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9
AUTHORS
9
AUTHORS
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@ -4,6 +4,12 @@ Pandora, GPH device, PSP, Gizmondo ports, CPU core hacks
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lots of additional coding (see changeLog).
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Homepage: http://notaz.gp2x.de/
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irixxxx
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improvements to dynamic recompilers, 32X emulation, ARM asm, sound, VDP,
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platforms (GPH, PSP, generic linux), added SG-1000 and Game Gear support,
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fixed a lot of bugs (and probably added more new bugs), cleaned up stuff,
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probably more that I've already forgotten.
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fDave
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project starter
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Cyclone 68000 core and PicoDrive core itself
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@ -29,9 +35,6 @@ Homepage: http://www.mame.net/
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Eke-Eke
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CD graphics processor and CD controller implementation (from Genesis Plus GX)
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Irixxxx
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Improvements to dynamic recompilers, 32X emulation, ARM asm, sound, VDP
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Additional thanks
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-----------------
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@ -1,5 +1,10 @@
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This is yet another Megadrive / Genesis / Sega CD / Mega CD / 32X / SMS
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emulator, which was originally written having ARM-based handheld devices
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This is yet another SEGA 8 bit and 16 bit console emulator for emulating most
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of the hardware SEGA has published up to and including the 32X.
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Emulated 16 bit systems: Megadrive/Genesis, Sega/Mega CD, 32X, Pico.
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Emulated 8 bit systems: SG-1000, SC-3000, Master System/Mark III, Game Gear.
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PicoDrive was originally written having ARM-based handheld devices
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in mind, but later had got various improvements for other architectures
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too, like SH2 recompilers for MIPS (mips32r2), ARM64 (armv8), RISC-V (RV64IM)
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and PowerPC (G4/2.03).
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@ -1,28 +1,26 @@
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#
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PicoDrive 1.xx
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About PicoDrive
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---------------
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#include "../README.md"
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About
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-----
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#include "../README"
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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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Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.
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Sega/Mega CD images can be in ISO/CSO+MP3/WAV or CUE+BIN formats (read below
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for more details).
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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). Then load a ROM and enjoy! ROMs can be placed anywhere, can
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be in .smd or .bin format and can be zipped (one ROM per zip).
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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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@ -35,6 +33,14 @@ If you are on 1.5, there is a separate KXploited version for it.
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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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@ -44,33 +50,37 @@ option.
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How to run Sega/Mega CD games
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-----------------------------
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To play any CD game, you need BIOS files. These files must be copied to
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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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Files can be named as follows:
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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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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 CUE+BIN or CUE+ISO format.
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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
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the emu will not find audio tracks.
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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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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 is recommended. Be aware that there are lots of bad
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dumps on the web, and some use mp3 format for audio, which often causes
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problems (see below).
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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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@ -81,7 +91,7 @@ Other important stuff
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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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* What using mp3s, use lower bitrate for better performance (96 or 128kbps
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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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@ -93,72 +103,211 @@ Other important stuff
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#endif
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Configuration
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-------------
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@@0. "Save 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. "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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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. "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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@@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. "Enable sound"
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Does what it says. You must enable at least YM2612 or SN76496 (in advanced options,
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see below) for this to make sense (already done by default).
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@@0. "Interface options"
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Enters Interface options menu (see below).
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@@0. "Sound Quality"
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#ifdef PSP
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Sound sample rate, affects sound quality and emulation performance.
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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. Mono is not available in Sega/Mega CD mode.
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#endif
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@@0. "Confirm savestate"
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Allows to enable confirmation on savestate saving (to prevent savestate overwrites),
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on 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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@@0. "[Display options]"
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@@0. "Display options"
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Enters Display options menu (see below).
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@@0. "[Sega/Mega CD options]"
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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 options]"
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@@0. "32X add-on"
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Enters 32X options menu (see below).
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@@0. "[Advanced options]"
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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. "Save cfg as default"
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If you save your config here it will be loaded on next ROM load, but only if there
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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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@@0. "Save cfg for current game only"
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Whenever you load current ROM again these settings will be loaded.
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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
|
||||
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
|
||||
a smoothing filter to scale the image. "hardware" uses a hardware scaler for
|
||||
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.
|
||||
#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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||||
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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
|
||||
image to look brighter, lower - darker (default is 1.0).
|
||||
|
||||
@@2. "Horizontal scaling"
|
||||
This allows to resize the displayed image. "OFF" is unscaled, "software" uses
|
||||
a smoothing filter to scale the image. F100/F200 only: "hardware" uses a
|
||||
hardware scaler for better performance.
|
||||
|
||||
@@2. "Vertical scaling"
|
||||
This allows to resize the displayed image. "OFF" is unscaled, "software" uses
|
||||
a smoothing filter to scale the image. F100/F200 only: "hardware" uses a
|
||||
hardware scaler for better performance.
|
||||
|
||||
@@2. "Tearing Fix"
|
||||
Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%
|
||||
performance hit, but eliminates the tearing effect.
|
||||
|
||||
@@2. "Vsync"
|
||||
This one adjusts the LCD refresh rate to better match game's refresh rate and
|
||||
starts synchronizing rendering with it. Should make scrolling smoother and
|
||||
eliminate tearing on F100/F200.
|
||||
#endif
|
||||
#ifdef GIZ
|
||||
@@2. "Scanline mode"
|
||||
This option was designed to work around slow framebuffer access (the Gizmondo's
|
||||
main bottleneck) by drawing every other line (even numbered lines only).
|
||||
This improves performance greatly, but looses detail.
|
||||
|
||||
@@2. "Scale low res mode"
|
||||
The Genesis/Mega Drive had several graphics modes, some of which were only 256
|
||||
pixels wide. This option scales their width to 320 by using simple
|
||||
pixel averaging scaling. Works only when 16bit renderer is enabled.
|
||||
|
||||
@@2. "Double buffering"
|
||||
Draws the display to offscreen buffer, and flips it with visible one when done.
|
||||
Unfortunately this causes serious tearing, unless v-sync is used (next option).
|
||||
|
||||
@@2. "Wait for V-sync"
|
||||
Waits for vertical sync before drawing (or flipping buffers, if previous option
|
||||
is enabled). Emulation is stopped while waiting, so this causes large performance
|
||||
hit.
|
||||
#endif
|
||||
#ifdef PSP
|
||||
@@2. "Horizontal scaling"
|
||||
This allows to resize the displayed image by using the PSP's hardware. "OFF" is
|
||||
unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses
|
||||
the full screen width.
|
||||
|
||||
@@2. "Vertical scaling"
|
||||
This allows to resize the displayed image by using the PSP's hardware. "OFF" is
|
||||
unscaled, "4:3" is closest to the original Mega Drive screen, "fullscreen" uses
|
||||
the full screen height.
|
||||
|
||||
@@2. "Scaler type"
|
||||
Selects the filtering the PSP hardware will apply for scaling. "Bilinear" makes
|
||||
the image smoother but blurrier.
|
||||
|
||||
@@2. "Gamma adjustment"
|
||||
Color gamma can be adjusted with this.
|
||||
|
||||
@@2. "Black level"
|
||||
This can be used to reduce unwanted "ghosting" effect for dark games, by making
|
||||
black pixels brighter. Use together with "gamma adjustment" for more effect.
|
||||
|
||||
@@2. "Wait for v-sync"
|
||||
If enabled, wait for the screen to finish updating before switching to next
|
||||
frame, to avoid tearing.
|
||||
#endif
|
||||
|
||||
|
||||
Sound options
|
||||
-------------
|
||||
|
||||
@@3. "Enable sound"
|
||||
Does what it says.
|
||||
|
||||
@@3. "Sound Quality"
|
||||
#ifdef PSP
|
||||
Sound sample rate. Lower rates improve performance but sound quality is lower.
|
||||
22050Hz setting is the recommended one.
|
||||
#else
|
||||
Sound sample rate and stereo mode. Lower rates improve performance but sound
|
||||
quality is lower.
|
||||
#endif
|
||||
|
||||
@@3. "Sound filter"
|
||||
Enables a low pass filter, similar to filtering in the real Mega Drive hardware.
|
||||
|
||||
@@3. "Filter strength"
|
||||
Controls the sound filter. Higher values have more impact.
|
||||
|
||||
|
||||
Mega Drive/Genesis/Pico options
|
||||
-------------------------------
|
||||
#ifndef PANDORA
|
||||
@@1. "Renderer"
|
||||
|
||||
@@4. "Renderer"
|
||||
#ifdef GP2X
|
||||
8bit fast:
|
||||
This enables alternative heavily optimized tile-based renderer, which renders
|
||||
|
@ -168,14 +317,12 @@ 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.
|
||||
|
||||
#endif
|
||||
#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
|
||||
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
|
||||
|
@ -183,204 +330,129 @@ 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
|
||||
#endif
|
||||
#ifdef GP2X
|
||||
@@1. "Tearing Fix"
|
||||
Wiz only: works around the tearing problem by using portrait mode. Causes ~5-10%
|
||||
performance hit, but eliminates the tearing effect.
|
||||
|
||||
@@1. "Gamma correction"
|
||||
F100/F200 only: Alters image gamma through GP2X hardware. Larger values make
|
||||
image to look brighter, lower - darker (default is 1.0).
|
||||
@@4. "FM audio"
|
||||
This enables emulation of six-channel FM sound synthesizer chip, which was used
|
||||
to produce sound effects and music.
|
||||
|
||||
@@1. "Vsync"
|
||||
This one adjusts the LCD refresh rate to better match game's refresh rate and
|
||||
starts synchronizing rendering with it. Should make scrolling smoother and
|
||||
eliminate tearing on F100/F200.
|
||||
#endif
|
||||
#ifdef GIZ
|
||||
@@1. "Scanline mode"
|
||||
This option was designed to work around slow framebuffer access (the Gizmondo's
|
||||
main bottleneck) by drawing every other line (even numbered lines only).
|
||||
This improves performance greatly, but looses detail.
|
||||
@@4. "FM filter"
|
||||
This filter makes the sound output more accurate, but it is slower, especially
|
||||
for lower sound rates.
|
||||
|
||||
@@1. "Scale low res mode"
|
||||
The Genesis/Megadrive had several graphics modes, some of which were only 256
|
||||
pixels wide. This option scales their width to 320 by using simple
|
||||
pixel averaging scaling. Works only when 16bit renderer is enabled.
|
||||
|
||||
@@1. "Double buffering"
|
||||
Draws the display to offscreen buffer, and flips it with visible one when done.
|
||||
Unfortunately this causes serious tearing, unless v-sync is used (next option).
|
||||
|
||||
@@1. "Wait for V-sync"
|
||||
Waits for vertical sync before drawing (or flipping buffers, if previous option
|
||||
is enabled). Emulation is stopped while waiting, so this causes large performance
|
||||
hit.
|
||||
#endif
|
||||
#ifdef PSP
|
||||
@@1. "Scale factor"
|
||||
This allows to resize the displayed image by using the PSP's hardware. The number is
|
||||
used to multiply width and height of the game image to get the size of image to be
|
||||
displayed. If you just want to make it fullscreen, just use "Set to fullscreen"
|
||||
setting below.
|
||||
|
||||
@@1. "Hor. scale (for low res. games)"
|
||||
This one works similarly as the previous setting, but can be used to apply additional
|
||||
scaling horizontally, and is used for games which use lower (256 pixel wide) Gen/MD
|
||||
resolution.
|
||||
|
||||
@@1. "Hor. scale (for hi res. games)"
|
||||
Same as above, only for higher (320 pixel wide) resolution using games.
