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split base_readme to more traditional files
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@ -3,20 +3,7 @@ PicoDrive 1.xx
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About
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-----
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This is yet another Megadrive / Genesis / Sega CD / Mega CD / 32X / SMS
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emulator, which was written having ARM-based handheld devices in mind
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(such as smartphones and handheld consoles like GP2X and Pandora).
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The emulator is heavily optimized for ARM, features assembly cores for
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68k, Z80 and VDP chip emulation, also has dynamic recompilers for SH2 and
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SSP16 (for 32X and SVP emulation). It was started by Dave (aka fdave,
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finalburn author) as basic Genesis/Megadrive emulator for Pocket PC,
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then taken over and expanded by notaz.
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PicoDrive is the first emulator ever to properly emulate Virtua Racing and
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it's SVP chip.
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#include "../README"
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How to make it run
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------------------
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@ -486,601 +473,25 @@ Problems / limitations
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* The FM sound core doesn't support all features and has some accuracy issues.
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Changelog
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-------
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#include "../ChangeLog"
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Credits
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-------
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This emulator is made of the code from following people/projects:
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notaz
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GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks, dynamic recompilers,
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lots of additional coding (see changelog).
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Homepage: http://notaz.gp2x.de/
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fDave
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one who started it all:
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Cyclone 68000 core and PicoDrive itself
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Chui
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FAME/C 68k interpreter core
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(based on C68K by Stephane Dallongeville)
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Stephane Dallongeville (written), NJ (optimized)
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CZ80 Z80 interpreter core
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Reesy & FluBBa
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DrZ80, the Z80 interpreter written in ARM assembly.
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Homepage: http://reesy.gp32x.de/ (defunct)
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Tatsuyuki Satoh, Jarek Burczynski, MAME development
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software implementation of Yamaha FM sound generator
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MAME development
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Texas Instruments SN76489 / SN76496 programmable tone/noise generator
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Homepage: http://www.mame.net/
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Eke
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CD graphics processor and CD controller implementation (from Genesis Plus GX)
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#ifdef PSP
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people @ ps2dev.org forums / PSPSDK crew
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libaudiocodec code (by cooleyes)
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other sample code
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#endif
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Additional thanks
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-----------------
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* Charles MacDonald (http://cgfm2.emuviews.com/) for old but still very useful
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info about genesis hardware.
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* Steve Snake for all that he has done for Genesis emulation scene.
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* Stephane Dallongeville for writing Gens and making it open source.
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* Tasco Deluxe for his reverse engineering work on SVP and some mappers.
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* Bart Trzynadlowski for his SSFII and 68000 docs.
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* Haze for his research (http://haze.mameworld.info).
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* Lordus, Exophase and Rokas for various ideas.
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* Nemesis for his YM2612 research.
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* Eke
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* Many posters at spritesmind.net forums for valuable information.
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* Mark and Jean-loup for zlib library.
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* ketchupgun for the skin.
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#ifdef GP2X
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* rlyeh and all the other people behind the minimal library.
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* Squidge for his famous squidgehack(tm).
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* Dzz for his ARM940 sample code.
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* A_SN for his gamma code.
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* craigix for supplying the GP2X hardware and making this port possible.
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* Alex for the icon.
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* All the people from gp32x boards for their support.
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#endif
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#ifdef GIZ
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* Kingcdr's for the SDK and Reesy for the DLL and sound code.
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* jens.l for supplying the Gizmondo hardware and making this port possible.
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#endif
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* Inder for some graphics.
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* Anyone else I forgot. You know who you are.
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Changelog
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---------
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1.91 (2013-10-)
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+ Switched to CD controller code from Eke's Genesis Plus GX.
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* Fixed overflow issue where cd emulation would break after
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~10 minutes of gameplay
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1.90 (2013-09-24)
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+ 32X+CD emulation has been implemented.
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+ CD graphics processor code has been replaced with much cleaner Eke's
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implementation from Genesis Plus GX.
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+ CD PCM code has been completely rewritten.
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* Various CD compatibility issues have been solved. Hopefully no more
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regressions this time.
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* pandora: fixed tv-out (again), added automatic layer switching
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* libretro: fixed crackling sound for some games, added some core options
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* sdl: multiple joystick support has been fixed (Victor Luchits)
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1.85 (2013-08-31)
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* Lots of 32X compatibility and accuracy improvements. All commercial games
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are booting now, but some still have issues.
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* Fixed some regressions in MegaCD code, like hang in jap BIOS.
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* Implemented pause for SMS.
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* Updated UI with improvements from PCSX ReARMed.
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* Frontend timing has been rewritten, should no longer slowly desync from
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LCD on pandora.
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* Added libretro and SDL 32/64bit ports, fixed compatibility issues with
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Android, iOS.
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* Various other things I forgot (it has been a while since last release..)
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1.80 (2010-09-19)
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+ Added Caanoo support. Now the GP2X binary supports GP2X F100/F200, Wiz
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and Caanoo. Lots of internal refactoring to support this.
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+ Enabled 32X and SMS code. It's still unfinished but better release something
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now than wait even more (it has been in development for more then a year now
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due to various other projects or simply lack of time).
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+ Pandora: added hardware scaler support, including ability to resize the
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layer and control filtering.
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+ GP2X: Added basic line-doubling vertical scaling option.
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* Changed the way keys are bound, no need to unbind old one any more.
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* Handle MP3s with ID3 tags better (some MP3s with ID3 did not play).
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* Improved shadow/hilight color levels.
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* Fixed broken cheat support.
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1.80beta2
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* Pandora: updated documentation.
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1.80beta1 (2010-06-02)
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+ Added pandora port.
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* Internal refactoring for 32x/SMS support.
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* Move mapper database to external file.
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+ Added preliminary SMS emulation.
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+ Added emulation of 32x peripherals including VDP. More work is needed here.
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+ ARM: Added new SH2 recompiler for 32x. Some unification with SVP one.
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- Disabled most of the above bacause I'm not yet happy with the results.
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1.56 (2009-09-19)
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* Changed sync in Sega CD emulation again. Should fix games that
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broke after changes in 1.51a.
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* Fixed default keys rebinding when they shouldn't.
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* Fixed sram being loaded from wrong game.
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* Emu should no longer hang shortly after using fast-forward.
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* Fixed save states sometimes no longer showing up in save state menu.
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* ARM: some asm code refactoring for slight speed improvement.
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1.55
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+ Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.
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* Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.
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* Complete input code rewrite. This fixes some limitations like not allowing
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to control both players using single input device. It also allows to use
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more devices (like keyboards) on Linux based devices.
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* Options menu has been reordered, "restore defaults" option added.
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1.51b
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* Fixed a crash when uncompressed savestate is loaded.
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* Fixed an idle loop detection related hanging problem.
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* PSP: fixed another palette related regression.
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* UIQ3: updated frontend for the latest emu core.
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1.51a
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* Fixed a sync problem between main and sub 68k. Should fix the hanging
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problem for some games.
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* ARM: fixed a crash when CD savestate is loaded just after loading ROM.
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1.51
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* Improved bin_to_cso_mp3 tool, it should no longer complain about
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missing lame.exe even if it's in working dir.
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* Fixed a regression from 1.50, which caused slowdowns in Final Fight.
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* Fixed some regressions from 1.50 related to sprite limit and palette
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handling (caused graphical glitches in some games).
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+ Added ABC turbo actions to key config.
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* Some other minor adjustments.
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1.50
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+ Added some basic support for Sega Pico, a MegaDrive-based toy.
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+ Added proper support for cue/bin images, including cdda playback.
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.cue sheets with iso/cso/mp3/wav files listed in them are now
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supported too (but 44kHz restriction still applies).
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+ Added bin_to_cso_mp3 tool, based on Exophase's bin_to_iso_ogg.
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The tool can convert .cue/.bin Sega CD images to .cso/.mp3.
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* Greatly improved Sega CD load times.
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* Changed how scheduling between 68k and z80 is handled. Improves
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performance for some games. Credits to Lordus for the idea.
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* YM2612 state was not 100% saved, this should be better now.
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* Improved renderer performance for shadow/hilight mode.
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* Added a hack for YM2612 frequency overflow issue (bleep noises
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in Shaq Fu, Spider-Man - The Animated Series (intro music), etc.)
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Credits to Nemesis @ spritesmind forum. Works only if sound rate
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is set to 44kHz.
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+ Implemented some sprite rendering improvements, as suggested by
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Exophase. Games with lots of sprites now perform better.
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+ Added better idle loop detection, based on Lordus' idea again.
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- "accurate timing" option removed, as disabling it no longer
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improves performance.
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- "accurate sprites" was removed too, the new sprite code can
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properly handle sprite priorities in all cases.
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* Timers adjusted again.
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* Improved .smd detection code.
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* ARM: fixed a bug in DrZ80 core, which could cause problems in
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some rare cases.
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* ARM: fixed a problem of occasional clicks on MP3 music start.
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* Minor general optimizations and menu improvements.
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* Fixed a bug in Sega CD savestate loader, where the game would
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sometimes crash after load.
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* Fixed a crash of games using eeprom (introduced in 1.40b).
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* PSP: fixed suspend/resume (hopefully for real).
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1.40c
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* Fixed a problem with sound in Marble Madness.
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* GP2X: Fixed minor problem with key config.
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1.40b
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* Fixed sprite masking code. Thanks to Lordus for explaining how it works.
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+ Added "disable sprite limit" option.
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+ PSP: added black level adjustment to display options.
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* Changed reset to act as 'soft' reset.
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+ Added detection for Puggsy (it doesn't really have sram).
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* Some small timing adjustments.
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1.40a
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* GP2X: Fixed a binding problem with up and down keys.
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* Default game config no longer overrides global user config.
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1.40
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+ Added support for SVP (Sega Virtua Processor) to emulate Virtua Racing,
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wrote ARM recompiler and some HLE code for VR. Credits to Exophase and
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Rokas for various ideas.
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* Changed config file format, files are now human-readable. Game specific
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configs are now held in single file (but old game config files are still
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read when new one is missing).
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* Fixed a bug where some key combos didn't work as expected.
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* Fixed a regression in renderer (ARM ports only, some graphic glitches in
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rare cases).
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* Adjusted fast renderer to work with more games, including VR.
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* Fixed a problem where SegaCD RAM cart data was getting lost on reset.
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* GP2X: Greatly reduced SegaCD FMV game slowdowns by disabling read-ahead
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in the Linux kernel and C library (thanks to Rokas and Exophase for ideas
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again). Be sure to keep "ReadAhead buffer" OFF to avoid slowdowns.
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+ PicoDrive now comes with a game config file for some games which need
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special settings, so they should now work out-of-the-box. More games will
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be added with later updates.
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+ GP2X: Files now can be deleted by pressing A+SELECT in the file browser.
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1.35b
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* PSP: mp3 code should no longer fail on 1.5 firmware.
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+ PSP: added gamma adjustment option.
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+ Added .cso ISO format support. Useful for non-FMV games.
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* It is now possile to force a region after the ROM is loaded.
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* Fixed a sram bug in memhandlers (fixes Shining in the Darkness saves).
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* PSP: fixed another bug in memhanlers, which crashed the emu for some games
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(like NBA Jam and NHL 9x).
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+ PSP: added suspend/resume handling for Sega CD games.
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+ GP2X: added additional low volume levels for my late-night gaming sessions
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(in stereo mode only).
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+ GP2X: added "fast forward" action in key config. Not recommended to use for
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Sega CD, may case problems there.
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* Some other small tweaks I forgot about.
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1.35a
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* PSP: fixed a bug which prevented to load any ROMs after testing the BIOS.
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* PSP: fixed incorrect CZ80 memory map setup, which caused Z80 crashes and
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graphics corruption in EU Mega CD model1 BIOS menus.
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+ PSP: added additional "set to 4:3 scaled" display option for convenience.
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+ PSP: Added an option to disable frame limitter (works only with non-auto frameskip).
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1.35
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+ PSP port added. Lots of new code for it. Integrated modified FAME/C, CZ80 cores.
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+ Some minor generic optimizations.
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* Patched some code which was crashing under PSP, but was working in GP2X/Giz
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(although it should have crashed there too).
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* Readme updated.
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1.34
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+ Gizmondo port added.
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+ Some new optimizations in memory handlers, and for shadow/hilight mode.
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+ Added some hacks to make more games work without enabling "accurate timing".
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* Adjusted timing for "accurate timing" mode and added preliminary VDP FIFO
|
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emulation. Fixes Double Dragon 2, tearing in Chaos Engine and some other games.
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* Fixed a few games not having sound at startup.
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* Updated serial EEPROM code to support more games. Thanks to EkeEke for
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providing info about additional EEPROM types and game mappers.
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* The above change fixed hang of NBA Jam.
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* Minor adjustments to control configurator.
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1.33
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* Updated Cyclone core to 0.0088.
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+ Added A r k's usbjoy fix.
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+ Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs
|
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emulation to it to eliminate tearing and ensure smoothest scrolling possible.
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+ Added an option to use A_SN's gamma curve for gamma correction (improves dark
|
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and bright color display for mk2s).
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* Sometimes stray sounds were played after loading a savestate. Fixed.
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* Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in
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Snatcher).
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* PD no longer overwrites video player code in memory, video player now can be
|
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used after exiting PicoDrive.
|
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* Fixed a bug which was causing Sonic 3 code to deadlock in some rare conditions
|
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if "accurate timing" was not enabled.
|
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* Fixed support for large hacked ROMs like "Ultimate Mortal Kombat Trilogy".
|
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Upto 10MB hacked ROMs are supported now.
|
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+ Config profiles added (press left/right when saving config).
|
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* Changed key configuration behavior to the one from gpfce (should be more
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intuitive).
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+ Added some skinning capabilities to the menu system with default skin by
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ketchupgun. Delete skin directory if you want old behaviour.
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* Some other little tweaks I forgot about.
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|
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1.32
|
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+ Added some new scaling options.
|
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+ Added ability to reload CD images while game is running (needed for games
|
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with multiple CDs, like Night Trap).
|
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+ Added RAM cart emulation.
|
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* Fixed DMA timing emulation (caused lock-ups for some genesis games).
|
||||
* Idle loop detection was picking up wrong code and causing glitches, fixed.
|
||||
* The ym2612 code on 940 now can handle multiple updates per frame
|
||||
(fixes Thunger Force III "seiren" level drums for example).
|
||||
* Memory handlers were ignoring some writes to PSG chip, fixed (missing sounds in
|
||||
Popful Mail, Silpheed).
|
||||
* Improved z80 timing, should fix some sound problems.
|
||||
* Fixed a bug with sram register (fixes Phantasy Star 4).
|
||||
* ROM loader was incorrectly identifying some ROMs as invalid. Fixed.
|
||||
* Added code for PRG ram write protection register (Dungeon Explorer).
|
||||
* The memory mode register change in 1.31 was unsafe and caused some glitches in
|
||||
AH-3 Thunderstrike. Fixed.
|
||||
* Fixed a file descriptor leak.
|
||||
* Updated documentation, added Gmenu2x manual.
|
||||
|
||||
1.31
|
||||
* Changed the way memory mode register is read (fixes Lunar 2, broken in 1.30).
|
||||
* Fixed TAS opcode on sub-68k side (fixes Batman games).
|
||||
* File browser now filters out mp3s, saves and some other files, which are not ROMS.
|
||||
|
||||
1.30
|
||||
+ ISO files now can be zipped. Note that this causes VERY long loading times.
|
||||
+ Added data pre-buffering support, this allows to reduce frequency of short pauses
|
||||
in FMV games (caused by SD access), but makes those pauses longer.
|
||||
* Fixed PCM DMA transfers (intro FMV in Popful Mail).
|
||||
+ Properly implemented "decode" data transformation (Jaguar XJ220).
|
||||
* Integrated "better sync" code into cyclone code, what made this mode much faster.
|
||||
* Fixed a bug related to game specific config saving.
|
||||
* Frameskipper was skipping sound processing, what caused some audio desyncs. Fixed.
|
||||
* Fixed reset not working for some games.
|
||||
+ New assembly optimized memory handlers for CD (gives at least a few fps).
|
||||
Also re-enabled all optimizations from 0.964 release.
|
||||
+ New idle-loop detection code for sub-68k. Speeds up at least a few games.
|
||||
|
||||
1.201
|
||||
+ Added basic cheat support (GameGenie and Genecyst patches).
|
||||
|
||||
1.20
|
||||
* Fixed a long-standing problem in audio mixing code which caused slight distortions
|
||||
at lower sample rates.
|
||||
* Changed the way 920 and 940 communicates (again), should be more reliable and give
|
||||
slight performance increase.
|
||||
* Some optimizations in audio mixing code.
|
||||
* Some menu changes (background added, smaller font in ROM browser, savestate loader
|
||||
now can select slots).
|
||||
+ 1M mode DMA transfers implemented (used by FMV games like Night Trap and Sewer Shark).
|
||||
+ Games now can run code from WORD RAM in 1M mode (fixes Adventures of Willy Beamish).
|
||||
+ "Cell arrange" address mapping is now emulated (Heart of the alien).
|
||||
+ "Color numeric operation" is now emulated (text in Lunar 2, Silpheed intro graphics).
|
||||
+ "Better sync" option added (prevents some games from hanging).
|
||||
|
||||
1.14
|
||||
+ Region autodetection now can be customized.
|
||||
* When CDDA music tracks changed, old buffer contents were incorrectly played. Fixed.
|
||||
* BRAM is now automatically formatted (no need to enter BIOS menu and format any more).
|
||||
* Games now can be reset, CDDA music no longer breaks after loading another ISO.
|
||||
* Fixed a race condition between 920 and 940 which sometimes caused CDDA music not to play.
|
||||
+ Savestates implemented for Sega/Mega CD.
|
||||
+ PCM sound added.
|
||||
* Some mixer code rewritten in asm. 22kHz and 11kHz sound rates are now supported in
|
||||
Mega CD mode (but mp3s must still be 44kHz stereo).
|
||||
+ Timer emulation added.
|
||||
* CDC DMA tansfers fixed. Snatcher and probably some more games now boot.
|
||||
* 2M word RAM -> VDP transfers fixed, no more corruption in Ecco and some other games.
|
||||
|
||||
1.10
|
||||
+ GP2X: Added experimental Sega CD support.
|
||||
+ GP2X: Added partial gmv movie playback support.
|
||||
|
||||
0.964 (2006-12-03)
|
||||
* GP2X: Fixed a sound buffer underflow issue on lower sample rate modes, which was
|
||||
happening for NTSC games and causing sound clicks.
|
||||
* GP2X: Redone key config to better support USB joysticks (now multiple joysticks
|
||||
should be useable and configurable).
|
||||
+ GP2X: Added save confirmation option.
|
||||
+ GP2X: Added 940 CPU crash detection.
|
||||
+ ALL: UIQ3 port added.
|
||||
|
||||
0.963
|
||||
* GP2X: Gamma-reset-on-entering-menu bug fixed.
|
||||
* GP2X: Recompiled PicoDrive with gcc profiling option set as described here:
|
||||
http://www.gp32x.com/board/index.php?showtopic=28490
|
||||
|
||||
0.962
|
||||
* GP2X: Fixed an issue with incorrect sounds in some games when dualcore operation
|
||||
was enabled (for example punch sound in SOR).
|
||||
* GP2X: Limited max volume to 90, because higher values often cause distortions.
|
||||
* GP2X: Fixed a bug with lower res scaling.
|
||||
* GP2X: Gamma is now reset on exit.
|
||||
|
||||
0.96
|
||||
* ALL: Severely optimized MAME's YM2612 core, part of it is now rewritten in asm.
|
||||
+ GP2X: The YM2612's code now can be run in GP2X's ARM940T CPU, what causes large
|
||||
performance increase.
|
||||
* ALL: Accurate renderers are slightly faster now.
|
||||
+ GP2X: Using quadruple buffering instead of doublebuffer now, also updated
|
||||
framelimitter, this should eliminate some scrolling and tearing problems.
|
||||
* GP2X: Fixed some flickering issues of 8bit accurate renderer.
|
||||
+ GP2X: craigix's RAM timings now can be enabled in the menu (see advanced options).
|
||||
+ GP2X: Added ability to save config for specific games only.
|
||||
+ GP2X: Gamma control added (using GP2X's hardware capabilities for this).
|
||||
* GP2X: Volume keys are now configurable.
|
||||
+ GP2X: GnoStiC added USB joystick support, I made it possible to use it for
|
||||
player 2 control (currently untested).
|
||||
* GP2X: squidgehack is now applied through kernel module (cleaner way).
|
||||
|
||||
0.95
|
||||
* ALL: Fixed a bug in sprite renderer which was causing slowdowns for some games.
|
||||
+ GP2X: Added command line support
|
||||
+ GP2X: Added optional hardware scaling for lower-res games like Shining Force.
|
||||
* ALL: Sound chips are now sampled 2 times per frame. This fixed some games which
|
||||
had missing sounds (Vectorman 2 1st level, Thunder Force 3 water level,
|
||||
etc.).
|
||||
+ ALL: Added another accurate 8-bit renderer which is slightly faster and made it
|
||||
default.
|
||||
|
||||
0.945
|
||||
+ GP2X: Added frame limiter for frameskipped modes.
|
||||
* GP2X: Increased brightness a bit (unused pixel bits now also contain data).
|
||||
* GP2X: Suidgehack was not applied correctly (was applied before allocating some
|
||||
high memory and had no effect).
|
||||
|
||||
0.94
|
||||
+ Added GP2X port.
|
||||
* Improved interrupt timing, Mazin Saga and Burning Force now works.
|
||||
* Rewritten renderer code to better suit GP2X, should be faster on other
|
||||
ports too.
|
||||
+ Added support for banking used by 12-in-1 and 4-in-1 ROMs (thanks Haze).
|
||||
+ Added some protection device faking, used by some unlicensed games like
|
||||
Super Bubble Bobble, King of Fighters, Elf Wor, ... (thanks to Haze again)
|
||||
+ Added primitive Virtua Racing SVP faking, so menus can be seen now.
|
||||
|
||||
0.93
|
||||
* Fixed a problem with P900/P910 key configuration in FC mode.
|
||||
* Improved shadow/hilight mode emulation. Still not perfect, but should be
|
||||
enough for most games.
|
||||
+ Save state slots added.
|
||||
+ Region selector added.
|
||||
|
||||
0.92
|
||||
VDP changes:
|
||||
* VDP emulation is now more accurate (fixes flickering in Chase HQ II,
|
||||
Super Hang-On and some other problems in other games).
|
||||
* HV counter emulation is now much more accurate. Fixes the Asterix games,
|
||||
line in Road Rash 3, etc.
|
||||
* Minor sprite and layer scroll masking bugs fixed.
|
||||
+ Added partial interlace mode renderer (Sonic 2 vs mode)
|
||||
* Fixed a crash in both renderers when certain size window layers were used.
|
||||
+ Added emulation of shadow/hilight operator sprites. Other shadow/hilight
|
||||
effects are still unemulated.
|
||||
+ Sprite emulation is more accurate, sprite limit is emulated.
|
||||
+ Added "accurate sprites" option, which always draws sprites in correct
|
||||
order and emulates sprite collision bit, but is significantly slower.
|
||||
|
||||
Emulation changes:
|
||||
* Improved interrupt handling, added deferred interrupt emulation
|
||||
(Lemmings, etc).
|
||||
+ Added serial EEPROM SRAM support (Wonder Boy in Monster World,
|
||||
Megaman - The Wily Wars and many EA sports games like NBA Jam).
|
||||
+ Implemented ROM banking for Super Street Fighter II - The New Challengers
|
||||
* Updated to the latest version of DrZ80 core, integrated memory handlers
|
||||
in it for better performance. A noticeable performance increase, but save
|
||||
states may not work from the previous version (you can only use them with
|
||||
sound disabled in that case).
|
||||
+ SRAM word read handler was using incorrect byte order, fixed.
|
||||
|
||||
Changes in Cyclone 0.0086:
|
||||
+ Added missing CHK opcode handler (used by SeaQuest DSV).
|
||||
+ Added missing TAS opcode handler (Gargoyles,Bubba N Stix,...). As in real genesis,
|
||||
memory write-back phase is ignored (but can be enabled in config.h if needed).
|
||||
+ Added missing NBCD and TRAPV opcode handlers.
|
||||
+ Added missing addressing mode for CMP/EOR.
|
||||
+ Added some minor optimizations.
|
||||
- Removed 216 handlers for 2927 opcodes which were generated for invalid addressing modes.
|
||||
+ Fixed flags for ASL, NEG, NEGX, DIVU, ADDX, SUBX, ROXR.
|
||||
+ Bugs fixed in MOVEP, LINK, ADDQ, DIVS handlers.
|
||||
* Undocumented flags for CHK, ABCD, SBCD and NBCD are now emulated the same way as in Musashi.
|
||||
+ Added Uninitialized Interrupt emulation.
|
||||
+ Altered timing for about half of opcodes to match Musashi's.
|
||||
|
||||
0.80
|
||||
* Nearly all VDP code was rewritten in ARM asm. Gives ~10-25% performance
|
||||
increase (depends on game).
|
||||
* Optimized 32-column renderer not to render tiles offscreen, games which
|
||||
use 32-column display (like Shining Force) run ~50% faster.
|
||||
+ Added new "Alternative renderer", which gives another ~30-45% performance
|
||||
increase (in addition to mentioned above), but works only with some games,
|
||||
because it is missing some features (it uses tile-based rendering
|
||||
instead of default line-based and disables H-ints).
|
||||
+ Added "fit2" display mode for all FC gamers. It always uses 208x146 for
|
||||
P800 and 208x208 for all other phones.
|
||||
+ Added volume control for Motorolas (experimental).
|
||||
|
||||
VDP changes:
|
||||
+ Added support for vertical window (used by Vapor Trail, Mercs, GRIND
|
||||
Stormer and others).
|
||||
+ Added sprite masking (hiding), adds some speed.
|
||||
+ Added preliminary H counter emulation. Comix Zone and Sonic 3D Blast
|
||||
special stage are now playable.
|
||||
+ Added column based vertical scrolling (Gunstar Heroes battleship level,
|
||||
Sonic and Knuckles lava boss, etc).
|
||||
|
||||
Emulation changes:
|
||||
+ Re-added and improved Z80 faking when Z80 is disabled. Many games now can
|
||||
be played without enabling Z80 (Lost Vikings, Syndicate, etc), but some
|
||||
still need it (International Superstar Soccer Deluxe).
|
||||
* Improved ym2612 timers, Outrun music plays at correct speed, voices in
|
||||
Earthworm Jim play better, more games play sound.
|
||||
* I/O registers now remember their values (needed for Pirates! Gold)
|
||||
+ Added support for 6 button pad.
|
||||
|
||||
Changes in Cyclone 0.0083wip:
|
||||
+ Added missing CHK opcode (used by SeaQuest DSV).
|
||||
+ Added missing TAS opcode (Gargoyles). As in real genesis, write-back phase
|
||||
is ignored (but is enabled for other systems).
|
||||
|
||||
Backported stuff from Snes9x:
|
||||
* Fixed Pxxx jog up/down which were not working in game.
|
||||
+ Added an option to gzip save states to save space.
|
||||
+ The emulator now pauses whenever it is loosing focus, so it will now pause
|
||||
when alarm/ponecall/battery low/... windows come up.
|
||||
- Removed 'pause on phonecall' feature, as it is no longer needed.
|
||||
+ Video fix for asian A1000s.
|
||||
|
||||
0.70
|
||||
* Started using tools from "Symbian GCC Improvement Project", which give
|
||||
considerable speed increase (~4fps in "center 90" mode).
|
||||
* Rewrote some drawing routines in ARM assembly (gives ~6 more fps in
|
||||
"center 90" mode).
|
||||
* Minor improvement to 0 and 180 "fit" modes. Now they look slightly better
|
||||
and are faster.
|
||||
* Minor stability improvements (emulator is less likely to crash).
|
||||
+ Added some background for OSD text for better readability.
|
||||
+ Added Pal/NTSC detection. This is needed for proper sound speed.
|
||||
+ Implemented Reesy's DrZ80 Z80 emu. Made some changes to it with hope to make
|
||||
it faster.
|
||||
+ Implemented ym2612 emu from the MAME project. Runs well but sometimes sounds
|
||||
a bit weird. Could be a little faster, so made some changes too.
|
||||
+ Implemented SN76489 emu from the MAME project.
|
||||
+ Added two separate sound output methods (mediaserver and cmaudiofb) with
|
||||
autodetection (needs testing).
|
||||
* Fixed VDP DMA fill emulation (as described in Charles MacDonald's docs),
|
||||
fixes Contra and some other games.
|
||||
|
||||
0.301
|
||||
Launcher:
|
||||
* Launcher now starts emulation process from current directory,
|
||||
not from hardcoded paths.
|
||||
* Improved 'pause on call' feature, should hopefully work with Motorola phones.
|
||||
|
||||
0.30 (2006-01-07)
|
||||
Initial release.
|
||||
#include "../AUTHORS"
|
||||
|
||||
|
||||
License
|
||||
-------
|
||||
|
||||
This program and it's code is released under the terms of MAME license:
|
||||
|
||||
Redistribution and use of this code or any derivative works are permitted
|
||||
provided that the following conditions are met:
|
||||
|
||||
* Redistributions may not be sold, nor may they be used in a commercial
|
||||
product or activity.
|
||||
|
||||
* Redistributions that are modified from the original source must include the
|
||||
complete source code, including the source code for all components used by a
|
||||
binary built from the modified sources. However, as a special exception, the
|
||||
source code distributed need not include anything that is normally distributed
|
||||
(in either source or binary form) with the major components (compiler, kernel,
|
||||
and so on) of the operating system on which the executable runs, unless that
|
||||
component itself accompanies the executable.
|
||||
|
||||
* Redistributions must reproduce the above copyright notice, this list of
|
||||
conditions and the following disclaimer in the documentation and/or other
|
||||
materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
||||
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
||||
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
||||
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
||||
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
||||
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
||||
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
||||
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
||||
POSSIBILITY OF SUCH DAMAGE.
|
||||
#include "../COPYING"
|
||||
|
||||
SEGA/Genesis/MegaDrive/SEGA-CD/Mega-CD/32X are trademarks of
|
||||
Sega Enterprises Ltd.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue