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Change README
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About PicoDrive
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---------------
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#include "../README.md"
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How to make it run
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------------------
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#ifdef GENERIC
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Extract the zip file into some directory and run PicoDrive from there.
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#endif
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#ifdef GP2X
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Extract all files to some directory on your SD and run PicoDrive.gpe from your
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GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,
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there is no need to use separate versions.
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#endif
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#ifdef GIZ
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First make sure you have homebrew-enabled Service Pack installed. Then copy
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PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must
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be in the same directory) and run PicoDrive.exe using the launcher of your choice
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(some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in
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the root of SD, etc).
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#endif
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#ifdef PSP
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If you are running a custom firmware, just copy the whole PicoDrive directory to
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/PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter
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which one GAME* directory to use).
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#endif
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#ifdef PANDORA
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Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.
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#endif
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Then load a ROM and enjoy! Cartridge ROMs can be in various common formats and
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can be zipped, one ROM file per zip. Certain extensions are used to detect the
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console the ROM is for (.sg, .sc, .sms, .gg, .smd, .md, .gen, .32x, .pco).
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For MSU games, load the .cue file and make sure the cartridge ROM has the same
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name and is in the same directory.
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Sega/Mega CD images can be in CHD, CUE+BIN/ISO or ISO/CSO+MP3/WAV format (read
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below for more details).
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This emulator has lots of options with various tweaks (for improved speed mostly),
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but it should have best compatibility in it's default config. If suddenly you
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start getting glitches or change something and forget what, use "Restore defaults"
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option.
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How to run Sega/Mega CD games
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-----------------------------
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To play any non-MSU CD game you need BIOS files. These files must be copied to
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#ifdef PANDORA
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<sd card>/pandora/appdata/picodrive/ directory
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(if you run PicoDrive once it will create that directory for you).
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#else
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#ifdef GENERIC
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the .picodrive directory in your home directory.
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#else
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the same directory as PicoDrive files.
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#endif
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#endif
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Files must be named as follows:
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US: us_scd1_9210.bin, us_scd2_9306.bin, SegaCDBIOS9303.bin
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EU: eu_mcd1_9210.bin, eu_mcd2_9303.bin, eu_mcd2_9306.bin
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JP: jp_mcd1_9112.bin, jp_mcd1_9111.bin
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these files can also be zipped.
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The game must be dumped to CHD, CUE+BIN or CUE+ISO format.
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ISO/CSO+MP3/WAV is also supported, but may cause problems.
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When using CUE/BIN, you must load .cue file from the menu, or else the emu will
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not find audio tracks.
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How to run Sega Pico games
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--------------------------
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The Pico was special in that it had a large touchpad with an associated pen, and
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so-called storyware, a combination of a cartridge with a book with up to 6 pages
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on which the pen could also be used.
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Most storywares used the touchpad with the pen as a pointer device, showing a
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pointer icon on the screen when the pen was on the touchpad which could be moved
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around. The pen has a dedicated button which was often used to select something
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under the pointer icon, much like a mouse button.
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However, a few games also had an overlay for the touchpad.
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PicoDrive supports displaying both the storyware pages as well as a pad overlay.
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They must be in png format and named like the storyware ROM without the
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extension, plus "_<n>.png" for the storyware page <n>, and "_pad.png" for a pad
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overlay. Storyware page images should have an aspect ration of 2:1, pad images
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should have 4:3. All images can have arbitrary resolution and are automatically
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scaled to fit the screen.
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There are 2 menu actions for switching to pages or pad which will automatically
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display the images if they are available. To allow for proper pen positioning
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there is also an action for having the pen on the page/touchpad or not. Pen
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positioning is done through the D-pad if the screen has been switched to either
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pages or pad.
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Other important stuff
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---------------------
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* Sega/Mega CD: If the background music is missing, the CD image format may be
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wrong. Currently .cue/bin or .chd is recommended. Be aware that there are
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lots of bad dumps on the web, and some use mp3 format for audio, which often
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causes problems (see below).
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* While iso/mp3 format is supported, it's not recommended to use.
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Some of many problems with mp3 are listed below:
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* MP3s may be named incorrectly and will not play.
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* The game music may play too fast/too slow/out of sync, which means they
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are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST
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be encoded at 44.1kHz stereo.
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* Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),
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you may be using a bad BIOS dump. Try another from a different source,
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like dumping it from your own console.
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#ifdef GP2X
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* When using mp3s, use lower bitrate for better performance (96 or 128kbps
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CBRs recommended).
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* GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't
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overclock as high as when using ARM920 only. For example my GP2X when run
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singlecore can reach 280MHz, but with both cores it's about 250MHz. When
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overclocked too much, it may start hanging and producing random noise, or
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causing ARM940 crashes ("940 crashed" message displayed).
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* GP2X F100/F200: Due to internal implementation mp3s must not be larger that
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12MB (12582912 bytes). Larger mp3s will not be fully loaded.
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#endif
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Options
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-------
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@@0. "Region"
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This option lets you force the game to think it is running on machine from the
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specified region, or just to set autodetection order. Also affects Sega/Mega CD.
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@@0. "Hotkey save/load slot"
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This is a slot number to use for savestates, when done by a button press outside
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menu. This can also be configured to be changed with a button
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(see "Key configuration").
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@@0. "Interface options"
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Enters Interface options menu (see below).
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@@0. "Display options"
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Enters Display options menu (see below).
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@@0. "Sound options"
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Enters Sound options menu (see below).
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@@0. "MD/Genesis/Pico options"
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Enters Mega Drive/Genesis/Pico options menu (see below).
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@@0. "Sega/Mega CD add-on"
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Enters Sega/Mega CD options menu (see below).
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@@0. "32X add-on"
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Enters 32X options menu (see below).
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@@0. "SG/SMS/GG options"
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Enters SG-1000/SC-3000/Master System/Game Gear options menu (see below).
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@@0. "Advanced options"
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Enters advanced options menu (see below).
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@@0. "Restore defaults"
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Restores all options (except controls) to defaults.
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Interface options
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-----------------
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@@1. "Save global options"
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If you save your config here it will be loaded on next ROM load, but only if
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there is no game specific config saved (which will be loaded in that case).
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You can press left/right to switch to a different config profile.
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@@1. "Save game options"
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Whenever you load current ROM again these settings will be loaded.
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@@1. "Show FPS"
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Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and
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YY is the number of emulated frames per second.
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@@1. "Confirm save/load"
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Allows to enable confirmation on saving (to prevent savestate overwrites), on
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loading (to prevent destroying current game progress), and on both or none, when
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using shortcut buttons (not menu) for saving/loading.
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@@1. "Don't save last used ROM"
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This will disable writing last used ROM to config on exit (what might cause SD
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card corruption according to DaveC).
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Display options
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---------------
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#ifdef GENERIC
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@@2. "Video output mode"
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SDL Window:
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This is the default mode on portable devices, used if no overlay modes are
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available. Window size is fixed at 320x240.
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Video Overlay:
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Used if hardware accelerated overlay scaling is available. Supports flexible
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window sizes. The "2X" version has a higher color resolution but is slower.
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#endif
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@@2. "Frameskip"
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How many frames to skip rendering before displaying another.
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"Auto" is recommended.
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@@2. "Max auto frameskip"
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How many frames to skip rendering at most if Frameskip is "Auto".
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#ifdef GENERIC
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@@2. "Horizontal scaling"
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This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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a smoothing filter to scale the image. "hardware" uses a hardware scaler for
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better performance. Hardware scaling is not available on every device.
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@@2. "Vertical scaling"
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This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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a smoothing filter to scale the image. "hardware" uses a hardware scaler for
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better performance. Hardware scaling is not available on every device.
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@@2. "Scaler type"
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Selects the filtering the software scaler will apply. "nearest" is unfiltered,
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"bilinear" makes the image smoother but blurrier.
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#endif
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#ifdef PANDORA
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@@2. "Filter"
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Selects filter type used for image filtering.
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Other options allow to set up scaling, filtering and vertical sync.
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#endif
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#ifdef GP2X
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@@2. "Gamma correction"
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F100/F200 only: Alters image gamma through GP2X hardware. Larger values make
|
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image to look brighter, lower - darker (default is 1.0).
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|
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@@2. "Horizontal scaling"
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This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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a smoothing filter to scale the image. F100/F200 only: "hardware" uses a
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hardware scaler for better performance.
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@@2. "Vertical scaling"
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This allows to resize the displayed image. "OFF" is unscaled, "software" uses
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a smoothing filter to scale the image. F100/F200 only: "hardware" uses a
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hardware scaler for better performance.
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@@2. "Tearing Fix"
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Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%
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performance hit, but eliminates the tearing effect.
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@@2. "Vsync"
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This one adjusts the LCD refresh rate to better match game's refresh rate and
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starts synchronizing rendering with it. Should make scrolling smoother and
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eliminate tearing on F100/F200.
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#endif
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#ifdef GIZ
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@@2. "Scanline mode"
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This option was designed to work around slow framebuffer access (the Gizmondo's
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main bottleneck) by drawing every other line (even numbered lines only).
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This improves performance greatly, but looses detail.
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@@2. "Scale low res mode"
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The Genesis/Mega Drive had several graphics modes, some of which were only 256
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pixels wide. This option scales their width to 320 by using simple
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pixel averaging scaling. Works only when 16bit renderer is enabled.
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@@2. "Double buffering"
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Draws the display to offscreen buffer, and flips it with visible one when done.
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Unfortunately this causes serious tearing, unless v-sync is used (next option).
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@@2. "Wait for V-sync"
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Waits for vertical sync before drawing (or flipping buffers, if previous option
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is enabled). Emulation is stopped while waiting, so this causes large performance
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hit.
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#endif
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#ifdef PSP
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@@2. "Horizontal scaling"
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This allows to resize the displayed image by using the PSP's hardware. "OFF" is
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unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses
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the full screen width.
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|
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@@2. "Vertical scaling"
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This allows to resize the displayed image by using the PSP's hardware. "OFF" is
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unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses
|
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the full screen height.
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@@2. "Scaler type"
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Selects the filtering the PSP hardware will apply for scaling. "Bilinear" makes
|
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the image smoother but blurrier.
|
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@@2. "Gamma adjustment"
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Color gamma can be adjusted with this.
|
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|
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@@2. "Black level"
|
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This can be used to reduce unwanted "ghosting" effect for dark games, by making
|
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black pixels brighter. Use together with "gamma adjustment" for more effect.
|
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|
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@@2. "Wait for v-sync"
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If enabled, wait for the screen to finish updating before switching to next
|
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frame, to avoid tearing.
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#endif
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Sound options
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||||
-------------
|
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|
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@@3. "Enable sound"
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Does what it says.
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|
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@@3. "Sound Quality"
|
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#ifdef PSP
|
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Sound sample rate. Lower rates improve performance but sound quality is lower.
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22050Hz setting is the recommended one.
|
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#else
|
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Sound sample rate and stereo mode. Lower rates improve performance but sound
|
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quality is lower.
|
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#endif
|
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|
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@@3. "Sound filter"
|
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Enables a low pass filter, similar to filtering in the real Mega Drive hardware.
|
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|
||||
@@3. "Filter strength"
|
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Controls the sound filter. Higher values have more impact.