|
||||
|
||||
@@1. "Bilinear filtering"
|
||||
If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,
|
||||
making it smoother, but blurry.
|
||||
|
||||
@@1. "Gamma adjustment"
|
||||
Color gamma can be adjusted with this.
|
||||
|
||||
@@1. "Black level"
|
||||
This can be used to reduce unwanted "ghosting" effect for dark games, by making
|
||||
black pixels brighter. Use in conjunction with "gamma adjustment" for more effect.
|
||||
|
||||
@@1. "Wait for v-sync"
|
||||
Wait for the screen to finish updating before switching to next frame, to avoid tearing.
|
||||
There are 3 options:
|
||||
* never: don't wait for vsync.
|
||||
* sometimes: wait only if emulator is running fast enough.
|
||||
* always: always wait (causes emulation slowdown).
|
||||
|
||||
@@1. "Set to unscaled centered"
|
||||
Adjust the resizing options to set game image to it's original size.
|
||||
|
||||
@@1. "Set to 4:3 scaled"
|
||||
Scale the image up, but keep 4:3 aspect, by adding black borders.
|
||||
|
||||
@@1. "Set to fullscreen"
|
||||
Adjust the resizing options to make the game image fullscreen.
|
||||
#endif
|
||||
#ifdef PANDORA
|
||||
Allows to set up scaling, filtering and vertical sync.
|
||||
#endif
|
||||
@@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 options
|
||||
--------------------
|
||||
Sega/Mega CD add-on
|
||||
-------------------
|
||||
|
||||
@@2. "CD LEDs"
|
||||
@@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.
|
||||
|
||||
@@2. "CDDA audio"
|
||||
@@5. "CDDA audio"
|
||||
This option enables CD audio playback.
|
||||
|
||||
@@2. "PCM audio"
|
||||
@@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.
|
||||
|
||||
@@2. "Save RAM cart"
|
||||
Here you can enable 64K RAM cart. Format it in BIOS if you do.
|
||||
|
||||
@@2. "Scale/Rot. fx"
|
||||
The Sega/Mega CD had scaling/rotation chip, which allows effects similar to
|
||||
"Mode 7" effects in SNES. On slow systems like GP2X, disabling may improve
|
||||
performance but cause graphical glitches.
|
||||
32X add-on
|
||||
----------
|
||||
|
||||
|
||||
32X options
|
||||
-----------
|
||||
|
||||
@@3. "32X enabled"
|
||||
Enables emulation of addon. Option only takes effect when ROM is reloaded.
|
||||
|
||||
#ifdef GP2X
|
||||
@@3. "32X renderer"
|
||||
@@6. "32X renderer"
|
||||
This currently only affects how the Genesis/MD layers are rendered, which is
|
||||
same as "Renderer" in display options.
|
||||
|
||||
#endif
|
||||
@@3. "PWM sound"
|
||||
@@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.
|
||||
|
||||
@@3. "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.
|
||||
@@6. "PWM IRQ optimization"
|
||||
Enabling this may improve performance, but may also introduce sound glitches.
|
||||
|
||||
|
||||
Advanced configuration
|
||||
----------------------
|
||||
SG/Master System/Game Gear options
|
||||
----------------------------------
|
||||
|
||||
@@4. "Use SRAM/BRAM savestates"
|
||||
This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for
|
||||
games which are using them. SRAM is saved whenever you enter the menu or exit the
|
||||
emulator.
|
||||
@@7. "System"
|
||||
Selects which of the Sega 8 bit systems is emulated. "auto" is recommended.
|
||||
|
||||
@@4. "Disable sprite limit"
|
||||
The MegaDrive/Genesis had a limit on how many sprites (usually smaller moving
|
||||
@@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.
|
||||
|
||||
@@4. "Emulate Z80"
|
||||
Enables emulation of Z80 chip, which was mostly used to drive the other sound chips.
|
||||
Some games do complex sync with it, so you must enable it even if you don't use
|
||||
sound to be able to play them.
