 140 Some games (like Snatcher) may hang in certain scenes because of this.\r
141 Some mp3 rippers/encoders remove silence and beginning/end of audio tracks,\r
142 what causes audio desyncs and/or mentioned problems.\r
1850d43f 143 If you have cue/bin rip, you can use the bin_to_cso_mp3 tool (included with\r
144 the emulator) to make a proper iso/mp3 rip.\r
81fda4e8 145* Sega/Mega CD: If your games hangs at the BIOS screen (with planets shown),\r
146 you may be using a bad BIOS dump. Try another from a different source.\r
147* Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,\r
148 so disabling Z80 manually (in advanced options) improves performance.\r
6cadc2da 149* Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r
7eed09b3 150#ifdef GP2X\r
d183a522 151* GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't\r
152 overclock as high as when using ARM920 only. For example my GP2X when run\r
153 singlecore can reach 280MHz, but with both cores it's about 250MHz. When\r
154 overclocked too much, it may start hanging and producing random noise, or\r
155 causing ARM940 crashes ("940 crashed" message displayed).\r
156* GP2X F100/F200: Due to internal implementation mp3s must not be larger that\r
157 12MB (12582912 bytes). Larger mp3s will not be fully loaded.\r
7eed09b3 158#endif\r
159\r
160\r
161Configuration\r
162-------------\r
163\r
02ba8788 164#ifdef UIQ\r
165#include "config.txt"\r
166#else\r
d183a522 167@@0. "Save slot"\r
168This is a slot number to use for savestates, when done by a button press outside\r
169menu. This can also be configured to be changed with a button\r
170(see "key configuration").\r
7eed09b3 171\r
d183a522 172@@0. "Frameskip"\r
173How many frames to skip rendering before displaying another.\r
174"Auto" is recommended.\r
aefb65bc 175\r
d183a522 176@@0. "Region"\r
177This option lets you force the game to think it is running on machine from the\r
178specified region, or just to set autodetection order. Also affects Sega/Mega CD.\r
7eed09b3 179\r
7eed09b3 180@@0. "Show FPS"\r
181Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and\r
182YY is the number of emulated frames per second.\r
183\r
7eed09b3 184@@0. "Enable sound"\r
185Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,\r
186see below) for this to make sense (already done by default).\r
187\r
188@@0. "Sound Quality"\r
81fda4e8 189#ifdef PSP\r
190Sound sample rate, affects sound quality and emulation performance.\r
19122050Hz setting is the recommended one.\r
192#else\r
193Sound sample rate and stereo mode. Mono is not available in Sega/Mega CD mode.\r
194#endif\r
7eed09b3 195\r
196@@0. "Confirm savestate"\r
197Allows to enable confirmation on savestate saving (to prevent savestate overwrites),\r
198on loading (to prevent destroying current game progress), and on both or none, when\r
199using shortcut buttons (not menu) for saving/loading.\r
200\r
7eed09b3 201#ifdef GP2X\r
202@@0. "GP2X CPU clocks"\r
203Here you can change clocks of both GP2X's CPUs. Larger values increase performance.\r
204There is no separate option for the second CPU because both CPUs use the same clock\r
205source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks\r
206at all (this is if you use external program to set clock).\r
81fda4e8 207#endif\r
208#ifdef PSP\r
209@@0. "CPU/bus clock"\r
210This allows to change CPU and bus clocks for PSP. 333MHz is recommended.\r
d183a522 211#endif\r
81fda4e8 212\r
213@@0. "[Display options]"\r
214Enters Display options menu (see below).\r
215\r
7eed09b3 216@@0. "[Sega/Mega CD options]"\r
217Enters Sega/Mega CD options menu (see below).\r
218\r
d183a522 219@@0. "[Advanced options]"\r
7eed09b3 220Enters advanced options menu (see below).\r
221\r
222@@0. "Save cfg as default"\r
223If you save your config here it will be loaded on next ROM load, but only if there\r
224is no game specific config saved (which will be loaded in that case).\r
225You can press left/right to switch to a different config profile.\r
226\r
227@@0. "Save cfg for current game only"\r
228Whenever you load current ROM again these settings will be loaded\r
7eed09b3 229\r
d183a522 230@@0. "Restore defaults"\r
231Restores all options (except controls) to defaults.\r
7eed09b3 232\r
7eed09b3 233\r
d183a522 234Display options\r
235---------------\r
7eed09b3 236\r
d183a522 237@@1. "Renderer"\r
7eed09b3 238#ifdef GP2X\r
d183a522 2398bit fast:\r
240This enables alternative heavily optimized tile-based renderer, which renders\r
241pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,\r
242which is much faster. But because of the way it works it can't render any\r
243mid-frame image changes (raster effects), so it is useful only with some games.\r
7eed09b3 244\r
d183a522 245Other two are accurate line-based renderers. The 8bit is faster but does not\r
246run well with some games like Street Racer.\r
247#endif\r
248#ifdef GIZ\r
249This option allows to switch between 16bit and 8bit renderers. The 8bit one is\r
250a bit faster for some games, but not much, because colors still need to be\r
251converted to 16bit, as this is what Gizmondo requires. It also introduces\r
252graphics problems for some games, so it's best to use 16bit one.\r
253#endif\r
254#ifdef PSP\r
255This option allows to switch between fast and accurate renderers. The fast one\r
256is much faster, because it draws the whole frame at a time, instead of doing it\r
257line by line, like the accurate one does. But because of the way it works it\r
258can't render any mid-frame image changes (raster effects), so it is useful only\r
259for some games.\r
7eed09b3 260#endif\r
651b1a25 261\r
d183a522 262#ifdef GP2X\r
263@@1. "Scaling"\r
264"hw" means GP2X hardware scaler, which causes no performance loss, but scaled\r
265image looks a bit blocky. "sw" means software scaling, which uses pixel\r
266averaging and may look a bit nicer, but blurry. Horizontal scaling is only for\r
267games which use so called "32 column mode" (256x224 or 256x240), and scales\r
268image width to 320 pixels. Vertical scales height to 240 for games which use\r
269height 224 (most of them). Note that Wiz doesn't have the hardware scaler.\r
7eed09b3 270\r
d183a522 271@@1. "Tearing Fix"\r
272Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%\r
273performance hit, but eliminates the tearing effect.\r
7eed09b3 274\r
d183a522 275@@1. "Gamma correction"\r
276F100/F200 only: Alters image gamma through GP2X hardware. Larger values make\r
277image to look brighter, lower - darker (default is 1.0).\r
7eed09b3 278\r
d183a522 279@@1. "A_SN's gamma curve"\r
280F100/F200 only: If this is enabled, different gamma adjustment method will be\r
281used (suggested by A_SN from gp32x boards). Intended to be used for F100, makes\r
282difference for dark and bright colors.\r
7eed09b3 283\r
d183a522 284@@1. "Perfect vsync"\r
285This one adjusts the LCD refresh rate to better match game's refresh rate and\r
286starts synchronizing rendering with it. Should make scrolling smoother and\r
287eliminate tearing on F100/F200.\r
288#endif\r
7eed09b3 289#ifdef GIZ\r
d183a522 290@@1. "Scanline mode"\r
291This option was designed to work around slow framebuffer access (the Gizmondo's\r
292main bottleneck) by drawing every other line (even numbered lines only).\r
293This improves performance greatly, but looses detail.\r
294\r
295@@1. "Scale low res mode"\r
296The Genesis/Megadrive had several graphics modes, some of which were only 256\r
297pixels wide. This option scales their width to 320 by using simple\r
298pixel averaging scaling. Works only when 16bit renderer is enabled.\r
299\r
c77ca79e 300@@1. "Double buffering"\r
301Draws the display to offscreen buffer, and flips it with visible one when done.\r
302Unfortunately this causes serious tearing, unless v-sync is used (next option).\r
303\r
7eed09b3 304@@1. "Wait for V-sync"\r
c77ca79e 305Waits for vertical sync before drawing (or flipping buffers, if previous option\r
306is enabled). Emulation is stopped while waiting, so this causes large performance\r
307hit.\r
7eed09b3 308#endif\r
d183a522 309#ifdef PSP\r
310@@1. "Scale factor"\r
311This allows to resize the displayed image by using the PSP's hardware. The number is\r
312used to multiply width and height of the game image to get the size of image to be\r
313displayed. If you just want to make it fullscreen, just use "Set to fullscreen"\r
314setting below.\r
7eed09b3 315\r
d183a522 316@@1. "Hor. scale (for low res. games)"\r
317This one works similarly as the previous setting, but can be used to apply additional\r
318scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD\r
319resolution.\r
7eed09b3 320\r
d183a522 321@@1. "Hor. scale (for hi res. games)"\r
322Same as above, only for higher (320 pixel wide) resolution using games.\r
7eed09b3 323\r
d183a522 324@@1. "Bilinear filtering"\r
325If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,\r
326making it smoother, but blurry.\r
327\r
328@@1. "Gamma adjustment"\r
329Color gamma can be adjusted with this.\r
7eed09b3 330\r
d183a522 331@@1. "Black level"\r
332This can be used to reduce unwanted "ghosting" effect for dark games, by making\r
333black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.\r
334\r
335@@1. "Wait for vsync"\r
336Wait for the screen to finish updating before switching to next frame, to avoid tearing.\r
337There are 3 options:\r
338* never: don't wait for vsync.\r
339* sometimes: wait only if emulator is running fast enough.\r
340* always: always wait (causes emulation slowdown).\r
341\r
342@@1. "Set to unscaled centered"\r
343Adjust the resizing options to set game image to it's original size.\r
344\r
345@@1. "Set to 4:3 scaled"\r
346Scale the image up, but keep 4:3 aspect, by adding black borders.\r
347\r
348@@1. "Set to fullscreen"\r
349Adjust the resizing options to make the game image fullscreen.\r
7eed09b3 350#endif\r
84100c0f 351\r
7eed09b3 352\r
353Sega/Mega CD options \r
354--------------------\r
355\r
7eed09b3 356@@2. "CD LEDs"\r
357The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option\r
358will display them on top-left corner of the screen.\r
359\r
f8af9634 360@@2. "CDDA audio"\r
7eed09b3 361This option enables CD audio playback.\r
362\r
363@@2. "PCM audio"\r
364This enables 8 channel PCM sound source. It is required for some games to run,\r
365because they monitor state of this audio chip.\r
366\r
367@@2. "ReadAhead buffer"\r
d183a522 368This option can prefetch more data from the CD image than requested by game\r
2d2247c2 369(to avoid accessing card later), what can improve performance in some cases.\r
370#ifndef PSP\r
371"OFF" is the recommended setting.\r
7eed09b3 372#endif\r
373\r
374@@2. "Save RAM cart"\r
375Here you can enable 64K RAM cart. Format it in BIOS if you do.\r
376\r
377@@2. "Scale/Rot. fx"\r
378The Sega/Mega CD had scaling/rotation chip, which allows effects similar to\r
379"Mode 7" effects in SNES. Unfortunately emulating it is slow, and very few games\r
380used it, so it's better to disable this option, unless game really needs it.\r
381\r
382@@2. "Better sync"\r
383This option is similar to "Perfect synchro" in Gens. Some games require it to run,\r
384for example most (all?) Wolfteam games, and some other ones. Don't use it for\r
385games which don't need it, it will just slow them down.\r
386\r
387\r
d183a522 388Advanced configuration\r
389----------------------\r
81fda4e8 390\r
d183a522 391@@3. "Use SRAM/BRAM savestates"\r
392This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for\r
393games which are using them. SRAM is saved whenever you enter the menu or exit the\r
394emulator.\r
81fda4e8 395\r
d183a522 396@@3. "Disable sprite limit"\r
397The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving\r
398objects) can be displayed on single line. This option allows to disable that\r
399limit. Note that some games used this to hide unwanted things, so it is not\r
400always good to enable this option.\r
81fda4e8 401\r
d183a522 402@@3. "Emulate Z80"\r
403Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.\r
404Some games do complex sync with it, so you must enable it even if you don't use\r
405sound to be able to play them.\r
81fda4e8 406\r
d183a522 407@@3. "Emulate YM2612 (FM)"\r
408This enables emulation of six-channel FM sound synthesizer chip, which was used to\r
409produce sound effects and music.\r
81fda4e8 410\r
d183a522 411@@3. "Emulate SN76496 (PSG)"\r
412This enables emulation of PSG (programmable sound generation) sound chip for\r
413additional effects.\r
651b1a25 414\r
d183a522 415Note: if you change sound settings AFTER loading a ROM, you may need to reset\r
416game to get sound. This is because most games initialize sound chips on\r
417startup, and this data is lost when sound chips are being enabled/disabled.\r
651b1a25 418\r
d183a522 419@@3. "gzip savestates"\r
420This will always apply gzip compression on your savestates, allowing you to\r
421save some space and load/save time.\r
81fda4e8 422\r
d183a522 423@@3. "Don't save last used ROM"\r
424This will disable writing last used ROM to config on exit (what might cause SD\r
425card corruption according to DaveC).\r
81fda4e8 426\r
d183a522 427@@3. "Disable idle loop patching"\r
428Idle loop patching is used to improve performance, but may cause compatibility\r
429problems in some rare cases. Try disabling this if your game has problems.\r
84100c0f 430\r
d183a522 431@@3. "Disable frame limiter"\r
432This allows games to run faster then 50/60fps, useful for benchmarking.\r
d183a522 433\r
434#ifdef GP2X\r
435@@3. "Use ARM940 core for sound"\r
436F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)\r
437for sound (i.e. to generate YM2612 samples) to improve performance noticeably.\r
438It also decodes MP3s in Sega/Mega CD mode.\r
439\r
440@@3. "RAM overclock"\r
441This overclocks the GP2X RAM chips for improved performance, but may cause\r
442instability. Keep it enabled if it doesn't cause problems.\r
81fda4e8 443\r
d183a522 444@@3. "MMU hack"\r
445Makes framebuffer bufferable for improved performance. There are no drawbacks\r
446so it should be left enabled.\r
81fda4e8 447\r
d183a522 448@@3. "SVP dynarec"\r
449This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,\r
450what improves it's emulation performance greatly.\r
81fda4e8 451#endif\r
d183a522 452\r
453\r
7eed09b3 454Key configuration\r
455-----------------\r
456\r
457Select "Configure controls" from the main menu. Then select "Player 1" and you will\r
458see two columns. The left column lists names of Genesis/MD controller buttons, and\r
0ffa8947 459#ifdef GP2X\r
7eed09b3 460the right GP2X ones, which are assigned to them. If you bind 2 different GP2X buttons\r
0ffa8947 461#endif\r
462#ifdef GIZ\r
463the right Giz ones, which are assigned to them. If you bind 2 different Giz buttons\r
464#endif\r
81fda4e8 465#ifdef PSP\r
466the right PSP ones, which are assigned to them. If you bind 2 different PSP buttons\r
467#endif\r
7eed09b3 468to the same action, you will get a combo (which means that you will have to press\r
f0f0d2df 469both buttons for that action to happen).\r
470\r
471There is also option to enable 6 button pad (will allow you to configure XYZ\r
d183a522 472buttons), and an option to set turbo rate (in Hz) for turbo buttons.\r
02ba8788 473#endif\r
f8af9634 474#ifndef UIQ\r
0a051f55 475\r
476\r
477Cheat support\r
478-------------\r
479\r
480To use GG/patch codes, you must type them into your favorite text editor, one\r
481per line. Comments may follow code after a whitespace. Only GameGenie and\r
482Genecyst patch formats are supported.\r
483Examples:\r
484\r
485Genecyst patch (this example is for Sonic):\r
486\r
48700334A:0005 Start with five lives\r
488012D24:0001 Keep invincibility until end of stage\r
489009C76:5478 each ring worth 2\r
490009C76:5678 each ring worth 3\r
491...\r
492\r
493Game Genie patch (for Sonic 2):\r
494\r
495ACLA-ATD4 Hidden palace instead of death egg in level select\r
496...\r
497\r
498Both GG and patch codes can be mixed in one file.\r
499\r
500When the file is ready, name it just like your ROM file, but with additional\r
501.pat extension, making sure that case matches.\r
502\r
503Examples:\r
504\r
505ROM: Sonic.zip\r
506PATCH FILE: Sonic.zip.pat\r
507\r
508ROM: Sonic 2.bin\r
509PATCH FILE: Sonic 2.bin.pat\r
510\r
511Put the file into your ROMs directory. Then load the .pat file as you would\r
512a ROM. Then Cheat Menu Option should appear in main menu.\r
f8af9634 513#endif\r
0a051f55 514\r
515\r
516What is emulated?\r
517-----------------\r
518\r
519Genesis/MegaDrive:\r
81fda4e8 520#ifdef PSP\r
521main 68k @ 7.6MHz: yes, FAME/C core\r
522z80 @ 3.6MHz: yes, CZ80 core\r
523#else\r
0a051f55 524main 68k @ 7.6MHz: yes, Cyclone core\r
525z80 @ 3.6MHz: yes, DrZ80 core\r
81fda4e8 526#endif\r
d183a522 527VDP: yes, except some quirks and modes not used by games\r
0a051f55 528YM2612 FM: yes, optimized MAME core\r
529SN76489 PSG: yes, MAME core\r
a39b7867 530SVP chip: yes! This is first emu to ever do this.\r
531Some in-cart mappers are supported too.\r
0a051f55 532\r
533Sega/Mega CD:\r
81fda4e8 534#ifdef PSP\r
535another 68k @ 12.5MHz: yes, FAME/C too\r
536#else\r
0a051f55 537another 68k @ 12.5MHz: yes, Cyclone too\r
81fda4e8 538#endif\r
6cadc2da 539gfx scaling/rotation chip (custom ASIC): yes\r
0a051f55 540PCM sound source: yes\r
541CD-ROM controller: yes (mostly)\r
542bram (internal backup RAM): yes\r
543\r
544\r
cc68a136 545Problems / limitations\r
546----------------------\r
547\r
bdec53c9 548* 32x is not emulated.\r
549#ifdef PSP\r
a39b7867 550* SVP emulation is terribly slow.\r
bdec53c9 551#endif\r
d183a522 552* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not\r
553 emulated, as very few games use this (if any at all).\r
bdec53c9 554* The emulator is not 100% accurate, so some things may not work as expected.\r
d183a522 555* The FM sound core doesn't support all features and has some accuracy issues.\r
cc68a136 556\r
557\r
558Credits\r
559-------\r
560\r
110df09c 561This emulator is made of the code from following people/projects:\r
cc68a136 562\r
7eed09b3 563notaz\r
81fda4e8 564GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,\r
7eed09b3 565lots of additional coding (see changelog).\r
566Homepage: http://notaz.gp2x.de/\r
567\r
d183a522 568fDave\r
569one who started it all:\r
570Cyclone 68000 core and PicoDrive itself\r
cc68a136 571\r
81fda4e8 572#ifdef PSP\r
573Chui\r
574FAME/C 68k interpreter core\r
575(based on C68K by Stephane Dallongeville)\r
576\r
577Stephane Dallongeville (written), NJ (optimized)\r
578CZ80 Z80 interpreter core\r
579\r
580#else\r
cc68a136 581Reesy & FluBBa\r
81fda4e8 582DrZ80, the Z80 interpreter written in ARM assembly.\r
cc68a136 583Homepage: http://reesy.gp32x.de/\r
584\r
81fda4e8 585#endif\r
586Tatsuyuki Satoh, Jarek Burczynski, MAME development\r
cc68a136 587software implementation of Yamaha FM sound generator\r
588\r
81fda4e8 589MAME development\r
590Texas Instruments SN76489 / SN76496 programmable tone/noise generator\r
cc68a136 591Homepage: http://www.mame.net/\r
592\r
0a051f55 593Stephane Dallongeville\r
594Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
81fda4e8 595#ifdef PSP\r
596\r
597people @ ps2dev.org forums / PSPSDK crew\r
598libaudiocodec code (by cooleyes)\r
599other sample code\r
600#else\r
0a051f55 601\r
602Helix community\r
603Helix mp3 decoder\r
81fda4e8 604#endif\r
0a051f55 605\r
cc68a136 606\r
607Additional thanks\r
608-----------------\r
609\r
610* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r
611 info about genesis hardware.\r
cc68a136 612* Steve Snake for all that he has done for Genesis emulation scene.\r
bdec53c9 613* Tasco Deluxe for his reverse engineering work on SVP and some mappers.\r
cc68a136 614* Bart Trzynadlowski for his SSFII and 68000 docs.\r
615* Haze for his research (http://haze.mameworld.info).\r
053fd9b4 616* Lordus, Exophase and Rokas for various ideas.\r
617* Nemesis for his YM2612 research.\r
cc68a136 618* Mark and Jean-loup for zlib library.\r
7eed09b3 619* ketchupgun for the skin.\r
620#ifdef GP2X\r
cc68a136 621* rlyeh and all the other people behind the minimal library.\r
622* Squidge for his famous squidgehack(tm).\r
623* Dzz for his ARM940 sample code.\r
a4f0cc86 624* A_SN for his gamma code.\r
cc68a136 625* craigix for supplying the GP2X hardware and making this port possible.\r
6cadc2da 626* Alex for the icon.\r
a4f0cc86 627* All the people from gp32x boards for their support.\r
7eed09b3 628#endif\r
629#ifdef GIZ\r
630* Kingcdr's for the SDK and Reesy for the DLL and sound code.\r
631* jens.l for supplying the Gizmondo hardware and making this port possible.\r
632#endif\r
633#ifdef UIQ\r
cc68a136 634* Peter van Sebille for his various open-source Symbian projects to learn from.\r
635* Steve Fischer for his open-source Motorola projects.\r
636* The development team behind "Symbian GCC Improvement Project"\r
637 (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r
638 compile tools.\r
639* AnotherGuest for all his Symbian stuff and support.\r
640* Inder for the icons.\r
7eed09b3 641#endif\r
642* Anyone else I forgot. You know who you are.\r
cc68a136 643\r
644\r
645Changelog\r
646---------\r
d183a522 6471.55\r
648 + Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.\r
649 * Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.\r
650 * Complete input code rewrite. This fixes some limitations like not allowing\r
651 to control both players using single input device. It also allows to use\r
652 more devices (like keyboards) on Linux based devices.\r
653 * Options menu has been reordered, "restore defaults" option added.\r
654\r
84100c0f 6551.51b\r
656 * Fixed a crash when uncompressed savestate is loaded.\r
657 * Fixed an idle loop detection related hanging problem.\r
658 * PSP: fixed another palette related regression.\r
02ba8788 659 * UIQ3: updated frontend for the latest emu core.\r
84100c0f 660\r
f9f40f10 6611.51a\r
662 * Fixed a sync problem between main and sub 68k. Should fix the hanging\r
663 problem for some games.\r
58b75cc5 664 * ARM: fixed a crash when CD savestate is loaded just after loading ROM.\r
f9f40f10 665\r
f0f0d2df 6661.51\r
9c26fb5e 667 * Improved bin_to_cso_mp3 tool, it should no longer complain about\r
668 missing lame.exe even if it's in working dir.\r
669 * Fixed a regression from 1.50, which caused slowdowns in Final Fight.\r
670 * Fixed some regressions from 1.50 related to sprite limit and palette\r
671 handling (caused graphical glitches in some games).\r
f0f0d2df 672 + Added ABC turbo actions to key config.\r
9c26fb5e 673 * Some other minor adjustments.\r
674\r
1850d43f 6751.50\r
676 + Added some basic support for Sega Pico, a MegaDrive-based toy.\r
0bccafeb 677 + Added proper support for cue/bin images, including cdda playback.\r
1850d43f 678 .cue sheets with iso/cso/mp3/wav files listed in them are now\r
679 supported too (but 44kHz restriction still applies).\r
680 + Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.\r
681 The tool can convert .cue/.bin Sega CD images to .cso/.mp3.\r
75e77902 682 * Greatly improved Sega CD load times.\r
1850d43f 683 * Changed how scheduling between 68k and z80 is handled. Improves\r
684 performance for some games. Credits to Lordus for the idea.\r
685 * YM2612 state was not 100% saved, this should be better now.\r
686 * Improved renderer performance for shadow/hilight mode.\r
687 * Added a hack for YM2612 frequency overflow issue (bleep noises\r
688 in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)\r
052c0f86 689 Credits to Nemesis @ spritesmind forum. Works only if sound rate\r
1850d43f 690 is set to 44kHz.\r
691 + Implemented some sprite rendering improvements, as suggested by\r
692 Exophase. Games with lots of sprites now perform better.\r
693 + Added better idle loop detection, based on Lordus' idea again.\r
75e77902 694 - "accurate timing" option removed, as disabling it no longer\r
1850d43f 695 improves performance.\r
75e77902 696 - "accurate sprites" was removed too, the new sprite code can\r
1850d43f 697 properly handle sprite priorities in all cases.\r
698 * Timers adjusted again.\r
699 * Improved .smd detection code.\r
700 * ARM: fixed a bug in DrZ80 core, which could cause problems in\r
701 some rare cases.\r
702 * ARM: fixed a problem of occasional clicks on MP3 music start.\r
703 * Minor general optimizations and menu improvements.\r
704 * Fixed a bug in Sega CD savestate loader, where the game would\r
705 sometimes crash after load.\r
0bccafeb 706 * Fixed a crash of games using eeprom (introduced in 1.40b).\r
052c0f86 707 * PSP: fixed suspend/resume (hopefully for real).\r
0bccafeb 708\r
e91e5120 7091.40c\r
710 * Fixed a problem with sound in Marble Madness.\r
711 * GP2X: Fixed minor problem with key config.\r
712\r
6fc57144 7131.40b\r
714 * Fixed sprite masking code. Thanks to Lordus for explaining how it works.\r
715 + Added "disable sprite limit" option.\r
716 + PSP: added black level adjustment to display options.\r
717 * Changed reset to act as 'soft' reset.\r
718 + Added detection for Puggsy (it doesn't really have sram).\r
719 * Some small timing adjustments.\r
720\r
a39b7867 7211.40a\r
6fc57144 722 * GP2X: Fixed a binding problem with up and down keys.\r
a39b7867 723 * Default game config no longer overrides global user config.\r
724\r
bdec53c9 7251.40\r
726 + Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,\r
2d2247c2 727 wrote ARM recompiler and some HLE code for VR. Credits to Exophase and\r
728 Rokas for various ideas.\r
bdec53c9 729 * Changed config file format, files are now human-readable. Game specific\r
730 configs are now held in single file (but old game config files are still\r
2d2247c2 731 read when new one is missing).\r
d6114368 732 * Fixed a bug where some key combos didn't work as expected.\r
6fc57144 733 * Fixed a regression in renderer (ARM ports only, some graphic glitches in\r
734 rare cases).\r
2d2247c2 735 * Adjusted fast renderer to work with more games, including VR.\r
d6114368 736 * Fixed a problem where SegaCD RAM cart data was getting lost on reset.\r
6fc57144 737 * GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead\r
738 in the Linux kernel and C library (thanks to Rokas and Exophase for ideas\r
739 again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.\r
2d2247c2 740 + PicoDrive now comes with a game config file for some games which need\r
741 special settings, so they should now work out-of-the-box. More games will\r
742 be added with later updates.\r
6fc57144 743 + GP2X: Files now can be deleted by pressing A+SELECT in the file browser.\r
bdec53c9 744\r
2445b7cb 7451.35b\r
746 * PSP: mp3 code should no longer fail on 1.5 firmware.\r
747 + PSP: added gamma adjustment option.\r
7d0143a2 748 + Added .cso ISO format support. Useful for non-FMV games.\r
749 * It is now possile to force a region after the ROM is loaded.\r
2445b7cb 750 * Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).\r
751 * PSP: fixed another bug in memhanlers, which crashed the emu for some games\r
7d0143a2 752 (like NBA Jam and NHL 9x).\r
4a32f01f 753 + PSP: added suspend/resume handling for Sega CD games.\r
754 + GP2X: added additional low volume levels for my late-night gaming sessions\r
755 (in stereo mode only).\r
756 + GP2X: added "fast forward" action in key config. Not recommended to use for\r
757 Sega CD, may case problems there.\r
7d0143a2 758 * Some other small tweaks I forgot about.\r
2445b7cb 759\r
c6196c0f 7601.35a\r
761 * PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.\r
762 * PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and\r
763 graphics corruption in EU Mega CD model1 BIOS menus.\r
764 + PSP: added additional "set to 4:3 scaled" display option for convenience.\r
4a32f01f 765 + PSP: Added an option to disable frame limitter (works only with non-auto frameskip).\r
c6196c0f 766\r
81fda4e8 7671.35\r
768 + PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.\r
769 + Some minor generic optimizations.\r
770 * Patched some code which was crashing under PSP, but was working in GP2X/Giz\r
771 (although it should have crashed there too).\r
772 * Readme updated.\r
773\r
1dceadae 7741.34\r
7eed09b3 775 + Gizmondo port added.\r
e849512f 776 + Some new optimizations in memory handlers, and for shadow/hilight mode.\r
777 + Added some hacks to make more games work without enabling "accurate timing".\r
e849512f 778 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r
779 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r
5f8c85be 780 * Fixed a few games not having sound at startup.\r
1dceadae 781 * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r
782 providing info about additional EEPROM types and game mappers.\r
783 * The above change fixed hang of NBA Jam.\r
45499284 784 * Minor adjustments to control configurator.\r
e849512f 785\r
4e8a534c 7861.33\r
787 * Updated Cyclone core to 0.0088.\r
788 + Added A r k's usbjoy fix.\r
789 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r
790 emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r
d183a522 791 + Added an option to use A_SN's gamma curve for gamma correction (improves dark\r
4e8a534c 792 and bright color display for mk2s).\r
e362c573 793 * Sometimes stray sounds were played after loading a savestate. Fixed.\r
794 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r
795 Snatcher).\r
796 * PD no longer overwrites video player code in memory, video player now can be\r
767bf1ad 797 used after exiting PicoDrive.\r
4e8a534c 798 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r
799 if "accurate timing" was not enabled.\r
800 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r
801 Upto 10MB hacked ROMs are supported now.\r
d524c827 802 + Config profiles added (press left/right when saving config).\r
767bf1ad 803 * Changed key configuration behavior to the one from gpfce (should be more\r
d524c827 804 intuitive).\r
a12e0116 805 + Added some skinning capabilities to the menu system with default skin by\r
a4f0cc86 806 ketchupgun. Delete skin directory if you want old behaviour.\r
767bf1ad 807 * Some other little tweaks I forgot about.\r
e362c573 808\r
2433f409 8091.32\r
810 + Added some new scaling options.\r
6cadc2da 811 + Added ability to reload CD images while game is running (needed for games\r
721cd396 812 with multiple CDs, like Night Trap).\r
6cadc2da 813 + Added RAM cart emulation.\r
2433f409 814 * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r
815 * Idle loop detection was picking up wrong code and causing glitches, fixed.\r
816 * The ym2612 code on 940 now can handle multiple updates per frame\r
817 (fixes Thunger Force III "seiren" level drums for example).\r
818 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r
819 Popful Mail, Silpheed).\r
721cd396 820 * Improved z80 timing, should fix some sound problems.\r
821 * Fixed a bug with sram register (fixes Phantasy Star 4).\r
6cadc2da 822 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r
721cd396 823 * Added code for PRG ram write protection register (Dungeon Explorer).\r
46969540 824 * The memory mode register change in 1.31 was unsafe and caused some glitches in\r
825 AH-3 Thunderstrike. Fixed.\r
826 * Fixed a file descriptor leak.\r
6cadc2da 827 * Updated documentation, added Gmenu2x manual.\r
2433f409 828\r
c008977e 8291.31\r
830 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r
831 * Fixed TAS opcode on sub-68k side (fixes Batman games).\r
832 * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r
833\r
782f8f22 8341.30\r
0a051f55 835 + ISO files now can be zipped. Note that this causes VERY long loading times.\r
836 + Added data pre-buffering support, this allows to reduce frequency of short pauses\r
4ff2d527 837 in FMV games (caused by SD access), but makes those pauses longer.\r
0a051f55 838 * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r
7336a99a 839 + Properly implemented "decode" data transformation (Jaguar XJ220).\r
840 * Integrated "better sync" code into cyclone code, what made this mode much faster.\r
841 * Fixed a bug related to game specific config saving.\r
4ff2d527 842 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r
48e8482f 843 * Fixed reset not working for some games.\r
a4030801 844 + New assembly optimized memory handlers for CD (gives at least a few fps).\r
782f8f22 845 Also re-enabled all optimizations from 0.964 release.\r
846 + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r
0a051f55 847\r
8481.201\r
849 + Added basic cheat support (GameGenie and Genecyst patches).\r
850\r
8511.20\r
852 * Fixed a long-standing problem in audio mixing code which caused slight distortions\r
853 at lower sample rates.\r
854 * Changed the way 920 and 940 communicates (again), should be more reliable and give\r
855 slight performance increase.\r
856 * Some optimizations in audio mixing code.\r
857 * Some menu changes (background added, smaller font in ROM browser, savestate loader\r
858 now can select slots).\r
859 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r
860 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r
861 + "Cell arrange" address mapping is now emulated (Heart of the alien).\r
862 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r
863 + "Better sync" option added (prevents some games from hanging).\r
864\r
8651.14\r
866 + Region autodetection now can be customized.\r
867 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r
868 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r
869 * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r
870 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r
871 + Savestates implemented for Sega/Mega CD.\r
872 + PCM sound added.\r
873 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r
874 Mega CD mode (but mp3s must still be 44kHz stereo).\r
875 + Timer emulation added.\r
876 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r
877 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r
878\r
8791.10\r
880 + GP2X: Added experimental Sega CD support.\r
881 + GP2X: Added partial gmv movie playback support.\r
882\r
cc68a136 8830.964\r
884 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r
885 happening for NTSC games and causing sound clicks.\r
886 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r
887 should be useable and configurable).\r
888 + GP2X: Added save confirmation option.\r
889 + GP2X: Added 940 CPU crash detection.\r
890 + ALL: UIQ3 port added.\r
891\r
8920.963\r
893 * GP2X: Gamma-reset-on-entering-menu bug fixed.\r
894 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r
895 http://www.gp32x.com/board/index.php?showtopic=28490\r
896\r
8970.962\r
898 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r
899 was enabled (for example punch sound in SOR).\r
900 * GP2X: Limited max volume to 90, because higher values often cause distortions.\r
901 * GP2X: Fixed a bug with lower res scaling.\r
902 * GP2X: Gamma is now reset on exit.\r
903\r
9040.96\r
905 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r
906 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r
907 performance increase.\r
908 * ALL: Accurate renderers are slightly faster now.\r
909 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r
910 framelimitter, this should eliminate some scrolling and tearing problems.\r
911 * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r
912 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r
913 + GP2X: Added ability to save config for specific games only.\r
914 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r
915 * GP2X: Volume keys are now configurable.\r
916 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r
917 player 2 control (currently untested).\r
918 * GP2X: squidgehack is now applied through kernel module (cleaner way).\r
919\r
9200.95\r
921 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r
922 + GP2X: Added command line support\r
923 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r
924 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r
925 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r
926 etc.).\r
927 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r
928 default.\r
929\r
9300.945\r
931 + GP2X: Added frame limiter for frameskipped modes.\r
932 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r
933 * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r
934 high memory and had no effect).\r
935\r
9360.94\r
937 + Added GP2X port.\r
938 * Improved interrupt timing, Mazin Saga and Burning Force now works.\r
939 * Rewritten renderer code to better suit GP2X, should be faster on other\r
940 ports too.\r
941 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r
942 + Added some protection device faking, used by some unlicensed games like\r
943 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r
944 + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r
945\r
9460.93\r
947 * Fixed a problem with P900/P910 key configuration in FC mode.\r
948 * Improved shadow/hilight mode emulation. Still not perfect, but should be\r
949 enough for most games.\r
950 + Save state slots added.\r
951 + Region selector added.\r
952\r
9530.92\r
954 VDP changes:\r
955 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r
956 Super Hang-On and some other problems in other games).\r
957 * HV counter emulation is now much more accurate. Fixes the Asterix games,\r
958 line in Road Rash 3, etc.\r
959 * Minor sprite and layer scroll masking bugs fixed.\r
960 + Added partial interlace mode renderer (Sonic 2 vs mode)\r
961 * Fixed a crash in both renderers when certain size window layers were used.\r
962 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r
963 effects are still unemulated.\r
964 + Sprite emulation is more accurate, sprite limit is emulated.\r
965 + Added "accurate sprites" option, which always draws sprites in correct\r
966 order and emulates sprite collision bit, but is significantly slower.\r
967\r
968 Emulation changes:\r
969 * Improved interrupt handling, added deferred interrupt emulation\r
970 (Lemmings, etc).\r
971 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r
972 Megaman - The Wily Wars and many EA sports games like NBA Jam).\r
973 + Implemented ROM banking for Super Street Fighter II - The New Challengers\r
974 * Updated to the latest version of DrZ80 core, integrated memory handlers\r
975 in it for better performance. A noticeable performance increase, but save\r
976 states may not work from the previous version (you can only use them with\r
977 sound disabled in that case).\r
978 + SRAM word read handler was using incorrect byte order, fixed.\r
979\r
980 Changes in Cyclone 0.0086:\r
981 + Added missing CHK opcode handler (used by SeaQuest DSV).\r
982 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
983 memory write-back phase is ignored (but can be enabled in config.h if needed).\r
984 + Added missing NBCD and TRAPV opcode handlers.\r
985 + Added missing addressing mode for CMP/EOR.\r
986 + Added some minor optimizations.\r
987 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
988 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
989 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
990 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
991 + Added Uninitialized Interrupt emulation.\r
992 + Altered timing for about half of opcodes to match Musashi's.\r
993\r
9940.80\r
995 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r
996 increase (depends on game).\r
997 * Optimized 32-column renderer not to render tiles offscreen, games which\r
998 use 32-column display (like Shining Force) run ~50% faster.\r
999 + Added new "Alternative renderer", which gives another ~30-45% performance\r
1000 increase (in addition to mentioned above), but works only with some games,\r
d183a522 1001 because it is missing some features (it uses tile-based rendering\r
cc68a136 1002 instead of default line-based and disables H-ints).\r
1003 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r
1004 P800 and 208x208 for all other phones.\r
1005 + Added volume control for Motorolas (experimental).\r
1006\r
1007 VDP changes:\r
1008 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r
1009 Stormer and others).\r
1010 + Added sprite masking (hiding), adds some speed.\r
1011 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r
1012 special stage are now playable.\r
1013 + Added column based vertical scrolling (Gunstar Heroes battleship level,\r
1014 Sonic and Knuckles lava boss, etc).\r
1015\r
1016 Emulation changes:\r
1017 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r
1018 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r
1019 still need it (International Superstar Soccer Deluxe).\r
1020 * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r
1021 Earthworm Jim play better, more games play sound.\r
1022 * I/O registers now remember their values (needed for Pirates! Gold)\r
1023 + Added support for 6 button pad.\r
1024\r
1025 Changes in Cyclone 0.0083wip:\r
1026 + Added missing CHK opcode (used by SeaQuest DSV).\r
1027 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r
1028 is ignored (but is enabled for other systems).\r
1029\r
1030 Backported stuff from Snes9x:\r
1031 * Fixed Pxxx jog up/down which were not working in game.\r
1032 + Added an option to gzip save states to save space.\r
1033 + The emulator now pauses whenever it is loosing focus, so it will now pause\r
1034 when alarm/ponecall/battery low/... windows come up.\r
1035 - Removed 'pause on phonecall' feature, as it is no longer needed.\r
1036 + Video fix for asian A1000s.\r
1037\r
10380.70\r
1039 * Started using tools from "Symbian GCC Improvement Project", which give\r
1040 considerable speed increase (~4fps in "center 90" mode).\r
1041 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r
1042 "center 90" mode).\r
1043 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r
1044 and are faster.\r
1045 * Minor stability improvements (emulator is less likely to crash).\r
1046 + Added some background for OSD text for better readability.\r
1047 + Added Pal/NTSC detection. This is needed for proper sound speed.\r
1048 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r
1049 it faster.\r
1050 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r
1051 a bit weird. Could be a little faster, so made some changes too.\r
1052 + Implemented SN76489 emu from the MAME project.\r
1053 + Added two separate sound output methods (mediaserver and cmaudiofb) with\r
1054 autodetection (needs testing).\r
1055 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r
1056 fixes Contra and some other games.\r
1057\r
10580.301\r
1059 Launcher:\r
1060 * Launcher now starts emulation process from current directory,\r
1061 not from hardcoded paths.\r
1062 * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r
1063\r
10640.30\r
1065 Initial release.\r
1066\r
1067\r
1068Disclaimer\r
1069----------\r
1070\r
1071THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
1072AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
1073IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r
1074ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r
1075LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r
1076CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r
1077SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r
1078INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r
1079CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r
1080ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r
1081POSSIBILITY OF SUCH DAMAGE. \r
0a051f55 1082\r
1083SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r
1084Sega Enterprises Ltd.\r
1085\r