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|
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|
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Mega Drive/Genesis/Pico options
|
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-------------------------------
|
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#ifndef PANDORA
|
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|
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@@4. "Renderer"
|
||||
#ifdef GP2X
|
||||
8bit fast:
|
||||
This enables alternative heavily optimized tile-based renderer, which renders
|
||||
pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,
|
||||
which is much faster. But because of the way it works it can't render any
|
||||
mid-frame image changes (raster effects), so it is useful only with some games.
|
||||
|
||||
Other two are accurate line-based renderers. The 8bit is faster but does not
|
||||
run well with some games like Street Racer.
|
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#endif
|
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#ifdef GIZ
|
||||
This option allows to switch between 16bit and 8bit renderers. The 8bit one is
|
||||
a bit faster for some games, but not much, because colors still need to be
|
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converted to 16bit, as this is what Gizmondo requires. It also introduces
|
||||
graphics problems for some games, so it's best to use 16bit one.
|
||||
#endif
|
||||
#ifdef PSP
|
||||
This option allows to switch between fast and accurate renderers. The fast one
|
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is much faster, because it draws the whole frame at a time, instead of doing it
|
||||
line by line, like the accurate one does. But because of the way it works it
|
||||
can't render any mid-frame image changes (raster effects), so it is useful only
|
||||
for some games.
|
||||
#endif
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||||
#endif
|
||||
|
||||
@@4. "FM audio"
|
||||
This enables emulation of six-channel FM sound synthesizer chip, which was used
|
||||
to produce sound effects and music.
|
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|
||||
@@4. "FM filter"
|
||||
This filter makes the sound output more accurate, but it is slower, especially
|
||||
for lower sound rates.
|
||||
|
||||
@@4. "FM DAC noise"
|
||||
Makes the sound output more like a first model Mega Drive/Genesis if enabled.
|
||||
Later models had an improved FM chip without the DAC noise.
|
||||
|
||||
|
||||
Sega/Mega CD add-on
|
||||
-------------------
|
||||
|
||||
@@5. "Save RAM cart"
|
||||
Here you can enable 64K RAM cart. Format it in BIOS if you do.
|
||||
|
||||
@@5. "CD LEDs"
|
||||
The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option
|
||||
will display them on top-left corner of the screen.
|
||||
|
||||
@@5. "CDDA audio"
|
||||
This option enables CD audio playback.
|
||||
|
||||
@@5. "PCM audio"
|
||||
This enables 8 channel PCM sound source. It is required for some games to run,
|
||||
because they monitor state of this audio chip.
|
||||
|
||||
|
||||
32X add-on
|
||||
----------
|
||||
|
||||
@@6. "32X renderer"
|
||||
This currently only affects how the Genesis/MD layers are rendered, which is
|
||||
same as "Renderer" in display options.
|
||||
|
||||
@@6. "PWM audio"
|
||||
Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve
|
||||
performance for games that dedicate one of SD2s for sound, but will cause
|
||||
missing sound effects and instruments.
|
||||
|
||||
@@6. "PWM IRQ optimization"
|
||||
Enabling this may improve performance, but may also introduce sound glitches.
|
||||
|
||||
|
||||
SG/Master System/Game Gear options
|
||||
----------------------------------
|
||||
|
||||
@@7. "System"
|
||||
Selects which of the Sega 8 bit systems is emulated. "auto" is recommended.
|
||||
|
||||
@@7. "Cartridge mapping"
|
||||
Some cartridges have hardware to enable additional capabilities, e.g. mapping
|
||||
excess ROM storage or acessing a battery backed RAM storage. "auto" is
|
||||
recommended, but in some rare cases it may be needed to manually select this.
|
||||
|
||||
@@7. "Game Gear LCD ghosting"
|
||||
The Game Gear LCD display had a very noticeable inertia for image changes. This
|
||||
setting enables emulating the effect, with "weak" being recommended.
|
||||
|
||||
@@7. "FM sound unit"
|
||||
The Japanese Master System (aka Mark III) has an extension slot for an FM sound
|
||||
unit. Some games made use of this for providing better music and effects.
