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34 commits

Author SHA1 Message Date
Ray Sollium
e7dc2bb993
Improve README 2025-01-15 19:03:53 +00:00
Ray Sollium
078c369dcd
Update README
Fix a typo from months ago that i haven't noticed till now
2025-01-15 19:01:45 +00:00
Ray Sollium
dfbcc47495
Improve README (Again)
I somehow managed to paste the wrong thing TWICE and pushed it to prod without noticing.
2025-01-12 20:36:26 -03:00
RaySollium99
fe3e0cbc36 Add BunkenTech Fontmap
Was originally going to use ImagineFloat, but decided to go with BunkenTech. It's not the same as ImagineFloat, but it's very similar, but will be free on my part
2025-01-12 20:34:17 -03:00
Ray Sollium
fa6b3579e7
Improve README 2025-01-12 20:31:40 -03:00
RaySollium99
40f540cd5a Change README
i'm back after 2 months bitch
2024-10-30 06:26:11 -03:00
Ray The Fox
c013d656c8
Update GitModules 2024-08-09 01:45:38 +00:00
Ray The Fox
7b4c3531ef Add XMB BGM (Ripped from PS3) 2024-08-08 22:28:14 -03:00
Ray The Fox
145ec916b9 Update GitIgnore AGAIN 2024-08-08 20:23:29 -03:00
Ray The Fox
92edf635f3 Remove Unused Version String 2024-08-08 20:23:09 -03:00
Ray The Fox
bf830343a6 Add XMB Background (PIC1), add Retro Dreams BGM (not implemented yet) 2024-08-08 20:23:00 -03:00
Ray The Fox
3c5ebb2ecc Accidentally removed the non-download link 2024-08-07 21:41:42 -03:00
Ray The Fox
27e4912ff6 Add To-do List to README 2024-08-07 21:41:03 -03:00
Ray The Fox
a31292d23b Update Gitignore to remove my terrible VSCode settings 2024-08-06 14:59:01 -03:00
Ray The Fox
fc6b8fca51 (T12) Separate Title Screen and Main Menu Backgrounds 2024-08-06 14:58:29 -03:00
Ray The Fox
163d9f8a1b Update .gitignore 2024-08-06 13:44:39 -03:00
Ray The Fox
8a142b8983 Add new backgrounds (Not implemented yet) 2024-08-06 13:44:24 -03:00
Ray The Fox
519c078685 Write a README file 2024-08-05 20:03:38 -03:00
Ray The Fox
8276aa84ac Remove Unused Red Select Color 2024-08-05 14:57:31 -03:00
Ray The Fox
2b9b9f4439 Disgusting hack to lower the main menu text 2024-08-05 14:45:00 -03:00
Ray The Fox
7f50eb2c20 (T7) Finally fixed SRAM save 2024-08-04 22:57:59 -03:00
Ray The Fox
a5654d9c38 I GIVE UP 🔥🔥🔥🔥 2024-08-04 22:48:05 -03:00
Ray The Fox
6ebee76883 Still not working btw 2024-08-04 22:29:42 -03:00
Ray The Fox
291e4fe9c7 Can you tell i don't code C (still not working) 2024-08-04 22:24:22 -03:00
Ray The Fox
52a2159bc8 Typo x2 2024-08-04 22:01:23 -03:00
Ray The Fox
c3a62e8c64 Fix REALLY STUPID typo that stopped this shit from compiling 2024-08-04 22:00:05 -03:00
Ray The Fox
078c7ede44 (T6) Update Gitignore (again), Update Name and Fix Savedata
Btw there's no T5 on the commit changes because i forgot to change from M1 for an entire version
2024-08-04 21:58:25 -03:00
Ray The Fox
d80333917d Change Icon 2024-08-04 19:33:02 -03:00
Ray The Fox
29e8f6406c MILESTONE 1 BABYYYYYY 2024-08-04 19:23:57 -03:00
Ray The Fox
79b5e8a900 (T4) Change main menu string, fix background and rom selector 2024-08-04 19:23:36 -03:00
Ray The Fox
477fd56aff Sorta changed the background (Need to resize), and failed to ignore the file extension 2024-08-04 17:51:25 -03:00
Ray The Fox
f770589dd0 Change Gitignore, Main Menu & ROM Directory
Long ass title cuz i am a loser ^^
2024-08-04 17:22:39 -03:00
Ray The Fox
f50b7edf80 Create PSP Readme
First compiled file gave me this so ¯\_(ツ)_/¯
2024-08-04 16:55:47 -03:00
kub
75db61b756 platform ps2, handle audio similar to psp 2024-07-22 08:31:21 +02:00
34 changed files with 249 additions and 748 deletions

7
.gitignore vendored
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@ -1,5 +1,7 @@
*.o
*.swp
*.SFO
*.PBP
*.dll
*.lib
*.pdb
@ -16,11 +18,12 @@ config.log
cpu/musashi/m68kmake
cpu/musashi/m68kops.c
cpu/musashi/m68kops.h
skin
config.cfg
skin
srm/
brm/
mds/
rom/
cfg/
libs/
obj/
@ -32,6 +35,8 @@ picodrive_libretro*
PicoDrive*.opk
PicoDrive*.ipk
PicoDrive*.zip
PicoDrive*.elf
pico_int_offs.h
amalgamate
textfilter
.vscode/

2
.gitmodules vendored
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@ -1,6 +1,6 @@
[submodule "platform/libpicofe"]
path = platform/libpicofe
url = https://github.com/irixxxx/libpicofe.git
url = https://github.com/raytf/libpicofe.git
[submodule "cpu/cyclone"]
path = cpu/cyclone
url = https://github.com/irixxxx/cyclone68000.git

View file

@ -406,8 +406,11 @@ endif
ifeq "$(PLATFORM)" "psp"
PSPSDK ?= $(shell psp-config --pspsdk-path)
TARGET = PicoDrive
PSP_EBOOT_TITLE = PicoDrive
PSP_EBOOT_TITLE = Sonic UGC
PSP_EBOOT_ICON = platform/psp/data/icon.png
PSP_EBOOT_PIC1 = platform/psp/skin/background_selector.png
PSP_EBOOT_SND0 = platform/psp/data/SND0.AT3
LIBS += -lpng -lm -lz -lpspgu -lpsppower -lpspaudio -lpsprtc -lpspaudiocodec
EXTRA_TARGETS = EBOOT.PBP
include $(PSPSDK)/lib/build.mak

129
README.md
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@ -1,108 +1,55 @@
This is yet another SEGA 8 bit and 16 bit console emulator.
# Sonic's UGC for PSP
It can run games developed for most consumer hardware released
by SEGA, up to and including the 32X:
- **16 bit systems:** Mega Drive/Genesis, Sega/Mega CD, 32X, Pico
- **8 bit systems**: SG-1000, SC-3000, Master System/Mark III, Game Gear
A fork of PicoDrive for PSP, skinned to look like Sonic's Ultimate Genesis Collection
PicoDrive was originally created with ARM-based handheld devices
in mind, but later received various cross-platform improvements
such as SH2 recompilers for MIPS (mips32r2), ARM64 (armv8), RISC-V (RV64IM)
and PowerPC (G4/2.03).
### Why?
PicoDrive was the first software to properly emulate Virtua Racing and
its SVP chip.
In 2019 (when i originally had this idea) i had just gotten a PSP, and in 2016-2020 i had a copy of Sonic's UGC on the Xbox 360, i knew that the PSP was very much powerful enough to run the same library of games, and this was on the back of my head until August of 2024, when i finally gained enough skill to make this into a reality.
At present, most development activity occurs in
[irixxxx's fork](https://github.com/irixxxx/picodrive);
[notaz's repo](https://github.com/notaz/picodrive) is updated less frequently.
**Fun Fact** - I did make a **terrible** version of this idea in 2019 with my limited brain, which i still have archived today, (i stretched the SUGC logo to fit on the PBP, changed the background which made the game list almost unreadable, and a few other horrible hacks), but, it didn't involve any source code. This time i'm doing it for real, redesigning the UI and open sourcing all of it
### Sega Pico and Storyware Pages
### Downloads
PicoDrive can use Storyware pages and pad overlays in png format in the same
directory as the cartridge image. The selected page is displayed automatically
if the pen is used on the storyware or pad. Details about how to correctly name
the pages can be found in the *How to run Sega Pico games* section in
`platform/base_readme.txt`.
Soon!
### Gallery
### To-do List
Some images of demos and homebrew software:
| Done | Feature | Progress |
| ------- | --------------------- | -------- |
| ✅ (M1) | ISO Support | 100% |
| ✅ (M1) | Game List | 100% |
| ✅ (M2) | Title Screen | 100% |
| ✅ (M2) | Backgrounds | 100% |
| ✅ (M2) | SRAM in SAVEDATA | 100% |
| ✳️ (M3) | Bunken Tech Fontmap | 100% |
| ✳️ (M3) | Background Theme | 35% |
| ❌ (M4) | ROM Selector UI | 0% |
| ❌ (M5) | ROM Boxart UI | 0% |
| ❌ (M6) | Rating System | 0% |
| ❓ (V1) | Customizer Tool | 0% |
| ![Titan Overdrive 2](https://github.com/irixxxx/picodrive/assets/31696370/02a4295b-ac9d-4114-bcd1-b5dd6e5930d0) | ![Raycast Demo](https://github.com/irixxxx/picodrive/assets/31696370/6e9c0bfe-49a9-45aa-bad7-544de065e388) | ![OpenLara](https://github.com/irixxxx/picodrive/assets/31696370/8a00002a-5c10-4d1d-a948-739bf978282a) |
| --- | --- | --- |
| [_MegaDrive: Titan Overdrive 2_](https://demozoo.org/productions/170767/) | [_MegaCD: RaycastDemo_](https://github.com/matteusbeus/RaycastDemo) | [_32X: OpenLara_](https://github.com/XProger/OpenLara/releases) |
|![Titan Overdrive 2](https://github.com/irixxxx/picodrive/assets/31696370/2e263e81-51c8-4daa-ab16-0b2cd5554f84)|![DMA David](https://github.com/irixxxx/picodrive/assets/31696370/fbbeac15-8665-4d3e-9729-d1f8c35e417a)|![Doom Resurrection](https://github.com/irixxxx/picodrive/assets/31696370/db7b7153-b917-4850-8442-a748c2fbb968)|
| [_MegaDrive: Titan Overdrive 2_](https://www.pouet.net/prod.php?which=69648) | [_MegaDrive: DMA David_](http://www.mode5.net/DMA_David.html) | [_32X: Doom Resurrection_](https://archive.org/details/doom-32x-all-versions) |
### Q&A
| ![Cheril Perils Classics](https://github.com/irixxxx/picodrive/assets/31696370/653914a4-9f90-45f8-bd91-56e784df7550) | ![Stygian Quest](https://github.com/irixxxx/picodrive/assets/31696370/8196801b-85c8-4d84-97e1-ae57ab3d577f) | ![Sword of Stone](https://github.com/irixxxx/picodrive/assets/31696370/3c4a8f40-dad6-4fa4-b188-46b428a4b8c6) |
| --- | --- | --- |
| [_SG-1000: Cheril Perils Classic_](https://www.smspower.org/Homebrew/CherilPerilsClassic-SG) | [_MasterSystem: Stygian Quest_](https://www.smspower.org/Homebrew/StygianQuest-SMS) | [_GameGear: The Sword of Stone_](https://www.smspower.org/Homebrew/SwordOfStone-GG) |
| ![Nyan Cat](https://github.com/irixxxx/picodrive/assets/31696370/6fe0d38b-549d-4faa-9351-b260a89dc745) | ![Anguna the Prison Dungeon](https://github.com/irixxxx/picodrive/assets/31696370/3264b962-7da2-4257-9ff7-1b509bd50cdf) | ![Turrican](https://github.com/irixxxx/picodrive/assets/31696370/c4eb2f2c-806e-4f4b-ac94-5c2cda82e962) |
| [_SG-1000: Nyan Cat_](https://www.smspower.org/Homebrew/NyanCat-SG) | [_MS: Anguna the Prison Dungeon_](https://www.smspower.org/Homebrew/AngunaThePrisonDungeon-SMS) | [_GameGear: Turrican_](https://www.smspower.org/Homebrew/GGTurrican-GG) |
**Q: Will you make this for the European version of Sonic's UGC (Sega Mega Drive Ultimate Collection // SEGA MDUC)?**
A: Originally i wasn't going to, but after making a separate branch to do it, i'm definitely going to release it. Up-to-date Development builds will ALWAYS be based on SUGC though.
### Compiling
**Q: Will you make a PS2 Port? It looks really similar to the PSP version!**
A: Never. I haven't owned a PS2 since 2013 (when i was a fucking baby) and don't plan to.
For platforms where release builds are provided, the simplest method is to
use the release script `tools/release.sh`. See the script itself for details.
To create platform builds run the command:
**Q: How can i add more games?**
A: Download or compile the Memory Stick version, go to or create the "rom" directory and add your games there, the file format doesn't matter
```
tools/release.sh [version] [platforms...]
```
**Q: How do i compile on Windows?**
A: Not supported. I haven't used Windows as my daily OS since 2021 and have no plans to go back. Modern Windows is terrible and i have no reason to switch back (the biggest hurdle was Camtasia, which i finally stopped using after 6 years). Just use a Linux VM if you can't make the switch
This will generate a file for each platform in the `release-[version]` directory.
A list of supported platforms can be found in the release script.
**Q: Does this work on PS Vita?**
A: Yes, just use Adrenaline and you're good, both the ISO and Memory Stick versions should work with no problem.
These commands should create an executable for a unixoid platform not included in the list:
**Q: Does this work on PPSSPP?**
A: Absolutely! I used PPSSPP for testing the dev builds and it works flawlessly, but if you're gonna emulate SEGA Genesis games on an emulator, just use a normal Sega Genesis emulator, this is largely intended for people who own a PSP or PS Vita console.
```
configure --platform=generic
make
```
**Q: How did you get an uncompressed version of the SUGC Intro and Soundtrack**
A: I ripped them myself from the Xbox 360 and PS3 version, just extract the files from the ISO and you should be good. ([Intro Video (X360)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SGC2_ATTRACT.wmv) - [Background Theme (Retro Dreams) (X360)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/retro_dreams.xma) - [Background Video (X360)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/MAIN0001.wmv) - [SUGC Logo (PS3)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SUGC_LOGO.PNG) - [SMDUC Logo (PS3)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SMDUC_LOGO.PNG) - [XMB BGM (PS3)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SND0.AT3) - [XMB BGM (PS3, converted to WAV)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SND0.wav) - [XMB BGM (PS3, converted to MP3)](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SND0.mp3))
To compile PicoDrive as a libretro core, use this command:
```
make -f Makefile.libretro
```
### Helix MP3 decoder for ARM
For 32 bit ARM platforms, the optimized helix MP3 decoder can be used to play
MP3 audio files with CD games. Due to licensing issues, the helix source files
cannot be provided here; if you have obtained the sources legally, place them in
the `platform/common/helix` directory.
To compile the helix sources:
- Set the environment variable `CROSS_COMPILE` to your cross compiler prefix
(e.g. `arm-linux-gnueabi-`)
- Set the environment variable `LIBGCC` to your cross compiler's `libgcc.a`
(e.g. `/usr/lib/gcc-cross/arm-linux-gnueabi/4.7/libgcc.a`)
- Run the command:
```
make -C platform/common/helix CROSS_COMPILE=$CROSS_COMPILE LIBGCC=$LIBGCC
```
- Copy the resulting shared library named `${CROSS_COMPILE}helix_mp3.so` as
`libhelix.so` to the directory containing the PicoDrive binary on the target device.
In addition, helix support must be enabled in PicoDrive itself by compiling with:
```
make PLATFORM_MP3=1
```
This switch is enabled automatically for Gamepark Holdings devices (`gp2x`,
`caanoo` and `wiz`). Without installing `libhelix.so`, these devices will not play
MP3 audio.
### Installing
The release script produces packages or zip archives which have to be installed
manually on the target device. Usually this involves unpacking the archive or
copying the package to a directory on either the internal device storage or an
SD card. Device-specific instructions can be found on the internet.
Send bug reports, fixes etc. to <derkub@gmail.com>
**Q: How did you figure out this really confusing source code?**
A: I admit that the PicoDrive source code is *almost* unreadable, and i definitely wouldn't recommend it to a beginner, but even if you are total trash at C code like i am, if you know where to look, it's not that hard, 99% of the changes were in the UI and the PSP-specific code, not on the emulator itself, i'm pretty sure it's possible to port this to Windows/Linux/PS2, but i have no desire in doing it myself, i can provide all of the design files, [my DMs are always open](https://raythefox.pw), message me and i'll be glad to help.

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@ -1,598 +1 @@
About PicoDrive
---------------
#include "../README.md"
How to make it run
------------------
#ifdef GENERIC
Extract the zip file into some directory and run PicoDrive from there.
#endif
#ifdef GP2X
Extract all files to some directory on your SD and run PicoDrive.gpe from your
GP2X/Wiz/Caanoo menu. The same .gpe supports GP2X F100/F200, Wiz and Caanoo,
there is no need to use separate versions.
#endif
#ifdef GIZ
First make sure you have homebrew-enabled Service Pack installed. Then copy
PicoDrive.exe and KGSDK.dll to any place in your filesystem (both files must
be in the same directory) and run PicoDrive.exe using the launcher of your choice
(some of them might require renaming PicoDrive.exe to Autorun.exe, placing it in
the root of SD, etc).
#endif
#ifdef PSP
If you are running a custom firmware, just copy the whole PicoDrive directory to
/PSP/GAME or /PSP/GAMEXXX directory in your memory stick (it shouldn't matter
which one GAME* directory to use).
#endif
#ifdef PANDORA
Just copy the .pnd to <sd card>/pandora/menu or <sd card>/pandora/desktop.
#endif
Then load a ROM and enjoy! Cartridge ROMs can be in various common formats and
can be zipped, one ROM file per zip. Certain extensions are used to detect the
console the ROM is for (.sg, .sc, .sms, .gg, .smd, .md, .gen, .32x, .pco).
For MSU games, load the .cue file and make sure the cartridge ROM has the same
name and is in the same directory.
Sega/Mega CD images can be in CHD, CUE+BIN/ISO or ISO/CSO+MP3/WAV format (read
below for more details).
This emulator has lots of options with various tweaks (for improved speed mostly),
but it should have best compatibility in it's default config. If suddenly you
start getting glitches or change something and forget what, use "Restore defaults"
option.
How to run Sega/Mega CD games
-----------------------------
To play any non-MSU CD game you need BIOS files. These files must be copied to
#ifdef PANDORA
<sd card>/pandora/appdata/picodrive/ directory
(if you run PicoDrive once it will create that directory for you).
#else
#ifdef GENERIC
the .picodrive directory in your home directory.
#else
the same directory as PicoDrive files.
#endif
#endif
Files must be named as follows:
US: us_scd1_9210.bin, us_scd2_9306.bin, SegaCDBIOS9303.bin
EU: eu_mcd1_9210.bin, eu_mcd2_9303.bin, eu_mcd2_9306.bin
JP: jp_mcd1_9112.bin, jp_mcd1_9111.bin
these files can also be zipped.
The game must be dumped to CHD, CUE+BIN or CUE+ISO format.
ISO/CSO+MP3/WAV is also supported, but may cause problems.
When using CUE/BIN, you must load .cue file from the menu, or else the emu will
not find audio tracks.
How to run Sega Pico games
--------------------------
The Pico was special in that it had a large touchpad with an associated pen, and
so-called storyware, a combination of a cartridge with a book with up to 6 pages
on which the pen could also be used.
Most storywares used the touchpad with the pen as a pointer device, showing a
pointer icon on the screen when the pen was on the touchpad which could be moved
around. The pen has a dedicated button which was often used to select something
under the pointer icon, much like a mouse button.
However, a few games also had an overlay for the touchpad.
PicoDrive supports displaying both the storyware pages as well as a pad overlay.
They must be in png format and named like the storyware ROM without the
extension, plus "_<n>.png" for the storyware page <n>, and "_pad.png" for a pad
overlay. Storyware page images should have an aspect ration of 2:1, pad images
should have 4:3. All images can have arbitrary resolution and are automatically
scaled to fit the screen.
There are 2 menu actions for switching to pages or pad which will automatically
display the images if they are available. To allow for proper pen positioning
there is also an action for having the pen on the page/touchpad or not. Pen
positioning is done through the D-pad if the screen has been switched to either
pages or pad.
Other important stuff
---------------------
* Sega/Mega CD: If the background music is missing, the CD image format may be
wrong. Currently .cue/bin or .chd is recommended. Be aware that there are
lots of bad dumps on the web, and some use mp3 format for audio, which often
causes problems (see below).
* While iso/mp3 format is supported, it's not recommended to use.
Some of many problems with mp3 are listed below:
* MP3s may be named incorrectly and will not play.
* The game music may play too fast/too slow/out of sync, which means they
are encoded incorrectly. PicoDrive is not a mp3 player, so all mp3s MUST
be encoded at 44.1kHz stereo.
* Sega/Mega CD: If your games hang at the BIOS screen (with planets shown),
you may be using a bad BIOS dump. Try another from a different source,
like dumping it from your own console.
#ifdef GP2X
* When using mp3s, use lower bitrate for better performance (96 or 128kbps
CBRs recommended).
* GP2X F100/F200: When you use both GP2X CPUs, keep in mind that you can't
overclock as high as when using ARM920 only. For example my GP2X when run
singlecore can reach 280MHz, but with both cores it's about 250MHz. When
overclocked too much, it may start hanging and producing random noise, or
causing ARM940 crashes ("940 crashed" message displayed).
* GP2X F100/F200: Due to internal implementation mp3s must not be larger that
12MB (12582912 bytes). Larger mp3s will not be fully loaded.
#endif
Options
-------
@@0. "Region"
This option lets you force the game to think it is running on machine from the
specified region, or just to set autodetection order. Also affects Sega/Mega CD.
@@0. "Hotkey save/load slot"
This is a slot number to use for savestates, when done by a button press outside
menu. This can also be configured to be changed with a button
(see "Key configuration").
@@0. "Interface options"
Enters Interface options menu (see below).
@@0. "Display options"
Enters Display options menu (see below).
@@0. "Sound options"
Enters Sound options menu (see below).
@@0. "MD/Genesis/Pico options"
Enters Mega Drive/Genesis/Pico options menu (see below).
@@0. "Sega/Mega CD add-on"
Enters Sega/Mega CD options menu (see below).
@@0. "32X add-on"
Enters 32X options menu (see below).
@@0. "SG/SMS/GG options"
Enters SG-1000/SC-3000/Master System/Game Gear options menu (see below).
@@0. "Advanced options"
Enters advanced options menu (see below).
@@0. "Restore defaults"
Restores all options (except controls) to defaults.
Interface options
-----------------
@@1. "Save global options"
If you save your config here it will be loaded on next ROM load, but only if
there is no game specific config saved (which will be loaded in that case).
You can press left/right to switch to a different config profile.
@@1. "Save game options"
Whenever you load current ROM again these settings will be loaded.
@@1. "Show FPS"
Self-explanatory. Format is XX/YY, where XX is the number of rendered frames and
YY is the number of emulated frames per second.
@@1. "Confirm save/load"
Allows to enable confirmation on saving (to prevent savestate overwrites), on
loading (to prevent destroying current game progress), and on both or none, when
using shortcut buttons (not menu) for saving/loading.
@@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).
Display options
---------------
#ifdef GENERIC
@@2. "Video output mode"
SDL Window:
This is the default mode on portable devices, used if no overlay modes are
available. Window size is fixed at 320x240.
Video Overlay:
Used if hardware accelerated overlay scaling is available. Supports flexible
window sizes. The "2X" version has a higher color resolution but is slower.
#endif
@@2. "Frameskip"
How many frames to skip rendering before displaying another.
"Auto" is recommended.
@@2. "Max auto frameskip"
How many frames to skip rendering at most if Frameskip is "Auto".
#ifdef GENERIC
@@2. "Horizontal scaling"
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.
@@2. "Vertical scaling"
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.
@@2. "Scaler type"
Selects the filtering the software scaler will apply. "nearest" is unfiltered,
"bilinear" makes the image smoother but blurrier.
#endif
#ifdef PANDORA
@@2. "Filter"
Selects filter type used for image filtering.
Other options allow to set up scaling, filtering and vertical sync.
#endif
#ifdef GP2X
@@2. "Gamma correction"
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
@@4. "Renderer"
#ifdef GP2X
8bit fast:
This enables alternative heavily optimized tile-based renderer, which renders
pixels not line-by-line (this is what accurate renderers do), but in 8x8 tiles,
which is much faster. But because of the way it works it can't render any
mid-frame image changes (raster effects), so it is useful only with some games.
Other two are accurate line-based renderers. The 8bit is faster but does not
run well with some games like Street Racer.
#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
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
@@4. "FM audio"
This enables emulation of six-channel FM sound synthesizer chip, which was used
to produce sound effects and music.
@@4. "FM filter"
This filter makes the sound output more accurate, but it is slower, especially
for lower sound rates.
@@4. "FM DAC noise"
Makes the sound output more like a first model Mega Drive/Genesis if enabled.
Later models had an improved FM chip without the DAC noise.
Sega/Mega CD add-on
-------------------
@@5. "Save RAM cart"
Here you can enable 64K RAM cart. Format it in BIOS if you do.
@@5. "CD LEDs"
The Sega/Mega CD unit had two blinking LEDs (red and green) on it. This option
will display them on top-left corner of the screen.
@@5. "CDDA audio"
This option enables CD audio playback.
@@5. "PCM audio"
This enables 8 channel PCM sound source. It is required for some games to run,
because they monitor state of this audio chip.
32X add-on
----------
@@6. "32X renderer"
This currently only affects how the Genesis/MD layers are rendered, which is
same as "Renderer" in display options.
@@6. "PWM audio"
Emulates PWM sound portion of 32X hardware. Disabling this may greatly improve
performance for games that dedicate one of SD2s for sound, but will cause
missing sound effects and instruments.
@@6. "PWM IRQ optimization"
Enabling this may improve performance, but may also introduce sound glitches.
SG/Master System/Game Gear options
----------------------------------
@@7. "System"
Selects which of the Sega 8 bit systems is emulated. "auto" is recommended.
@@7. "Cartridge mapping"
Some cartridges have hardware to enable additional capabilities, e.g. mapping
excess ROM storage or acessing a battery backed RAM storage. "auto" is
recommended, but in some rare cases it may be needed to manually select this.
@@7. "Game Gear LCD ghosting"
The Game Gear LCD display had a very noticeable inertia for image changes. This
setting enables emulating the effect, with "weak" being recommended.
@@7. "FM sound unit"
The Japanese Master System (aka Mark III) has an extension slot for an FM sound
unit. Some games made use of this for providing better music and effects.
Disabling this improves performance for games using the FM unit, and usually
means falling back to the non-FM sound.
Advanced options
----------------
@@8. "Disable frame limiter"
This allows games to run faster then 50/60fps, useful for benchmarking.
@@8. "Disable sprite limit"
The Mega Drive/Genesis had a limit on how many sprites (usually smaller moving
objects) can be displayed on single line. This option allows to disable that
limit. Note that some games used this to hide unwanted things, so it is not
always good to enable this option.
@@8. "Disable idle loop patching"
Idle loop patching is used to improve performance, but may cause compatibility
problems in some rare cases. Try disabling this if your game has problems.
@@8. "Emulate Game Gear LCD"
Disabling this option displays the full Game Gear VDP image with the normally
invisible borders.
@@8. "Enable dynarecs"
This enables dynamic recompilation for SH2 and SVP CPU code, which is improving
emulation performance greatly. SVP dynarec is only available on 32 bit ARM CPUs.
@@8. "Master SH2 cycles" / "Slave SH2 cycles"
This allows underclocking the 32X CPUs for better emulation performance. The
number has the same meaning as cycles in DOSBox, which is cycles per millisecond.
Underclocking too much may cause various in-game glitches.
#ifdef GP2X
@@8. "Use ARM940 core for sound"
F100/F200: This option causes PicoDrive to use ARM940T core (GP2X's second CPU)
for sound (i.e. to generate YM2612 samples) to improve performance noticeably.
It also decodes MP3s in Sega/Mega CD mode.
#endif
Key configuration
-----------------
Select "Configure controls" from the options menu. Then selecting "Player <n>"
will display 2 columns. The left column lists names of Genesis/MD controller
buttons, the right column shows which key on your handheld is assigned to it.
There is also option to enable 6 button pads (will allow you to configure XYZ
buttons), and an option to set turbo rate (in Hz) for turbo buttons.
Players 3 and 4 can only be used if a 4 player adapter is selected for input
device 1, and the game is supporting this. Only 3 button pads are currently
supported in 4 player mode.
Cheat support
-------------
To use GG/patch codes, you must type them into your favorite text editor, one
per line. Comments may follow code after a whitespace. Only GameGenie and
Genecyst patch formats are supported.
Examples:
Genecyst patch (this example is for Sonic):
00334A:0005 Start with five lives
012D24:0001 Keep invincibility until end of stage
009C76:5478 each ring worth 2
009C76:5678 each ring worth 3
...
Game Genie patch (for Sonic 2):
ACLA-ATD4 Hidden palace instead of death egg in level select
...
Both GG and patch codes can be mixed in one file.
When the file is ready, name it just like your ROM file, but with additional
.pat extension, making sure that case matches.
Examples:
ROM: Sonic.zip
PATCH FILE: Sonic.zip.pat
ROM: Sonic 2.bin
PATCH FILE: Sonic 2.bin.pat
Put the file into your ROMs directory. Then load the .pat file as you would
a ROM. Then Cheat Menu Option should appear in main menu.
What is emulated?
-----------------
SG-1000/SC-3000/Master System/Game Gear:
z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core
VDP: yes, all SG/SMS/GG modes, except some quirks not used by games
YM2413 FM: yes, digital-sound-antiques core
SN76489 PSG: yes, MAME core
Some in-cart mappers are also supported.
Genesis/Mega Drive:
main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core
z80 @ 3.6MHz: yes, DrZ80 (on 32 bit ARM CPUs) or CZ80 core
VDP: yes, except some quirks and mode 4, not used by games
YM2612 FM: yes, optimized MAME core
SN76489 PSG: yes, MAME core
SVP chip: yes! This is first emu to ever do this
Pico PCM: yes, MAME core
Some Mega Drive/Genesis in-cart mappers are also supported.
Sega/Mega CD:
another 68k @ 12.5MHz: yes, Cyclone or FAME/C too
gfx scaling/rotation chip (custom ASIC): yes
PCM sound source: yes
CD-ROM controller: yes (mostly)
bram (internal backup RAM): yes
RAM cart: yes
32X:
2x SH2 @ 23MHz: yes, MAME core or custom recompiler
Super VDP: yes
PWM: yes
Pico:
main 68k @ 7.6MHz: yes, Cyclone (on 32 bit ARM CPUs) or FAME/C core
VDP: yes, except some quirks and mode 4, not used by games
SN76489 PSG: yes, MAME core
ADPCM: yes, MAME core
Pico Pen: yes
Pico Storyware pages: yes
Pico pad overlays: yes
Problems / limitations
----------------------
#ifdef PSP
* SVP emulation is terribly slow.
#endif
* Various VDP modes and quirks (window bug, scroll size 2, etc.) are not
perfectly emulated, as very few games use this (if any at all).
* The emulator is designed for speed and not 100% accurate, so some things may
not work as expected.
* The FM sound core doesn't support all features and has some accuracy issues.
Changelog
---------
#include "../ChangeLog"
Credits
-------
This emulator is made of the code from following people/projects:
#include "../AUTHORS"
License
-------
This program and its code is released under the terms of MAME license:
#include "../COPYING"
SEGA/Master System/Game Gear/Genesis/Mega Drive/SEGA CD/Mega CD/32X/Pico are
trademarks of Sega Enterprises Ltd.

View file

@ -856,7 +856,7 @@ char *emu_get_save_fname(int load, int is_sram, int slot, int *time)
{
strcpy(ext, (PicoIn.AHW & PAHW_MCD) ? ".brm" : ".srm");
romfname_ext(saveFname, sizeof(static_buff),
(PicoIn.AHW & PAHW_MCD) ? "brm"PATH_SEP : "srm"PATH_SEP, ext);
(PicoIn.AHW & PAHW_MCD) ? "ms0:/PSP/SAVEDATA/SUGC/brm"PATH_SEP : "ms0:/PSP/SAVEDATA/SUGC/srm"PATH_SEP, ext);
if (!load)
return saveFname;
@ -1377,10 +1377,10 @@ void emu_init(void)
/* make dirs for saves */
pos = plat_get_root_dir(path, sizeof(path) - 4);
mkdir_path(path, pos, "mds");
mkdir_path(path, pos, "srm");
mkdir_path(path, pos, "brm");
mkdir_path(path, pos, "cfg");
mkdir_path(path, pos, "ms0:/PSP/SAVEDATA/SUGC/mds");
mkdir_path(path, pos, "ms0:/PSP/SAVEDATA/SUGC/srm");
mkdir_path(path, pos, "ms0:/PSP/SAVEDATA/SUGC/brm");
mkdir_path(path, pos, "ms0:/PSP/SAVEDATA/SUGC/cfg");
pprof_init();

View file

@ -15,6 +15,7 @@
#include "input_pico.h"
#include "version.h"
#include "../libpicofe/plat.h"
#include <pico/pico_int.h>
@ -39,7 +40,7 @@ static const char *rom_exts[] = {
"pco", "smd", "gen", "md",
"iso", "cso", "cue", "chd",
"32x",
"sms", "gg", "sg", "sc",
"sms",
NULL
};
@ -155,6 +156,7 @@ static void menu_draw_prep(void)
{
make_bg(0, 0);
}
else
{
int pos;
@ -170,6 +172,32 @@ static void menu_draw_prep(void)
}
}
static void menu_draw_prep_selector(void)
{
if (menu_w == g_menuscreen_w && menu_h == g_menuscreen_h)
return;
menu_w = g_menuscreen_w, menu_h = g_menuscreen_h;
if (PicoGameLoaded)
{
make_bg(0, 0);
}
else
{
int pos;
char buff[256];
pos = plat_get_skin_dir(buff, 256);
strcpy(buff + pos, "background_selector.png");
// should really only happen once, on startup..
memset(g_menubg_ptr, 0, g_menuscreen_w * g_menuscreen_h * 2);
if (readpng(g_menubg_ptr, buff, READPNG_BG,
g_menuscreen_w, g_menuscreen_h) < 0)
memset(g_menubg_ptr, 0, g_menuscreen_w * g_menuscreen_h * 2);
}
}
static void draw_savestate_bg(int slot)
{
const char *fname;
@ -1248,9 +1276,10 @@ static int main_menu_handler(int id, int keys)
}
break;
case MA_MAIN_LOAD_ROM:
menu_w = menu_h = 0;
rom_fname_reload = NULL;
ret_name = menu_loop_romsel_d(rom_fname_loaded,
sizeof(rom_fname_loaded), rom_exts, NULL, menu_draw_prep);
sizeof(rom_fname_loaded), rom_exts, NULL, menu_draw_prep_selector);
if (ret_name != NULL) {
lprintf("selected file: %s\n", ret_name);
rom_fname_reload = ret_name;
@ -1352,23 +1381,25 @@ static const char h_saveload[] = "Game options are overloading global options";
static menu_entry e_menu_main[] =
{
mee_label ("PicoDrive " VERSION),
mee_label (""),
mee_label (""),
mee_handler_id("Resume game", MA_MAIN_RESUME_GAME, main_menu_handler),
mee_handler_id("Save state", MA_MAIN_SAVE_STATE, main_menu_handler),
mee_handler_id("Load state", MA_MAIN_LOAD_STATE, main_menu_handler),
mee_handler_id("Reset game", MA_MAIN_RESET_GAME, main_menu_handler),
mee_label (""),
mee_label (""),
mee_label (""),
mee_label (""),
mee_label (""),
mee_label (""),
mee_label (""),
mee_handler_id("Resume Game", MA_MAIN_RESUME_GAME, main_menu_handler),
mee_handler_id("Save Game", MA_MAIN_SAVE_STATE, main_menu_handler),
mee_handler_id("Load Game", MA_MAIN_LOAD_STATE, main_menu_handler),
mee_handler_id("Reset Game", MA_MAIN_RESET_GAME, main_menu_handler),
mee_handler_id("Change CD", MA_MAIN_CHANGE_CD, main_menu_handler),
mee_cust_s_h ("Storyware page", MA_MAIN_PICO_PAGE, 0,mh_picopage, mgn_picopage, NULL),
mee_handler_id("Patches / GameGenie",MA_MAIN_PATCHES, main_menu_handler),
mee_handler_id("Load new game", MA_MAIN_LOAD_ROM, main_menu_handler),
mee_handler ("Change options", menu_loop_options),
mee_cust_s_h ("Save global options",MA_OPT_SAVECFG, 0, mh_saveloadcfg, mgn_saveloadcfg, NULL),
mee_cust_s_h ("Save game options", MA_OPT_SAVECFG_GAME, 0, mh_saveloadcfg, mgn_saveloadcfg, h_saveload),
mee_cust_s_h ("Load game options", MA_OPT_LOADCFG, 0, mh_saveloadcfg, mgn_saveloadcfg, h_saveload),
mee_handler_id("Credits", MA_MAIN_CREDITS, main_menu_handler),
mee_handler_id("Exit", MA_MAIN_EXIT, main_menu_handler),
mee_handler_id("Press CIRCLE button to begin", MA_MAIN_LOAD_ROM, main_menu_handler),
mee_cust_s_h ("Save Game Options", MA_OPT_SAVECFG_GAME, 0, mh_saveloadcfg, mgn_saveloadcfg, h_saveload),
mee_cust_s_h ("Load Game Options", MA_OPT_LOADCFG, 0, mh_saveloadcfg, mgn_saveloadcfg, h_saveload),
mee_end,
};
@ -1376,6 +1407,8 @@ void menu_loop(void)
{
static int sel = 0;
me_enable(e_menu_main, MA_MAIN_RESUME_GAME, PicoGameLoaded);
me_enable(e_menu_main, MA_MAIN_SAVE_STATE, PicoGameLoaded);
me_enable(e_menu_main, MA_MAIN_LOAD_STATE, PicoGameLoaded);
@ -1388,7 +1421,7 @@ void menu_loop(void)
menu_enter(PicoGameLoaded);
in_set_config_int(0, IN_CFG_BLOCKING, 1);
me_loop_d(e_menu_main, &sel, menu_draw_prep, menu_main_draw_status);
me_loop_d(e_menu_main, &sel, menu_draw_prep_selector, menu_main_draw_status);
if (PicoGameLoaded) {
if (engineState == PGS_Menu)

View file

@ -1 +1 @@
#define VERSION "2.00" REVISION
#define VERSION ""

@ -1 +1 @@
Subproject commit 697806c41dccf0adb0a3a35171f6eff9a9191240
Subproject commit 45e44c2aab97cb4d505c53048c383afdd7814f88

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@ -1,4 +1,3 @@
// html-style hex color codes, ex. ff0000 is red, 0000ff is blue, etc.
text_color=ffffff
selection_color=c00000

View file

@ -87,9 +87,10 @@ static uint8_t vsync; /* 0 (Disabled), 1 (Enabled), 2 (Dynamic) */
#define SOUND_BLOCK_COUNT 7
#define SOUND_BUFFER_CHUNK (2*54000/50) // max.rate/min.frames in stereo
static short sndBuffer_emu[SOUND_BUFFER_CHUNK+4]; // 4 for sample rounding overhang
static short __attribute__((aligned(4))) sndBuffer[SOUND_BUFFER_CHUNK*SOUND_BLOCK_COUNT];
static short __attribute__((aligned(4))) nulBuffer[SOUND_BUFFER_CHUNK];
static short *snd_playptr, *sndBuffer_endptr;
static short *snd_playptr, *sndBuffer_ptr, *sndBuffer_endptr;
static int samples_made, samples_done, samples_block;
static int sound_thread_exit = 0, sound_stopped = 1;
@ -122,24 +123,78 @@ static void writeSound(int len)
if (samples_made - samples_done < samples_block * (SOUND_BLOCK_COUNT-2) - 4) {
samples_made += len / 2;
PicoIn.sndOut += len / 2;
sndBuffer_ptr += len / 2;
l = sndBuffer_ptr - sndBuffer;
if (sndBuffer_ptr > sndBuffer_endptr)
sndBuffer_endptr = sndBuffer_ptr;
if (l > sizeof(sndBuffer)/2)
lprintf("snd ovrn %d %d\n", len, sndBuffer_ptr - sndBuffer);
if (l > samples_block * (SOUND_BLOCK_COUNT-2)) {
sndBuffer_endptr = sndBuffer_ptr;
sndBuffer_ptr = sndBuffer;
}
} else
lprintf("ovfl %d\n", samples_made - samples_done);
if (sndBuffer_endptr < PicoIn.sndOut)
sndBuffer_endptr = PicoIn.sndOut;
l = PicoIn.sndOut - sndBuffer;
if (l > sizeof(sndBuffer)/2)
lprintf("ovrn %d %d\n", len, PicoIn.sndOut - sndBuffer);
if (l > samples_block * (SOUND_BLOCK_COUNT-2)) {
sndBuffer_endptr = PicoIn.sndOut;
PicoIn.sndOut = sndBuffer;
}
// signal the snd thread
SignalSema(sound_sem);
}
static void writeSound_44100(int len)
{
writeSound(len);
PicoIn.sndOut = sndBuffer_ptr;
}
static void writeSound_22050_stereo(int len)
{
short *p = sndBuffer_ptr;
int i;
for (i = 0; i < len / 2; i+=2, p+=4) {
p[0] = p[2] = PicoIn.sndOut[i];
p[1] = p[3] = PicoIn.sndOut[i+1];
}
writeSound(2*len);
}
static void writeSound_22050_mono(int len)
{
short *p = sndBuffer_ptr;
int i;
for (i = 0; i < len / 2; i++, p+=2) {
p[0] = p[1] = PicoIn.sndOut[i];
}
writeSound(2*len);
}
static void writeSound_11025_stereo(int len)
{
short *p = sndBuffer_ptr;
int i;
for (i = 0; i < len / 2; i+=2, p+=8) {
p[0] = p[2] = p[4] = p[6] = PicoIn.sndOut[i];
p[1] = p[3] = p[5] = p[7] = PicoIn.sndOut[i+1];
}
writeSound(4*len);
}
static void writeSound_11025_mono(int len)
{
short *p = sndBuffer_ptr;
int i;
for (i = 0; i < len / 2; i++, p+=4) {
p[0] = p[1] = p[2] = p[3] = PicoIn.sndOut[i];
}
writeSound(4*len);
}
#define PS2_RATE 44100 // PicoIn.sndRate
static void resetSound()
{
struct audsrv_fmt_t format;
@ -147,7 +202,7 @@ static void resetSound()
int ret;
format.bits = 16;
format.freq = PicoIn.sndRate;
format.freq = PS2_RATE;
format.channels = stereo ? 2 : 1;
ret = audsrv_set_format(&format);
if (ret < 0) {
@ -170,14 +225,10 @@ static int sound_thread(void *argp)
// if there aren't enough samples, queue silence
int queued = audsrv_queued()/2;
while (queued < 2*samples_block) {
short *sndOut = PicoIn.sndOut, *sndEnd = sndBuffer_endptr;
// compute sample chunk size
int buflen = sndEnd - snd_playptr;
if (sndOut >= snd_playptr)
buflen = sndOut - snd_playptr;
if (buflen > samples_made - samples_done)
buflen = samples_made - samples_done;
int buflen = samples_made - samples_done;
if (buflen > sndBuffer_endptr - snd_playptr)
buflen = sndBuffer_endptr - snd_playptr;
if (buflen > 3*samples_block - queued)
buflen = 3*samples_block - queued;
@ -241,7 +292,7 @@ static void sound_init(void)
thread.initial_priority = 40;
thid = CreateThread(&thread);
samples_block = 22050/50; // needs to be initialized before thread start
samples_block = PS2_RATE/60; // needs to be initialized before thread start
if (thid >= 0) {
ret = StartThread(thid, NULL);
if (ret < 0) lprintf("sound_init: StartThread returned %08x\n", ret);
@ -255,7 +306,7 @@ static void sound_init(void)
void pemu_sound_start(void) {
static int PsndRate_old = 0, PicoOpt_old = 0, pal_old = 0;
static int mp3_init_done;
int ret, stereo;
int ret, stereo, factor;
samples_made = samples_done = 0;
@ -279,14 +330,22 @@ void pemu_sound_start(void) {
PsndRerate(Pico.m.frame_count ? 1 : 0);
}
stereo = (PicoIn.opt&8)>>3;
samples_block = (PicoIn.sndRate / (Pico.m.pal ? 50 : 60)) * (stereo ? 2 : 1);
factor = PS2_RATE / PicoIn.sndRate;
samples_block = (PS2_RATE / (Pico.m.pal ? 50 : 60)) * (stereo ? 2 : 1);
lprintf("starting audio: %i, len: %i, stereo: %i, pal: %i, block samples: %i\n",
PicoIn.sndRate, Pico.snd.len, stereo, Pico.m.pal, samples_block);
resetSound();
PicoIn.writeSound = writeSound;
snd_playptr = PicoIn.sndOut = sndBuffer_endptr = sndBuffer;
switch (factor) {
case 1: PicoIn.writeSound = stereo ? writeSound_44100 :writeSound_44100 ; break;
case 2: PicoIn.writeSound = stereo ? writeSound_22050_stereo:writeSound_22050_mono; break;
case 4: PicoIn.writeSound = stereo ? writeSound_11025_stereo:writeSound_11025_mono; break;
}
sndBuffer_endptr = sndBuffer;
snd_playptr = sndBuffer_ptr = sndBuffer;
PicoIn.sndOut = (factor == 1 ? sndBuffer_ptr : sndBuffer_emu);
PsndRate_old = PicoIn.sndRate;
PicoOpt_old = PicoIn.opt;

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@ -11,7 +11,7 @@ include ../../config.mak
#PSPSDK ?= $(shell psp-config --pspsdk-path)
#include $(PSPSDK)/lib/build.mak
#PSP_EBOOT_TITLE = PicoDrive
#PSP_EBOOT_TITLE = Sonic\'s UGC
#PSP_EBOOT_ICON = data/icon.png
#EBOOT.PBP:

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@ -450,7 +450,7 @@ static void writeSound(int len)
if (samples_made - samples_done < samples_block * (SOUND_BLOCK_COUNT-2) - 4) {
sndBuffer_ptr += len / 2;
if (sndBuffer_ptr - sndBuffer > sizeof(sndBuffer)/2)
lprintf("snd ovrn %d %d\n", len, PicoIn.sndOut - sndBuffer);
lprintf("snd ovrn %d %d\n", len, sndBuffer_ptr - sndBuffer);
if (sndBuffer_ptr >= sndBuffer_endptr) {
int wrap = sndBuffer_ptr - sndBuffer_endptr;
if (wrap > 0)

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@ -14,12 +14,11 @@ static const char h_8bit[] = "This option only works for 8bit renderers";
mee_onoff ("Wait for vsync", MA_OPT3_VSYNC, currentConfig.EmuOpt, EOPT_VSYNC), \
#define MENU_OPTIONS_ADV
static menu_entry e_menu_sms_options[];
static menu_entry e_menu_keyconfig[];
void psp_menu_init(void)
{
me_enable(e_menu_sms_options, MA_SMSOPT_GHOSTING, 0);
me_enable(e_menu_keyconfig, MA_CTRL_DEADZONE, 0);
me_enable(e_menu_keyconfig, MA_CTRL_DEADZONE, 0);
}

View file

@ -156,7 +156,7 @@ int plat_get_skin_dir(char *dst, int len)
int plat_get_data_dir(char *dst, int len)
{
if (len > 5)
strcpy(dst, "ms0:/");
strcpy(dst, "rom/");
else if (len > 0)
*dst = 0;
return strlen(dst);

View file

@ -30,13 +30,13 @@ extern int pico_main(int argc, char *argv[]);
#ifndef FW15
PSP_MODULE_INFO("PicoDrive", 0, 1, 97);
PSP_MODULE_INFO("Sonic's UGC", 0, 1, 97);
int main(int argc, char *argv[]) { return pico_main(argc, argv); } /* just a wrapper */
#else
PSP_MODULE_INFO("PicoDrive", 0x1000, 1, 97);
PSP_MODULE_INFO("Sonic's UGC", 0x1000, 1, 97);
PSP_MAIN_THREAD_ATTR(0);
int main(int argc, char *argv[])

55
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@ -0,0 +1,55 @@
# Sonic's UGC for PSP
A fork of PicoDrive for PSP, skinned to look like Sonic's Ultimate Genesis Collection
### Why?
In 2019 (when i originally had this idea) i had just gotten a PSP, and in 2016-2020 i had a copy of Sonic's UGC on the Xbox 360, i knew that the PSP was very much powerful enough to run the same library of games, and this was on the back of my head until August of 2024, when i finally gained enough skill to make this into a reality.
**Fun Fact** - I did make a **terrible** version of this idea in 2019 with my limited brain, which i still have archived today, (i stretched the SUGC logo to fit on the PBP, changed the background which made the game list almost unreadable, and a few other horrible hacks), but, it didn't involve any source code. This time i'm doing it for real, redesigning the UI and open sourcing all of it
### Downloads
Soon!
### To-do List
| Done | Feature | Progress |
| ------- | --------------------- | -------- |
| ✅ (M2) | Title Screen | 100% |
| ✅ (M2) | Backgrounds | 100% |
| ✅ (M2) | SRAM in SAVEDATA | 100% |
| ✅ (M1) | ISO Support | 100% |
| ✅ (M1) | Game List | 100% |
| ✳️ (M3) | Imagine Float Fontmap | 0% |
| ✳️ (M3) | Background Theme | 35% |
| ❌ (M4) | ROM Selector UI | 0% |
| ❌ (M5) | ROM Boxart UI | 0% |
| ❌ (M6) | Rating System | 0% |
| ❓ (V1) | Customizer Tool | 0% |
### Q&A
**Q: Will you make this for the European version of Sonic's UGC (Sega Mega Drive Ultimate Collection // SEGA MDUC)?**
A: Most likely not, the version i grew up with was SUGC and it doesn't hit the same for me, i did take a brief look on and it is largely the same, i'm just not bothered to do it at the moment.
**Q: Will you make a PS2 Port? It looks really similar to the PSP version!**
A: Never. I haven't owned a PS2 since 2013 (when i was a fucking baby) and don't plan to.
**Q: How can i add more games?**
A: Download or compile the Memory Stick version, go to or create the "rom" directory and add your games there, the file format doesn't matter
**Q: How do i compile on Windows?**
A: Not supported. I haven't used Windows as my daily OS since 2021 and have no plans to go back. Modern Windows is terrible and i have no reason to switch back (the biggest hurdle was Camtasia, which i finally stopped using after 6 years). Just use a Linux VM if you can't make the switch
**Q: Does this work on PS Vita?**
A: Yes, just use Adrenaline and you're good, both the ISO and Memory Stick versions should work with no problem.
**Q: Does this work on PPSSPP?**
A: Absolutely! I used PPSSPP for testing the dev builds and it works flawlessly, but if you're gonna emulate SEGA Genesis games on an emulator, just use a normal Sega Genesis emulator, this is largely intended for people who own a PSP or PS Vita console.
**Q: How did you get an uncompressed version of the SUGC Intro and Soundtrack**
A: I ripped them myself from the Xbox 360 version, just extract the files from the ISO and you should be good. ([Intro Video](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SGC2_ATTRACT.wmv) - [Background Theme](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/retro_dreams.xma) - [Background Video](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/MAIN0001.wmv) - [SUGC Logo](https://dl.raythefox.pw/Projects/Sonic%27s%20UGC%20for%20PSP/Assets/SUGC_LOGO.PNG))
**Q: How did you figure out this really confusing source code?**
A: I admit that the PicoDrive source code is *almost* unreadable, and i definitely wouldn't recommend it to a beginner, but even if you are total trash at C code like i am, if you know where to look, it's not that hard, 99% of the changes were in the UI and the PSP-specific code, not on the emulator itself, i'm pretty sure it's possible to port this to Windows/Linux/PS2, but i have no desire in doing it myself, i can provide all of the design files, [my DMs are always open](https://raythefox.pw), message me and i'll be glad to help.

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@ -1,4 +1,2 @@
// html-style hex color codes, ex. ff0000 is red, 0000ff is blue, etc.
text_color=ffffff
selection_color=c00000