|
||||
|
||||
@@4. "Emulate YM2612 (FM)"
|
||||
This enables emulation of six-channel FM sound synthesizer chip, which was used to
|
||||
produce sound effects and music.
|
||||
|
||||
@@4. "Emulate SN76496 (PSG)"
|
||||
This enables emulation of PSG (programmable sound generation) sound chip for
|
||||
additional effects.
|
||||
|
||||
Note: if you change sound settings AFTER loading a ROM, you may need to reset
|
||||
game to get sound. This is because most games initialize sound chips on
|
||||
startup, and this data is lost when sound chips are being enabled/disabled.
|
||||
|
||||
@@4. "gzip savestates"
|
||||
This will always apply gzip compression on your savestates, allowing you to
|
||||
save some space and load/save time.
|
||||
|
||||
@@4. "Don't save last used ROM"
|
||||
This will disable writing last used ROM to config on exit (what might cause SD
|
||||
card corruption according to DaveC).
|
||||
|
||||
@@4. "Disable idle loop patching"
|
||||
@@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.
|
||||
|
||||
@@4. "Disable frame limiter"
|
||||
This allows games to run faster then 50/60fps, useful for benchmarking.
|
||||
@@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
|
||||
@@4. "Use ARM940 core for sound"
|
||||
|
||||
@@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
|
||||
@@4. "Enable dynarecs"
|
||||
This enables dynamic recompilation for SH2 and SVP CPU code,
|
||||
what improves emulation performance greatly.
|
||||
|
||||
|
||||
Key configuration
|
||||
-----------------
|
||||
|
||||
Select "Configure controls" from the main menu. Then select "Player 1" and you will
|
||||
see two columns. The left column lists names of Genesis/MD controller buttons, and
|
||||
the right column your handheld ones, which are assigned.
|
||||
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 pad (will allow you to configure XYZ
|
||||
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
|
||||
-------------
|
||||
|
@ -423,36 +495,44 @@ a ROM. Then Cheat Menu Option should appear in main menu.
|
|||
What is emulated?
|
||||
-----------------
|
||||
|
||||
Genesis/MegaDrive:
|
||||
#ifdef PSP
|
||||
main 68k @ 7.6MHz: yes, FAME/C core
|
||||
z80 @ 3.6MHz: yes, CZ80 core
|
||||
#else
|
||||
main 68k @ 7.6MHz: yes, Cyclone core
|
||||
z80 @ 3.6MHz: yes, DrZ80 core
|
||||
#endif
|
||||
VDP: yes, except some quirks and modes not used by games
|
||||
YM2612 FM: yes, optimized MAME core
|
||||
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
|
||||
SVP chip: yes! This is first emu to ever do this.
|
||||
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:
|
||||
#ifdef PSP
|
||||
another 68k @ 12.5MHz: yes, FAME/C too
|
||||
#else
|
||||
another 68k @ 12.5MHz: yes, Cyclone too
|
||||
#endif
|
||||
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, custom recompiler
|
||||
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, to some extend
|
||||
Pico Storyware pages: no
|
||||
|
||||
|
||||
Problems / limitations
|
||||
----------------------
|
||||
|
@ -461,13 +541,14 @@ Problems / limitations
|
|||
* SVP emulation is terribly slow.
|
||||
#endif
|
||||
* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not
|
||||
emulated, as very few games use this (if any at all).
|
||||
* The emulator is not 100% accurate, so some things may not work as expected.
|
||||
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"
|
||||
|
||||
|
@ -483,9 +564,9 @@ This emulator is made of the code from following people/projects:
|
|||
License
|
||||
-------
|
||||
|
||||
This program and it's code is released under the terms of MAME license:
|
||||
This program and its code is released under the terms of MAME license:
|
||||
#include "../COPYING"
|
||||
|
||||
SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of
|
||||
Sega Enterprises Ltd.
|
||||
SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are
|
||||
trademarks of Sega Enterprises Ltd.
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue