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readme updated for 1.55
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2 changed files with 209 additions and 225 deletions
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@ -1,8 +1,5 @@
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#ifdef GP2X
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For help / comments / questions visit GP32X boards at:
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http://www.gp32x.com/board/
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#endif
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#
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PicoDrive 1.xx
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About
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-----
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@ -33,9 +30,12 @@ How to make it run
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------------------
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#ifdef GP2X
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Copy PicoDrive.gpe, pico940_v3.bin and mmuhack.o to any place in your filesystem
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(all 3 files must be in the same directory) and run PicoDrive.gpe.
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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 menu. The same .gpe supports GP2X F100/F200 and Wiz, there is no need
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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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@ -58,18 +58,10 @@ Then load a ROM and enjoy! ROMs can be in .smd or .bin format and can be zipped.
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#endif
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#ifndef UIQ
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Note that this emulator may require some tweaking of configuration settings to run
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some games well. For Genesis/MegaDrive, if you have any problems (game does not
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boot, sound is glitchy, broken graphics), try to:
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#ifdef PSP
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* enable "accurate renderer"
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#else
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* enable "16bit accurate renderer"
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#endif
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* make sure Z80 is not disabled (in "advanced options" submenu in options).
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Some games may need to be reset after adjusting settings.
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For possible Sega/Mega CD problems, see "Other important stuff" section below.
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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 suddently 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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#endif
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@ -80,7 +72,7 @@ To play any game, you need BIOS files. These files must be copied to
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#ifdef UIQ
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D:\other\PicoDrive\ directory.
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#else
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the same directory as mentioned PicoDrive files.
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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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@ -89,7 +81,7 @@ 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 ISO/MP3, CUE/CSO/MP3 or CUE/BIN format. When using
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The game must be dumped to ISO/CSO+MP3/WAV or CUE+BIN format. When using
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CUE/BIN, you must load .cue file from the menu, or else the emu will not find
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audio tracks.
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CUE/BIN usually takes a lot of space, so it can be converted to cue/cso/mp3 by
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@ -133,12 +125,6 @@ SonicCD_03.mp3
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Other important stuff
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---------------------
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* If your Genesis/MD game has graphical glitches, this is most likely because
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#ifndef UIQ
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"accurate renderer" is not enabled (see options).
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#else
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"Fast renderer (inaccurate)" is enabled. Try disabling it.
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#endif
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* Sega/Mega CD: If the game hangs after Sega logo, you may need to enable
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"better sync" and/or "Scale/Rot. fx" options, found in "Sega/Mega CD options"
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submenu, and then reset the game. Some other games may also require
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@ -160,20 +146,15 @@ 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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* Some Sega/Mega CD games don't use Z80 for anything, but they leave it active,
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so disabling Z80 manually (in advanced options) improves performance.
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#ifdef GP2X
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* When you use both GP2X CPUs, keep in mind that you can't overclock as high as
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when using ARM920 only. For example my GP2X when run singlecore can reach
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280MHz, but with both cores it's about 250MHz. When overclocked too much,
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it may start hanging and producing random noise, or causing ARM940 crashes
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("940 crashed" message displayed).
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#endif
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* Use lower bitrate for better performance (96 or 128kbps CBRs recommended).
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#ifdef GP2X
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* Due to internal implementation mp3s must not be larger that 12MB
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(12582912 bytes). Larger mp3s will not be fully loaded.
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* RAM timings option is good for dualcore operation (it is disabled by
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default because it doesn't work on every GP2X, so enable it in advanced
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options).
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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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@ -183,65 +164,23 @@ Configuration
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#ifdef UIQ
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#include "config.txt"
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#else
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@@0. "Renderer"
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#ifdef GP2X
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8bit fast:
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This enables alternative heavily optimized tile-based renderer, which renders
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pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,
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which is much faster. But because of the way it works it can't render any
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mid-frame image changes (raster effects), so it is useful only with some games.
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Other two are accurate line-based renderers. The 8bit is faster but does not
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run well with some games like Street Racer.
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#endif
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#ifdef GIZ
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This option allows to switch between 16bit and 8bit renderers. The 8bit one is
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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
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graphics problems for some games, so it's best to use 16bit one.
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#endif
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#ifdef PSP
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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
|
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line by line, like the accurate one does. But because of the way it works it
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can't render any mid-frame image changes (raster effects), so it is useful only
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for some games.
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#endif
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#ifdef GIZ
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@@0. "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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#endif
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#ifdef GP2X
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@@0. "Scaling"
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"hw" means GP2X hardware scaler, which causes no performance loss, but scaled
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image looks a bit blocky. "sw" means software scaling, which uses pixel
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averaging and may look a bit nicer, but blurry. Horizontal scaling is only for
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games which use so called "32 column mode" (256x224 or 256x240), and scales
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image width to 320 pixels. Vertical scales height to 240 for games which use
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height 224 (most of them).
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#endif
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#ifdef GIZ
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@@0. "Scale low res mode"
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The Genesis/Megadrive 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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#endif
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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. "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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@@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. "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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@ -253,52 +192,31 @@ Sound sample rate, affects sound quality and emulation performance.
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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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#ifdef GP2X
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If you want 44100Hz sound, it is recommended to enable the second core (next option).
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@@0. "Use ARM940 core for sound"
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This option causes PicoDrive to use ARM940T core (GP2X's second CPU) for sound
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(i.e. to generate YM2612 samples) to improve performance noticeably.
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#endif
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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. "Use SRAM/BRAM savestates"
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This will automatically read/write SRAM (or BRAM for Sega/Mega CD) savestates for
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games which are using them. SRAM is saved whenever you enter the menu or exit the
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emulator.
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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. "Save slot"
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This is a slot number to use for savestates. This can also be configured to be
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changed with a button (see "key configuration").
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#ifdef GP2X
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@@0. "GP2X CPU clocks"
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Here you can change clocks of both GP2X's CPUs. Larger values increase performance.
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There is no separate option for the second CPU because both CPUs use the same clock
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source. Setting this option to 200 will cause PicoDrive NOT to change GP2X's clocks
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at all (this is if you use external program to set clock).
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#endif
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#ifdef PSP
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@@0. "CPU/bus clock"
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This allows to change CPU and bus clocks for PSP. 333MHz is recommended.
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#endif
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@@0. "[Display options]"
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Enters Display options menu (see below).
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#endif
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@@0. "[Sega/Mega CD options]"
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Enters Sega/Mega CD options menu (see below).
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@@0. "[advanced options]"
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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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@ -308,53 +226,77 @@ 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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Display options
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---------------
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@@1. "Renderer"
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#ifdef GP2X
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(squidgehack and RAM settings will not take effect until emulator is restarted).
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8bit fast:
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This enables alternative heavily optimized tile-based renderer, which renders
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pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,
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which is much faster. But because of the way it works it can't render any
|
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mid-frame image changes (raster effects), so it is useful only with some games.
|
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|
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Other two are accurate line-based renderers. The 8bit is faster but does not
|
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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
|
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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
|
||||
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
|
||||
|
||||
|
||||
Advanced configuration
|
||||
----------------------
|
||||
|
||||
Enter [advanced options] in config menu to see these options.
|
||||
|
||||
#ifdef GP2X
|
||||
@@1. "Scaling"
|
||||
"hw" means GP2X hardware scaler, which causes no performance loss, but scaled
|
||||
image looks a bit blocky. "sw" means software scaling, which uses pixel
|
||||
averaging and may look a bit nicer, but blurry. Horizontal scaling is only for
|
||||
games which use so called "32 column mode" (256x224 or 256x240), and scales
|
||||
image width to 320 pixels. Vertical scales height to 240 for games which use
|
||||
height 224 (most of them). Note that Wiz doesn't have the hardware scaler.
|
||||
|
||||
@@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"
|
||||
Alters image gamma through GP2X hardware. Larger values make image to look brighter,
|
||||
lower - darker (default is 1.0).
|
||||
F100/F200 only: Alters image gamma through GP2X hardware. Larger values make
|
||||
image to look brighter, lower - darker (default is 1.0).
|
||||
|
||||
@@1. "A_SN's gamma curve"
|
||||
If this is enabled, different gamma adjustment method will be used (suggested by A_SN
|
||||
from gp32x boards). Basically it makes difference for dark and bright colors.
|
||||
F100/F200 only: If this is enabled, different gamma adjustment method will be
|
||||
used (suggested by A_SN from gp32x boards). Intended to be used for F100, makes
|
||||
difference for dark and bright colors.
|
||||
|
||||
@@1. "Perfect 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.
|
||||
|
||||
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
|
||||
@@1. "Disable sprite limit"
|
||||
The MegaDrive/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.
|
||||
|
||||
@@1. "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.
|
||||
|
||||
@@1. "Emulate YM2612 (FM)"
|
||||
This enables emulation of six-channel FM sound synthesizer chip, which was used to
|
||||
produce sound effects and music.
|
||||
|
||||
@@1. "Emulate SN76496 (PSG)"
|
||||
This enables emulation of additional 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.
|
||||
|
||||
#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.
|
||||
|
||||
@@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).
|
||||
|
@ -363,41 +305,54 @@ Unfortunately this causes serious tearing, unless v-sync is used (next option).
|
|||
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
|
||||
@@1. "gzip savestates"
|
||||
This will always apply gzip compression on your savestates, allowing you to
|
||||
save some space and load/save time.
|
||||
#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. "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).
|
||||
@@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.
|
||||
|
||||
#ifdef GP2X
|
||||
@@1. "craigix's RAM timings"
|
||||
This overclocks the GP2X RAM chips, but may cause instability. Recommended if you
|
||||
use the second core for sound. Needs emulator restart to take effect.
|
||||
See this thread:
|
||||
http://www.gp32x.com/board/index.php?showtopic=32319
|
||||
@@1. "Hor. scale (for hi res. games)"
|
||||
Same as above, only for higher (320 pixel wide) resolution using games.
|
||||
|
||||
@@1. "squidgehack"
|
||||
Well known way to improve the GP2X performance. You must restart the emulator
|
||||
for the change of this option to take effect.
|
||||
@@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 vsync"
|
||||
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
|
||||
@@1. "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.
|
||||
|
||||
|
||||
Sega/Mega CD options
|
||||
--------------------
|
||||
|
||||
@@2,@@2,@@2. "USA/EUR/JAP BIOS"
|
||||
These options just show if your BIOS files were correctly detected by the
|
||||
emulator (it shows the filename it is using). If so, you can press Start to
|
||||
test your BIOS.
|
||||
|
||||
@@2. "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.
|
||||
|
@ -410,7 +365,7 @@ This enables 8 channel PCM sound source. It is required for some games to run,
|
|||
because they monitor state of this audio chip.
|
||||
|
||||
@@2. "ReadAhead buffer"
|
||||
This option can prefetch more data from the CD image then requested by game
|
||||
This option can prefetch more data from the CD image than requested by game
|
||||
(to avoid accessing card later), what can improve performance in some cases.
|
||||
#ifndef PSP
|
||||
"OFF" is the recommended setting.
|
||||
|
@ -430,53 +385,75 @@ for example most (all?) Wolfteam games, and some other ones. Don't use it for
|
|||
games which don't need it, it will just slow them down.
|
||||
|
||||
|
||||
#ifdef PSP
|
||||
Display options
|
||||
---------------
|
||||
Advanced configuration
|
||||
----------------------
|
||||
|
||||
@@3. "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.
|
||||
@@3. "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.
|
||||
|
||||
@@3. "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.
|
||||
@@3. "Disable sprite limit"
|
||||
The MegaDrive/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.
|
||||
|
||||
@@3. "Hor. scale (for hi res. games)"
|
||||
Same as above, only for higher (320 pixel wide) resolution using games.
|
||||
@@3. "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.
|
||||
|
||||
@@3. "Bilinear filtering"
|
||||
If this is enabled, PSP hardware will apply bilinear filtering on the resulting image,
|
||||
making it smoother, but blurry.
|
||||
@@3. "Emulate YM2612 (FM)"
|
||||
This enables emulation of six-channel FM sound synthesizer chip, which was used to
|
||||
produce sound effects and music.
|
||||
|
||||
@@3. "Gamma adjustment"
|
||||
Color gamma can be adjusted with this.
|
||||
@@3. "Emulate SN76496 (PSG)"
|
||||
This enables emulation of PSG (programmable sound generation) sound chip for
|
||||
additional effects.
|
||||
|
||||
@@3. "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.
|
||||
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.
|
||||
|
||||
@@3. "Wait for vsync"
|
||||
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).
|
||||
@@3. "gzip savestates"
|
||||
This will always apply gzip compression on your savestates, allowing you to
|
||||
save some space and load/save time.
|
||||
|
||||
@@3. "Set to unscaled centered"
|
||||
Adjust the resizing options to set game image to it's original size.
|
||||
|
||||
@@3. "Set to 4:3 scaled"
|
||||
Scale the image up, but keep 4:3 aspect, by adding black borders.
|
||||
|
||||
@@3. "Set to fullscreen"
|
||||
Adjust the resizing options to make the game image fullscreen.
|
||||
@@3. "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).
|
||||
|
||||
@@3. "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.
|
||||
|
||||
@@3. "Disable frame limiter"
|
||||
This allows games to run faster then 50/60fps, useful for benchmarking.
|
||||
#ifdef GP2X
|
||||
You need to disable sound for this to work properly.
|
||||
#endif
|
||||
|
||||
#ifdef GP2X
|
||||
@@3. "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.
|
||||
|
||||
@@3. "RAM overclock"
|
||||
This overclocks the GP2X RAM chips for improved performance, but may cause
|
||||
instability. Keep it enabled if it doesn't cause problems.
|
||||
|
||||
@@3. "MMU hack"
|
||||
Makes framebuffer bufferable for improved performance. There are no drawbacks
|
||||
so it should be left enabled.
|
||||
|
||||
@@3. "SVP dynarec"
|
||||
This enables dynamic recompilation for SVP chip emulated for Virtua Racing game,
|
||||
what improves it's emulation performance greatly.
|
||||
#endif
|
||||
|
||||
|
||||
Key configuration
|
||||
-----------------
|
||||
|
||||
|
@ -495,7 +472,7 @@ to the same action, you will get a combo (which means that you will have to pres
|
|||
both buttons for that action to happen).
|
||||
|
||||
There is also option to enable 6 button pad (will allow you to configure XYZ
|
||||
keys), and an option to set turbo rate (in Hz) for turbo buttons.
|
||||
buttons), and an option to set turbo rate (in Hz) for turbo buttons.
|
||||
#endif
|
||||
#ifndef UIQ
|
||||
|
||||
|
@ -550,7 +527,7 @@ z80 @ 3.6MHz: yes, CZ80 core
|
|||
main 68k @ 7.6MHz: yes, Cyclone core
|
||||
z80 @ 3.6MHz: yes, DrZ80 core
|
||||
#endif
|
||||
VDP: yes, except some quirks not used by games
|
||||
VDP: yes, except some quirks and modes 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.
|
||||
|
@ -575,9 +552,10 @@ Problems / limitations
|
|||
#ifdef PSP
|
||||
* SVP emulation is terribly slow.
|
||||
#endif
|
||||
* Various VDP quirks (window bug, scroll size 2, etc.) are not emulated,
|
||||
as very few games use this (if any at all).
|
||||
* 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.
|
||||
* The FM sound core doesn't support all features and has some accuracy issues.
|
||||
|
||||
|
||||
Credits
|
||||
|
@ -590,9 +568,9 @@ GP2X, UIQ, PSP, Gizmondo ports, CPU core hacks,
|
|||
lots of additional coding (see changelog).
|
||||
Homepage: http://notaz.gp2x.de/
|
||||
|
||||
Dave
|
||||
Cyclone 68000 core, Pico emulation library
|
||||
Homepage: http://www.finalburn.com/
|
||||
fDave
|
||||
one who started it all:
|
||||
Cyclone 68000 core and PicoDrive itself
|
||||
|
||||
#ifdef PSP
|
||||
Chui
|
||||
|
@ -646,8 +624,6 @@ Additional thanks
|
|||
* rlyeh and all the other people behind the minimal library.
|
||||
* Squidge for his famous squidgehack(tm).
|
||||
* Dzz for his ARM940 sample code.
|
||||
* GnoStiC & Puck2099 for USB joystick support.
|
||||
* Hermes PS2R, god_at_hell for the CpuCtrl library.
|
||||
* A_SN for his gamma code.
|
||||
* craigix for supplying the GP2X hardware and making this port possible.
|
||||
* Alex for the icon.
|
||||
|
@ -671,6 +647,14 @@ Additional thanks
|
|||
|
||||
Changelog
|
||||
---------
|
||||
1.55
|
||||
+ Added Wiz support. Now the same GP2X binary supports F100/F200 and Wiz.
|
||||
* Changed shadow/hilight handling a bit, fixes some effects in Pirates! Gold.
|
||||
* Complete input code rewrite. This fixes some limitations like not allowing
|
||||
to control both players using single input device. It also allows to use
|
||||
more devices (like keyboards) on Linux based devices.
|
||||
* Options menu has been reordered, "restore defaults" option added.
|
||||
|
||||
1.51b
|
||||
* Fixed a crash when uncompressed savestate is loaded.
|
||||
* Fixed an idle loop detection related hanging problem.
|
||||
|
@ -807,7 +791,7 @@ Changelog
|
|||
+ Added A r k's usbjoy fix.
|
||||
+ Added "perfect vsync" option, which adjusts GP2X LCD refresh rate and syncs
|
||||
emulation to it to eliminate tearing and ensure smoothest scrolling possible.
|
||||
+ Added an option to use A_SN's camma curve for gamma correction (improves dark
|
||||
+ Added an option to use A_SN's gamma curve for gamma correction (improves dark
|
||||
and bright color display for mk2s).
|
||||
* Sometimes stray sounds were played after loading a savestate. Fixed.
|
||||
* Fixed a problem where >6MB mp3s were corrupted in memory (sound glitches in
|
||||
|
@ -1017,7 +1001,7 @@ Changelog
|
|||
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 renderering
|
||||
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.
|
||||
|
|
|
@ -1685,8 +1685,8 @@ static menu_entry e_menu_options[] =
|
|||
mee_cust ("Confirm savestate", MA_OPT_CONFIRM_STATES,mh_opt_misc, mgn_opt_c_saves),
|
||||
mee_range (cpu_clk_name, MA_OPT_CPU_CLOCKS, currentConfig.CPUclock, 20, 900),
|
||||
mee_handler ("[Display options]", menu_loop_gfx_options),
|
||||
mee_handler ("[Advanced options]", menu_loop_adv_options),
|
||||
mee_handler ("[Sega/Mega CD options]", menu_loop_cd_options),
|
||||
mee_handler ("[Advanced options]", menu_loop_adv_options),
|
||||
mee_handler_mkname_id(MA_OPT_SAVECFG, mh_saveloadcfg, mgn_savecfg),
|
||||
mee_handler_id("Save cfg for current game only", MA_OPT_SAVECFG_GAME, mh_saveloadcfg),
|
||||
mee_handler_mkname_id(MA_OPT_LOADCFG, mh_saveloadcfg, mgn_loadcfg),
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue