giz rc1 release
[picodrive.git] / platform / readme.txt
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01bc6b19 1For help / comments / questions visit GP32X boards at:\r
2http://www.gp32x.com/board/\r
3\r
cc68a136 4\r
5About\r
6-----\r
7\r
01bc6b19 8This is yet another Megadrive / Genesis / Sega CD / Mega CD emulator, which\r
9was written having ARM-based handheld devices in mind (such as PDAs,\r
10smartphones and handheld consoles like GP2X of course). The critical parts\r
11(renderer, 68K and Z80 cpu interpreters) and some other random code is\r
12written in ARM asm, other code is C. The base code originates from Dave's\r
13(fdave, finalburn) PicoDrive 0.30 for Pocket PC. The Sega/Mega CD code is\r
14roughly based on Stephane Dallongeville's Gens.\r
cc68a136 15\r
16\r
17How to make it run\r
18------------------\r
19\r
81a2da59 20Copy PicoDrive.gpe, pico940.bin and mmuhack.o to any place in your filesystem\r
cc68a136 21(all 3 files must be in the same directory) and run PicoDrive.gpe.\r
0a051f55 22Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.\r
cc68a136 23\r
cc68a136 24If you have any problems (game does not boot, sound is glitchy, broken graphics),\r
6cadc2da 25make sure you enable "Accurate timing", "Emulate Z80" and use "16bit accurate\r
26renderer". This way you will get the best compatibility this emulator can\r
cc68a136 27provide.\r
28\r
29\r
0a051f55 30How to run Sega/Mega CD games\r
31-----------------------------\r
32\r
33To play any game, you need BIOS files. These files must be copied to the same\r
34directory as PicoDrive.gpe. Files can be named as follows:\r
35US: us_scd1_9210.bin us_scd2_9306.bin SegaCDBIOS9303.bin\r
36EU: eu_mcd1_9210.bin eu_mcd2_9303.bin eu_mcd2_9306.bin\r
37JP: jp_mcd1_9112.bin jp_mcd1_9111.bin\r
38these files can also be zipped.\r
39\r
40The game must be dumped to ISO format, but BIN can be used too. If you want\r
41CD music, you must use ISO+mp3 files. Audio from BIN files won't be read at\r
42all due to SD access issues. Also BIN files are usually larger, so it's better\r
43to use ISO. ISO+mp3 files can be named similarly as for other emus.\r
44Here are some examples:\r
45\r
46SonicCD.iso data track\r
47SonicCD_02.mp3 audio track 1 (CD track 2)\r
48SonicCD_03.mp3\r
49...\r
50\r
51Sonic the Hedgehog CD (US) - Track 01.iso\r
52Sonic the Hedgehog CD (US) - Track 02.mp3\r
53Sonic the Hedgehog CD (US) - Track 03.mp3\r
54...\r
55\r
56ISO files can also be zipped (but not mp3 files, as they are already\r
57compressed). Note that this can cause very long loading times, which may\r
58take up to several minutes. File naming is similar as with uncompressed ISOs.\r
59Example:\r
60\r
61SonicCD.zip data track\r
62SonicCD_02.mp3 audio track 1 (CD track 2)\r
63SonicCD_03.mp3\r
64...\r
65\r
6cadc2da 66Notes:\r
67If the game hangs after Sega logo, you may need to enable "better sync"\r
68and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options" submenu, and\r
69then reset the game.\r
70If FMV game performance is poor, try adjusting "ReadAhead buffer" to something\r
71like 2048K.\r
72\r
0a051f55 73\r
cc68a136 74Configuration\r
75-------------\r
76\r
77See config.txt file.\r
78\r
79\r
0a051f55 80Other important stuff\r
81---------------------\r
82\r
83* When you use both GP2X CPUs, keep in mind that you can't overclock as high as\r
84 when using ARM920 only. For example my GP2X when run singlecore can reach\r
85 280MHz, but with both cores it's about 250MHz. When overclocked too much,\r
6cadc2da 86 it may start hanging and producing random noise, or causing ARM940 crashes\r
87 ("940 crashed" message displayed).\r
0a051f55 88* PicoDrive is not a mp3 player, so all mp3s MUST be encoded at 44.1kHz stereo.\r
6cadc2da 89 Badly encoded mp3s can cause various kind of problems, like noises, incorrect\r
90 playback speeds, not repeating music or even prevent game from starting.\r
91* Use lower bitrate for better performance (96 or 128kbps CBRs recommended).\r
e362c573 92* Due to internal implementation mp3s must not be larger that 12MB\r
93 (12582912 bytes). Larger mp3s will not be fully loaded.\r
0a051f55 94* RAM timings option is good for dualcore operation (it is disabled by\r
95 default because it doesn't work on every GP2X, so enable it in advanced\r
96 options).\r
97\r
98\r
99Cheat support\r
100-------------\r
101\r
102To use GG/patch codes, you must type them into your favorite text editor, one\r
103per line. Comments may follow code after a whitespace. Only GameGenie and\r
104Genecyst patch formats are supported.\r
105Examples:\r
106\r
107Genecyst patch (this example is for Sonic):\r
108\r
10900334A:0005 Start with five lives\r
110012D24:0001 Keep invincibility until end of stage\r
111009C76:5478 each ring worth 2\r
112009C76:5678 each ring worth 3\r
113...\r
114\r
115Game Genie patch (for Sonic 2):\r
116\r
117ACLA-ATD4 Hidden palace instead of death egg in level select\r
118...\r
119\r
120Both GG and patch codes can be mixed in one file.\r
121\r
122When the file is ready, name it just like your ROM file, but with additional\r
123.pat extension, making sure that case matches.\r
124\r
125Examples:\r
126\r
127ROM: Sonic.zip\r
128PATCH FILE: Sonic.zip.pat\r
129\r
130ROM: Sonic 2.bin\r
131PATCH FILE: Sonic 2.bin.pat\r
132\r
133Put the file into your ROMs directory. Then load the .pat file as you would\r
134a ROM. Then Cheat Menu Option should appear in main menu.\r
135\r
136\r
137What is emulated?\r
138-----------------\r
139\r
140Genesis/MegaDrive:\r
141main 68k @ 7.6MHz: yes, Cyclone core\r
142z80 @ 3.6MHz: yes, DrZ80 core\r
143VDP: yes, except some quirks not used by games\r
144YM2612 FM: yes, optimized MAME core\r
145SN76489 PSG: yes, MAME core\r
146\r
147Sega/Mega CD:\r
148another 68k @ 12.5MHz: yes, Cyclone too\r
6cadc2da 149gfx scaling/rotation chip (custom ASIC): yes\r
0a051f55 150PCM sound source: yes\r
151CD-ROM controller: yes (mostly)\r
152bram (internal backup RAM): yes\r
153\r
154\r
cc68a136 155Problems / limitations\r
156----------------------\r
157\r
0a051f55 158* 32x and SVP are not emulated.\r
cc68a136 159* Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,\r
0a051f55 160 as very few games use this (if any at all).\r
cc68a136 161* Some games don't work or have glitches because of inaccurate timing and sync\r
162 between the emulated chips.\r
163\r
164\r
165Credits\r
166-------\r
167\r
168This emulator uses code from these people/projects:\r
169\r
170Dave\r
171Cyclone 68000 core, Pico emulation library\r
172Homepage: http://www.finalburn.com/\r
173\r
174notaz\r
175GP2X port, Cyclone 68000 hacks, lots of additional coding (see changelog).\r
176\r
177Reesy & FluBBa\r
178DrZ80, the Z80 emulator written in ARM assembly.\r
179Homepage: http://reesy.gp32x.de/\r
180\r
181Tatsuyuki Satoh, Jarek Burczynski, MultiArcadeMachineEmulator development\r
182software implementation of Yamaha FM sound generator\r
183\r
184MultiArcadeMachineEmulator (MAME) development\r
185Texas Instruments SN76489 / SN76496 programmable tone /noise generator\r
186Homepage: http://www.mame.net/\r
187\r
0a051f55 188Stephane Dallongeville\r
189Gens, MD/Mega CD/32X emulator. Most Sega CD code is based on this emu.\r
190\r
191Helix community\r
192Helix mp3 decoder\r
193\r
cc68a136 194\r
195Additional thanks\r
196-----------------\r
197\r
198* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful\r
199 info about genesis hardware.\r
cc68a136 200* Steve Snake for all that he has done for Genesis emulation scene.\r
201* Bart Trzynadlowski for his SSFII and 68000 docs.\r
202* Haze for his research (http://haze.mameworld.info).\r
203* Mark and Jean-loup for zlib library.\r
204* Anyone else I forgot. You know who you are.\r
205\r
206GP2X:\r
207* rlyeh and all the other people behind the minimal library.\r
208* Squidge for his famous squidgehack(tm).\r
209* Dzz for his ARM940 sample code.\r
210* GnoStiC & Puck2099 for USB joystick support.\r
211* Hermes PS2R, god_at_hell for the CpuCtrl library.\r
a4f0cc86 212* A_SN for his gamma code.\r
cc68a136 213* craigix for supplying the GP2X hardware and making this port possible.\r
6cadc2da 214* Alex for the icon.\r
a4f0cc86 215* ketchupgun for the skin.\r
216* All the people from gp32x boards for their support.\r
cc68a136 217\r
218Symbian:\r
219* Peter van Sebille for his various open-source Symbian projects to learn from.\r
220* Steve Fischer for his open-source Motorola projects.\r
221* The development team behind "Symbian GCC Improvement Project"\r
222 (http://www.inf.u-szeged.hu/symbian-gcc/) for their updated pre-SymbianOS9\r
223 compile tools.\r
224* AnotherGuest for all his Symbian stuff and support.\r
225* Inder for the icons.\r
226\r
227\r
228Changelog\r
229---------\r
1dceadae 2301.34\r
e849512f 231 + Some new optimizations in memory handlers, and for shadow/hilight mode.\r
232 + Added some hacks to make more games work without enabling "accurate timing".\r
e849512f 233 * Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO\r
234 emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.\r
5f8c85be 235 * Fixed a few games not having sound at startup.\r
1dceadae 236 * Updated serial EEPROM code to support more games. Thanks to EkeEke for\r
237 providing info about additional EEPROM types and game mappers.\r
238 * The above change fixed hang of NBA Jam.\r
45499284 239 * Minor adjustments to control configurator.\r
e849512f 240\r
4e8a534c 2411.33\r
242 * Updated Cyclone core to 0.0088.\r
243 + Added A r k's usbjoy fix.\r
244 + Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs\r
245 emulation to it to eliminate tearing and ensure smoothest scrolling possible.\r
246 + Added an option to use A_SN's camma curve for gamma correction (improves dark\r
247 and bright color display for mk2s).\r
e362c573 248 * Sometimes stray sounds were played after loading a savestate. Fixed.\r
249 * Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in\r
250 Snatcher).\r
251 * PD no longer overwrites video player code in memory, video player now can be\r
767bf1ad 252 used after exiting PicoDrive.\r
4e8a534c 253 * Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions\r
254 if "accurate timing" was not enabled.\r
255 * Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".\r
256 Upto 10MB hacked ROMs are supported now.\r
d524c827 257 + Config profiles added (press left/right when saving config).\r
767bf1ad 258 * Changed key configuration behavior to the one from gpfce (should be more\r
d524c827 259 intuitive).\r
a12e0116 260 + Added some skinning capabilities to the menu system with default skin by\r
a4f0cc86 261 ketchupgun. Delete skin directory if you want old behaviour.\r
767bf1ad 262 * Some other little tweaks I forgot about.\r
e362c573 263\r
2433f409 2641.32\r
265 + Added some new scaling options.\r
6cadc2da 266 + Added ability to reload CD images while game is running (needed for games\r
721cd396 267 with multiple CDs, like Night Trap).\r
6cadc2da 268 + Added RAM cart emulation.\r
2433f409 269 * Fixed DMA timing emulation (caused lock-ups for some genesis games).\r
270 * Idle loop detection was picking up wrong code and causing glitches, fixed.\r
271 * The ym2612 code on 940 now can handle multiple updates per frame\r
272 (fixes Thunger Force III "seiren" level drums for example).\r
273 * Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in\r
274 Popful Mail, Silpheed).\r
721cd396 275 * Improved z80 timing, should fix some sound problems.\r
276 * Fixed a bug with sram register (fixes Phantasy Star 4).\r
6cadc2da 277 * ROM loader was incorrectly identifying some ROMs as invalid. Fixed.\r
721cd396 278 * Added code for PRG ram write protection register (Dungeon Explorer).\r
46969540 279 * The memory mode register change in 1.31 was unsafe and caused some glitches in\r
280 AH-3 Thunderstrike. Fixed.\r
281 * Fixed a file descriptor leak.\r
6cadc2da 282 * Updated documentation, added Gmenu2x manual.\r
2433f409 283\r
c008977e 2841.31\r
285 * Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).\r
286 * Fixed TAS opcode on sub-68k side (fixes Batman games).\r
287 * File browser now filters out mp3s, saves and some other files, which are not ROMS.\r
288\r
782f8f22 2891.30\r
0a051f55 290 + ISO files now can be zipped. Note that this causes VERY long loading times.\r
291 + Added data pre-buffering support, this allows to reduce frequency of short pauses\r
4ff2d527 292 in FMV games (caused by SD access), but makes those pauses longer.\r
0a051f55 293 * Fixed PCM DMA transfers (intro FMV in Popful Mail).\r
7336a99a 294 + Properly implemented "decode" data transformation (Jaguar XJ220).\r
295 * Integrated "better sync" code into cyclone code, what made this mode much faster.\r
296 * Fixed a bug related to game specific config saving.\r
4ff2d527 297 * Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.\r
48e8482f 298 * Fixed reset not working for some games.\r
a4030801 299 + New assembly optimized memory handlers for CD (gives at least a few fps).\r
782f8f22 300 Also re-enabled all optimizations from 0.964 release.\r
301 + New idle-loop detection code for sub-68k. Speeds up at least a few games.\r
0a051f55 302\r
3031.201\r
304 + Added basic cheat support (GameGenie and Genecyst patches).\r
305\r
3061.20\r
307 * Fixed a long-standing problem in audio mixing code which caused slight distortions\r
308 at lower sample rates.\r
309 * Changed the way 920 and 940 communicates (again), should be more reliable and give\r
310 slight performance increase.\r
311 * Some optimizations in audio mixing code.\r
312 * Some menu changes (background added, smaller font in ROM browser, savestate loader\r
313 now can select slots).\r
314 + 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).\r
315 + Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).\r
316 + "Cell arrange" address mapping is now emulated (Heart of the alien).\r
317 + "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).\r
318 + "Better sync" option added (prevents some games from hanging).\r
319\r
3201.14\r
321 + Region autodetection now can be customized.\r
322 * When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.\r
323 * BRAM is now automatically formatted (no need to enter BIOS menu and format any more).\r
324 * Games now can be reset, CDDA music no longer breaks after loading another ISO.\r
325 * Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.\r
326 + Savestates implemented for Sega/Mega CD.\r
327 + PCM sound added.\r
328 * Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in\r
329 Mega CD mode (but mp3s must still be 44kHz stereo).\r
330 + Timer emulation added.\r
331 * CDC DMA tansfers fixed. Snatcher and probably some more games now boot.\r
332 * 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.\r
333\r
3341.10\r
335 + GP2X: Added experimental Sega CD support.\r
336 + GP2X: Added partial gmv movie playback support.\r
337\r
cc68a136 3380.964\r
339 * GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was\r
340 happening for NTSC games and causing sound clicks.\r
341 * GP2X: Redone key config to better support USB joysticks (now multiple joysticks\r
342 should be useable and configurable).\r
343 + GP2X: Added save confirmation option.\r
344 + GP2X: Added 940 CPU crash detection.\r
345 + ALL: UIQ3 port added.\r
346\r
3470.963\r
348 * GP2X: Gamma-reset-on-entering-menu bug fixed.\r
349 * GP2X: Recompiled PicoDrive with gcc profiling option set as described here:\r
350 http://www.gp32x.com/board/index.php?showtopic=28490\r
351\r
3520.962\r
353 * GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation\r
354 was enabled (for example punch sound in SOR).\r
355 * GP2X: Limited max volume to 90, because higher values often cause distortions.\r
356 * GP2X: Fixed a bug with lower res scaling.\r
357 * GP2X: Gamma is now reset on exit.\r
358\r
3590.96\r
360 * ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.\r
361 + GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large\r
362 performance increase.\r
363 * ALL: Accurate renderers are slightly faster now.\r
364 + GP2X: Using quadruple buffering instead of doublebuffer now, also updated\r
365 framelimitter, this should eliminate some scrolling and tearing problems.\r
366 * GP2X: Fixed some flickering issues of 8bit accurate renderer.\r
367 + GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).\r
368 + GP2X: Added ability to save config for specific games only.\r
369 + GP2X: Gamma control added (using GP2X's hardware capabilities for this).\r
370 * GP2X: Volume keys are now configurable.\r
371 + GP2X: GnoStiC added USB joystick support, I made it possible to use it for\r
372 player 2 control (currently untested).\r
373 * GP2X: squidgehack is now applied through kernel module (cleaner way).\r
374\r
3750.95\r
376 * ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.\r
377 + GP2X: Added command line support\r
378 + GP2X: Added optional hardware scaling for lower-res games like Shining Force.\r
379 * ALL: Sound chips are now sampled 2 times per frame. This fixed some games which\r
380 had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,\r
381 etc.).\r
382 + ALL: Added another accurate 8-bit renderer which is slightly faster and made it\r
383 default.\r
384\r
3850.945\r
386 + GP2X: Added frame limiter for frameskipped modes.\r
387 * GP2X: Increased brightness a bit (unused pixel bits now also contain data).\r
388 * GP2X: Suidgehack was not applied correctly (was applied before allocating some\r
389 high memory and had no effect).\r
390\r
3910.94\r
392 + Added GP2X port.\r
393 * Improved interrupt timing, Mazin Saga and Burning Force now works.\r
394 * Rewritten renderer code to better suit GP2X, should be faster on other\r
395 ports too.\r
396 + Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).\r
397 + Added some protection device faking, used by some unlicensed games like\r
398 Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)\r
399 + Added primitive Virtua Racing SVP faking, so menus can be seen now.\r
400\r
4010.93\r
402 * Fixed a problem with P900/P910 key configuration in FC mode.\r
403 * Improved shadow/hilight mode emulation. Still not perfect, but should be\r
404 enough for most games.\r
405 + Save state slots added.\r
406 + Region selector added.\r
407\r
4080.92\r
409 VDP changes:\r
410 * VDP emulation is now more accurate (fixes flickering in Chase HQ II,\r
411 Super Hang-On and some other problems in other games).\r
412 * HV counter emulation is now much more accurate. Fixes the Asterix games,\r
413 line in Road Rash 3, etc.\r
414 * Minor sprite and layer scroll masking bugs fixed.\r
415 + Added partial interlace mode renderer (Sonic 2 vs mode)\r
416 * Fixed a crash in both renderers when certain size window layers were used.\r
417 + Added emulation of shadow/hilight operator sprites. Other shadow/hilight\r
418 effects are still unemulated.\r
419 + Sprite emulation is more accurate, sprite limit is emulated.\r
420 + Added "accurate sprites" option, which always draws sprites in correct\r
421 order and emulates sprite collision bit, but is significantly slower.\r
422\r
423 Emulation changes:\r
424 * Improved interrupt handling, added deferred interrupt emulation\r
425 (Lemmings, etc).\r
426 + Added serial EEPROM SRAM support (Wonder Boy in Monster World,\r
427 Megaman - The Wily Wars and many EA sports games like NBA Jam).\r
428 + Implemented ROM banking for Super Street Fighter II - The New Challengers\r
429 * Updated to the latest version of DrZ80 core, integrated memory handlers\r
430 in it for better performance. A noticeable performance increase, but save\r
431 states may not work from the previous version (you can only use them with\r
432 sound disabled in that case).\r
433 + SRAM word read handler was using incorrect byte order, fixed.\r
434\r
435 Changes in Cyclone 0.0086:\r
436 + Added missing CHK opcode handler (used by SeaQuest DSV).\r
437 + Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,\r
438 memory write-back phase is ignored (but can be enabled in config.h if needed).\r
439 + Added missing NBCD and TRAPV opcode handlers.\r
440 + Added missing addressing mode for CMP/EOR.\r
441 + Added some minor optimizations.\r
442 - Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.\r
443 + Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.\r
444 + Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.\r
445 * Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.\r
446 + Added Uninitialized Interrupt emulation.\r
447 + Altered timing for about half of opcodes to match Musashi's.\r
448\r
4490.80\r
450 * Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance\r
451 increase (depends on game).\r
452 * Optimized 32-column renderer not to render tiles offscreen, games which\r
453 use 32-column display (like Shining Force) run ~50% faster.\r
454 + Added new "Alternative renderer", which gives another ~30-45% performance\r
455 increase (in addition to mentioned above), but works only with some games,\r
456 because it is missing some features (it uses tile-based renderering\r
457 instead of default line-based and disables H-ints).\r
458 + Added "fit2" display mode for all FC gamers. It always uses 208x146 for\r
459 P800 and 208x208 for all other phones.\r
460 + Added volume control for Motorolas (experimental).\r
461\r
462 VDP changes:\r
463 + Added support for vertical window (used by Vapor Trail, Mercs, GRIND\r
464 Stormer and others).\r
465 + Added sprite masking (hiding), adds some speed.\r
466 + Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast\r
467 special stage are now playable.\r
468 + Added column based vertical scrolling (Gunstar Heroes battleship level,\r
469 Sonic and Knuckles lava boss, etc).\r
470\r
471 Emulation changes:\r
472 + Re-added and improved Z80 faking when Z80 is disabled. Many games now can\r
473 be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some\r
474 still need it (International Superstar Soccer Deluxe).\r
475 * Improved ym2612 timers, Outrun music plays at correct speed, voices in\r
476 Earthworm Jim play better, more games play sound.\r
477 * I/O registers now remember their values (needed for Pirates! Gold)\r
478 + Added support for 6 button pad.\r
479\r
480 Changes in Cyclone 0.0083wip:\r
481 + Added missing CHK opcode (used by SeaQuest DSV).\r
482 + Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase\r
483 is ignored (but is enabled for other systems).\r
484\r
485 Backported stuff from Snes9x:\r
486 * Fixed Pxxx jog up/down which were not working in game.\r
487 + Added an option to gzip save states to save space.\r
488 + The emulator now pauses whenever it is loosing focus, so it will now pause\r
489 when alarm/ponecall/battery low/... windows come up.\r
490 - Removed 'pause on phonecall' feature, as it is no longer needed.\r
491 + Video fix for asian A1000s.\r
492\r
4930.70\r
494 * Started using tools from "Symbian GCC Improvement Project", which give\r
495 considerable speed increase (~4fps in "center 90" mode).\r
496 * Rewrote some drawing routines in ARM assembly (gives ~6 more fps in\r
497 "center 90" mode).\r
498 * Minor improvement to 0 and 180 "fit" modes. Now they look slightly better\r
499 and are faster.\r
500 * Minor stability improvements (emulator is less likely to crash).\r
501 + Added some background for OSD text for better readability.\r
502 + Added Pal/NTSC detection. This is needed for proper sound speed.\r
503 + Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make\r
504 it faster.\r
505 + Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds\r
506 a bit weird. Could be a little faster, so made some changes too.\r
507 + Implemented SN76489 emu from the MAME project.\r
508 + Added two separate sound output methods (mediaserver and cmaudiofb) with\r
509 autodetection (needs testing).\r
510 * Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),\r
511 fixes Contra and some other games.\r
512\r
5130.301\r
514 Launcher:\r
515 * Launcher now starts emulation process from current directory,\r
516 not from hardcoded paths.\r
517 * Improved 'pause on call' feature, should hopefully work with Motorola phones.\r
518\r
5190.30\r
520 Initial release.\r
521\r
522\r
523Disclaimer\r
524----------\r
525\r
526THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" \r
527AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE \r
528IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE \r
529ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE \r
530LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR \r
531CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF \r
532SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS \r
533INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN \r
534CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) \r
535ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE \r
536POSSIBILITY OF SUCH DAMAGE. \r
0a051f55 537\r
538SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of\r
539Sega Enterprises Ltd.\r
540\r