|
||||
Disabling this improves performance for games using the FM unit, and usually
|
||||
means falling back to the non-FM sound.
|
||||
|
||||
|
||||
Advanced options
|
||||
----------------
|
||||
|
||||
@@8. "Disable frame limiter"
|
||||
This allows games to run faster then 50/60fps, useful for benchmarking.
|
||||
|
||||
@@8. "Disable sprite limit"
|
||||
The Mega Drive/Genesis had a limit on how many sprites (usually smaller moving
|
||||
objects) can be displayed on single line. This option allows to disable that
|
||||
limit. Note that some games used this to hide unwanted things, so it is not
|
||||
always good to enable this option.
|
||||
|
||||
@@8. "Disable idle loop patching"
|
||||
Idle loop patching is used to improve performance, but may cause compatibility
|
||||
problems in some rare cases. Try disabling this if your game has problems.
|
||||
|
||||
@@8. "Emulate Game Gear LCD"
|
||||
Disabling this option displays the full Game Gear VDP image with the normally
|
||||
invisible borders.
|
||||
|
||||
@@8. "Enable dynarecs"
|
||||
This enables dynamic recompilation for SH2 and SVP CPU code, which is improving
|
||||
emulation performance greatly. SVP dynarec is only available on 32 bit ARM CPUs.
|
||||
|
||||
@@8. "Master SH2 cycles" / "Slave SH2 cycles"
|
||||
This allows underclocking the 32X CPUs for better emulation performance. The
|
||||
number has the same meaning as cycles in DOSBox, which is cycles per millisecond.
|
||||
Underclocking too much may cause various in-game glitches.
|
||||
#ifdef GP2X
|
||||
|
||||
@@8. "Use ARM940 core for sound"
|
||||
F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)
|
||||
for sound (i.e. to generate YM2612 samples) to improve performance noticeably.
|
||||
It also decodes MP3s in Sega/Mega CD mode.
|
||||
#endif
|
||||
|
||||
|
||||
Key configuration
|
||||
-----------------
|
||||
|
||||
Select "Configure controls" from the options menu. Then selecting "Player <n>"
|
||||
will display 2 columns. The left column lists names of Genesis/MD controller
|
||||
buttons, the right column shows which key on your handheld is assigned to it.
|
||||
|
||||
There is also option to enable 6 button pads (will allow you to configure XYZ
|
||||
buttons), and an option to set turbo rate (in Hz) for turbo buttons.
|
||||
|
||||
Players 3 and 4 can only be used if a 4 player adapter is selected for input
|
||||
device 1, and the game is supporting this. Only 3 button pads are currently
|
||||
supported in 4 player mode.
|
||||
|
||||
|
||||
Cheat support
|
||||
-------------
|
||||
|
||||
To use GG/patch codes, you must type them into your favorite text editor, one
|
||||
per line. Comments may follow code after a whitespace. Only GameGenie and
|
||||
Genecyst patch formats are supported.
|
||||
Examples:
|
||||
|
||||
Genecyst patch (this example is for Sonic):
|
||||
|
||||
00334A:0005 Start with five lives
|
||||
012D24:0001 Keep invincibility until end of stage
|
||||
009C76:5478 each ring worth 2
|
||||
009C76:5678 each ring worth 3
|
||||
...
|
||||
|
||||
Game Genie patch (for Sonic 2):
|
||||
|
||||
ACLA-ATD4 Hidden palace instead of death egg in level select
|
||||
...
|
||||
|
||||
Both GG and patch codes can be mixed in one file.
|
||||
|
||||
When the file is ready, name it just like your ROM file, but with additional
|
||||
.pat extension, making sure that case matches.
|
||||
|
||||
Examples:
|
||||
|
||||
ROM: Sonic.zip
|
||||
PATCH FILE: Sonic.zip.pat
|
||||
|
||||
ROM: Sonic 2.bin
|
||||
PATCH FILE: Sonic 2.bin.pat
|
||||
|
||||
Put the file into your ROMs directory. Then load the .pat file as you would
|
||||
a ROM. Then Cheat Menu Option should appear in main menu.
|
||||
|
||||
|
||||
What is emulated?
|
||||
-----------------
|
||||
|
||||
SG-1000/SC-3000/Master System/Game Gear:
|
||||
z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core
|
||||
VDP: yes, all SG/SMS/GG modes, except some quirks not used by games
|
||||
YM2413 FM: yes, digital-sound-antiques core
|
||||
SN76489 PSG: yes, MAME core
|
||||
Some in-cart mappers are also supported.
|
||||
|
||||
Genesis/Mega Drive:
|
||||
main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core
|
||||
z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core
|
||||
VDP: yes, except some quirks and mode 4, not used by games
|
||||
YM2612 FM: yes, optimized MAME core
|
||||
SN76489 PSG: yes, MAME core
|
||||
SVP chip: yes! This is first emu to ever do this
|
||||
Pico PCM: yes, MAME core
|
||||
Some Mega Drive/Genesis in-cart mappers are also supported.
|
||||
|
||||
Sega/Mega CD:
|
||||
another 68k @ 12.5MHz: yes, Cyclone or FAME/C too
|
||||
gfx scaling/rotation chip (custom ASIC): yes
|
||||
PCM sound source: yes
|
||||
CD-ROM controller: yes (mostly)
|
||||
bram (internal backup RAM): yes
|
||||
RAM cart: yes
|
||||
|
||||
32X:
|
||||
2x SH2 @ 23MHz: yes, MAME core or custom recompiler
|
||||
Super VDP: yes
|
||||
PWM: yes
|
||||
|
||||
Pico:
|
||||
main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core
|
||||
VDP: yes, except some quirks and mode 4, not used by games
|
||||
SN76489 PSG: yes, MAME core
|
||||
ADPCM: yes, MAME core
|
||||
Pico Pen: yes
|
||||
Pico Storyware pages: yes
|
||||
Pico pad overlays: yes
|
||||
|
||||
|
||||
Problems / limitations
|
||||
----------------------
|
||||
|
||||
#ifdef PSP
|
||||
* SVP emulation is terribly slow.
|
||||
#endif
|
||||
* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not
|
||||
perfectly emulated, as very few games use this (if any at all).
|
||||
* The emulator is designed for speed and not 100% accurate, so some things may
|
||||
not work as expected.
|
||||
* The FM sound core doesn't support all features and has some accuracy issues.
|
||||
|
||||
|
||||
Changelog
|
||||
---------
|
||||
|
||||
#include "../ChangeLog"
|
||||
|
||||
|
||||
Credits
|
||||
-------
|
||||
|
||||
This emulator is made of the code from following people/projects:
|
||||
|
||||
#include "../AUTHORS"
|
||||
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
This program and its code is released under the terms of MAME license:
|
||||
#include "../COPYING"
|
||||
|
||||
SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are
|
||||
trademarks of Sega Enterprises Ltd.
|
||||
|
||||
|
|
|
@ -14,7 +14,7 @@
|
|||
#include "menu_pico.h"
|
||||
#include "input_pico.h"
|
||||
#include "version.h"
|
||||
// #include <pspmp3.h>
|
||||
|
||||
|
||||
#include "../libpicofe/plat.h"
|
||||
|
||||
|
|
|
@ -20,5 +20,5 @@ static menu_entry e_menu_keyconfig[];
|
|||
void psp_menu_init(void)
|
||||
{
|
||||
me_enable(e_menu_sms_options, MA_SMSOPT_GHOSTING, 0);
|
||||
me_enable(e_menu_keyconfig, MA_CTRL_DEADZONE, 0);
|
||||
me_enable(e_menu_keyconfig, MA_CTRL_DEADZONE, 0);
|
||||
}
|
||||
|
|
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Reference in a new issue