added documentation

This commit is contained in:
ekeeke31 2007-08-11 07:47:27 +00:00
parent 1bb58b69b9
commit f76f955ec7
11 changed files with 2001 additions and 0 deletions

View File

@ -0,0 +1,373 @@
THE COMPLETE DOCUMENTATION ABOUT
GENESIS ROM FORMAT
Version 1.1
Release history
^^^^^^^^^^^^^^^
Version 1.0 (December, 1997)
- Initial Release
Version 1.1 (January, 1998)
- Splitted rom format explained!
- New company codes
- New errors in copyright interpreting found <sigh>
- Month interpreting (in copyright)
In this document you will find everything you need to know about
the information embedded within a Genesis ROM. You will also find
how to read all this information from the different ROM formats
(BIN, SMD and MD).
The information in this document was hacked by Volker Oth (dOnut)
and by me with help from technical documents found on internet.
The primary document from the internet that we used was gentech.txt.
If you want to change this document to add any important info about
the Genesis ROMs, do it freely but I would like to receive a copy of
the updated document. Then, I'll add your name in it and post it on my
homepage. Don't be a lamer and keep all names mentioned here!
Note that all numbers with a "H" in the left are in hexadecimal, and
the first byte of a file is the ZERO position. All information is
provided based on the BIN file-format because of the nature of this
format(see sections about each rom format).
*This document should be downloaded from my homepage. Any other site
may contain outdated material!*
If you use this information for anything, please give the proper
credits to the all these names listed below! I would thank you if you
include a link to our homepages and emails, too!
Felipe XnaK:
http://www.classicgaming.com/launchtool
felipe@ComPorts.com
Volker Oth (dOnut):
http://members.aol.com/~volkeroth
volkeroth@aol.com
THE BASIC INFORMATION:
^^^^^^^^^^^^^^^^^^^^^
H100: 'SEGA MEGA DRIVE' 1
H110: '(C)SEGA 1988.JUL' 2
H120: GAME NAME (DOMESTIC) 3
H150: GAME NAME (OVERSEAS) 4
H180: 'XX' 5
H182: 'XXXXXXX-XX' 6
H18E: XXXX 7
H190: 'XXXXXXXXXXXXXXXX' 8
H1A0: 00000000, XXXXXXXX 9
H1A8: RAM 10
H1BC: MODEM DATA 11
H1C8: MEMO 12
H1F0: Country in which the product 13
can be released.
1: This is just the console name. It can be 'SEGA MEGA DRIVE' or
'SEGA GENESIS' depending on the console's country of origin.
2: Copyright notice. There SHOULD be 4 characters for the company
code, a space and then the date in yyyy.mmm format; however, there are
variations.
For a listing of company codes, see "TABLE OF COMPANY CODES".
For a listing of month abbreviations, se "TABLE OF MONTH ABBREVIATIONS".
When the company uses a number as a company code, the copyright has
(in most cases!) this format: '(C)T-XX 1988.JUL', where XX is the
company code. If the company code has three digits, it should use the
space between the code and the date.
Some wrong copyrights i've found:
* The year is written as '199X' or '19XX', or doen't include the
millenium and the century.
* The company name is '00' or 'XX'
* Some companies that use a number for company code overwrite the
hiphen, not the space.
* Some companies doesn't include the '(C)' in the beginning and
others include just their name; some just include the the year
* Some copyrights have the year and month separated by ',','/', '-',
space or null character (H00). I'd found one that hasn't any separator
at all!
-- Good luck! --
3: This is the so-called "Domestic game name". Is the name the game has
in its country of origin. This field is 48 bytes long...
4: ... and this is the so-called "Overseas game name". This is the name
the game has worldwide. 48 bytes long too.
5: Type of product. This is 2 bytes long. Known values:
GM = Game
Al = Education
6: Product code and Version number:
* The first 7 characters are the product code
* The 2 characters after the hiphen is the version number. This will
vary depending on the the type of ROM or software version
7: Check sum, a two-bytes value (see "Calculating the Checksum")
8: I/0 support: (this is 16 bytes long)
J = Joypad 4 = Team Play
6 = 6-button Joypad 0 = Joystick for MS
K = Keyboard R = Serial RS232C
P = Printer T = Tablet
B = Control Ball V = Paddle Controller
F = Floppy Disk Drive C = CD-ROM
L = Activator M = Mega Mouse
9: ROM capacity. Here you will find the start and end address of the rom,
respectively. The start address in most cases is 0 and the end address is
the size of rom in BYTES. Note that these values don't include the headers
that some rom images have (discussed later). Each address is 4-bytes long.
10: There is a lot of information here that I can't help you with. What
I can say is that you can get the start and end positions of the backup
RAM at offset H1B4. Like in ROM addresses, you first acquire the start,
then the end address. Remember, these addresses are four bytes each.
11: If the rom has no support for MODEM, fill this with spaces. If it has
support for MODEM, then fill in this format: 'MOxxxxyy.z', where:
xxxx Firm name the same as in 2
yy MODEM NO.
z Version
12: I don't know what the heck it is! But by it's name and considering
all roms that I investigated, it seems that you can write whatever you want
in this field...
13: Countries where the game can be released. What is most interesting
here is that changing this info in some games has different behaviour.
Streets of Rage, for example, automatically changes it's name for Bare
Knuckle if you set the game for Japan. The "official" codes are:
E = Europe
J = Japan
U = USA
I've found some others as well(I do not guarantee this is correct!)
A = Asia
B = Brazil
4 = Brazil
F = France
8 = Hong Kong
This field can only contain three countries. This isn't really a
problem because all "unofficial" codes run as Europe! Don't forget to
set spaces to fill the bytes you don't use in this field.
TABLE OF COMPANY CODES:
^^^^^^^^^^^^^^^^^^^^^^
This table was compiled by myself by just getting the company code
in the ROM and writing the license that appears on the tittle screen.
In other words, it probably contains errors and is missing a lot of
companies.
When two comp1anies use the same code and are different companies
(at least to my knownledge) the names are separeted by an "or". If the
companies are the same (like Acclain and Flying Edge), they're separated
by a backslash (/).
CODE COMPANY
ACLD Ballistic
ASCI Asciiware
RSI Razorsoft
SEGA SEGA
TREC Treco
TmEE Tiido's Micro Electronical Entertainment Company
VRGN Virgin Games
WSTN Westone
10 Takara
11 Taito or Accolade
12 Capcom
13 Data East
14 Namco or Tengen
15 Sunsoft
16 Bandai
17 Dempa
18 Technosoft
19 Technosoft
20 Asmik
22 Micronet
23 Vic Tokai
24 American Sammy
29 Kyugo
32 Wolfteam
33 Kaneko
35 Toaplan
36 Tecmo
40 Toaplan
42 UFL Company Limited
43 Human
45 Game Arts
47 Sage's Creation
48 Tengen
49 Renovation or Telenet
50 Eletronic Arts
56 Razorsoft
58 Mentrix
60 Victor Musical Industries
69 Arena
70 Virgin
73 Soft Vision
74 Palsoft
76 Koei
79 U.S. Gold
81 Acclaim/Flying Edge
83 Gametek
86 Absolute
93 Sony
95 Konami
97 Tradewest
100 T*HQ Software
101 Tecmagik
112 Designer Software
113 Psygnosis
119 Accolade
120 Code Masters
125 Interplay
130 Activision
132 Shiny & Playmates
144 Atlus
151 Infogrames
161 Fox Interactive
239 Disney Interactive
- SPECIAL CASES:
In "Smurfs II" the copyright is just '(C) INFOGRAMES'
In "Baby's day out" rom, the copyright is: '(C) T-SNK 95-FEB',
but the company name is "HI-TECH entertainment" <sigh>
TABLE OF MONTH ABBREVIATIONS:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^
ABBREVIATIONS MONTH
JAN January
FEB February
MAR March
APR or APL April
MAY May
JUN June
JUL July
AUG or 08 August
SEP or SEPT September
OCT October
NOV November
DEC December
CALCULATING THE CHECKSUM:
^^^^^^^^^^^^^^^^^^^^^^^^
Genesis checksum is simple enough... All you need to do is:
1) Checksum starts as zero
2) Skip the first 512 bytes of the ROM
3) Read a byte from the rom and multiply its ascii value by 256, then sum
it to the checksum
4) Read the next byte from the rom and just sum it to the checksum
5) If you're not in the end of file, goto step 3
6) Get the first 16 bits from the resulting checksum and discard the higher
bits
7) That's your checksum!
Super Magic Drive Binary file-format (.BIN):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This rom file-format is a simple rom dump. Nothing more to add!
Super Magic Drive Interleaved file-format (.SMD):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This is a much more complex file-format. It have a 512 bytes header
and is interleaved in 16KB blocks. These blocks have their even bytes
at the beginning and the odd bytes at the end of them.
WHAT YOU FIND IN THE 512 BYTES HEADER:
0: Number of blocks 1
1: H03 *
2: SPLIT? 2
8: HAA *
9: HBB *
ALL OTHER BYTES: H00
1: This first byte should have the number of 16KB blocks the rom has.
The header isn't part of the formula, so this number is:
[size of rom-512]/16386
If the size is more than 255, the value should be H00.
2: This byte indicates if the ROM is a part of a splitted rom series. If
the rom is the last part of the series (or isn't a splitted rom at all),
this byte should be H00. In other cases should be H40. See "CREATING
SPLITTED ROMS" for details on this format.
*: Fixed values
THE DE-INTERLEAVING CODE (how to convert a SMD to a BIN):
1) Skip the 512 bytes header
2) Get 16KB from the ROM (16384 bytes)
3) Decode the block
4) Write the decoded block to the BIN file
DECODING A SMD BLOCK (stating byte is 0):
1) Get Middlepoint (8192)
2) Get a byte from the block
3) If the byte position is equal or smaller than middlepoint, put it
in the first unused EVEN position of the decoded buffer
4) If the byte position is greater than middlepoint, put it in the
first unused ODD position of the decoded buffer
To convert a BIN to a SMD, just create a header (as explained before) and
then do the reverse process!
Multi Game Doctor file-format (.MD):
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
The MD file format also doesn't have a header. The interleaving it uses
is equal to the SMD, but without the division in blocks! (Even bytes in
the end of file, odd bytes in the beginning).
THE DECODING A MD (how to convert a MD to a BIN):
1) Get middlepoint ([size of rom]/2)
2) Get a byte from the ROM
3) If the byte position is equal or smaller than the middlepoint put the
byte in [byte position]*2 of the destination buffer
4) If the byte position is greater than the middlepoint, put the byte in
([byte position]*2) - [size of rom] -1
CREATING SPLITTED ROMS:
^^^^^^^^^^^^^^^^^^^^^^^
Splitted ROMs are a SMD divided into pieces. Knowing this, you may
guess that you first need to convert your ROM to a SMD! :)
To have a splitted ROM created all you need is divide your SMD in
several pieces, usually all with the same size (with the exception of
the last one). After doing that, you need to add a SMD header to all
these pieces. About these SMD headers:
1) The number of blocks embedded in them should be relative to the
piece, not to the joined ROM.
2) As stated before, with the exception of the last piece, all roms
should have their SPLIT byte set.
HOW YOU CAN HELP ME WITH THIS DOCUMENT:
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
- Telling me the intricacies of a MGD ROM image. I never found one, but
I do believe it's equal to MD format.
- I'm trying to find out how the sprites are saved in Genesis ROMs. If
you have this info, I would like to have it!
- I never had a rom with modem support. If you have one, please test if
the information about it is correct in this documentation (I got it from
gentech). If you find it's correct, please explain me!!!
If you have any of this information, send it with your addresses (e-mail,
homepage, etc) so I can add this to the document!

View File

@ -0,0 +1,74 @@
REALTEC Cart Mapper - description v1 (2005.03.08)
by Tasco Deluxe [tascoDLX(AT)hotmail(DOT)com]
* Thanks to Mask Of Destiny for info about the boot state (from "The Earth Defend")
The REALTEC cart mapper is found in unlicensed Genesis/MegaDrive game carts produced by REALTEC.
Game carts known to utilize the mapper include "The Earth Defend", "Whac-A-Critter", and
"Funnyworld/Balloon Boy 2-in-1". They all contain common code used to display the REALTEC logo
and map a portion of the main ROM.
When the cart is powered on, 8KB of boot code is mapped by default into the cart's ROM area and
is mirrored throughout. This boot code is likely the last 8KB of the main ROM (all known carts
are 4 Mbit [512KB] w/ boot code at $07E000). The boot code, after displaying the REALTEC logo,
has the option to display a menu for game selection. After a selection is made, any neccessary
initializations are performed and a portion of the main ROM is mapped.
The code used to access the mapping registers is common amongst all known carts. A portion
of code is copied to RAM and executed. This code writes to the mapping registers based on a
selection number. Afterwards, the code clears the first 16 bytes of the I/O area ($A10000
thru $A1000F) and resets the M68000 manually (stack address is read from $000000, code address
is read from $000004).
The mapping is performed by writing to 3 mapped-in registers -- $400000, $402000, $404000.
Only one value is written per register. However, the same value is written 256 times in a row.
It is unknown whether this is because the registers explicitly require 256 writes, or because
the hardware is so crappy as to need multiple writes.
The register descriptions below are listed in the order they are commonly written.
All registers are byte-sized and only known to have write access.
* $402000 - Size of ROM range to map (in 1Mbit [128KB] blocks)
[maximum (theoretical) value of 32]
* $400000 - Bits of the ROM address (lower)
The bits (as written) are: ? ? ? ? ? c c c
* $404000 - Bits of the ROM address (upper)
The bits (as written) are: ? ? ? ? ? m m !
'?' is an unknown bit that is clear (in all known cases)
'!' is an unknown bit that is set (in all known cases)
From the above registers, the resulting ROM address (binary) is:
00mm ccc0 0000 0000 0000 0000
The common code in all REALTEC mapper carts sets the mapper values based on a selection number
(ROM address only -- the ROM size is fixed). The ROM addresses for these selections, numbered
1 thru 8, are:
1) $000000 [$00,$01]
2) $040000 [$02,$01]
3) $100000 [$00,$03]
4) $180000 [$04,$03]
5) $200000 [$00,$05]
6) $280000 [$04,$05]
7) $300000 [$00,$07]
8) $380000 [$04,$07]
The only cart known to use a selection other than #1 is "Funnyworld/Balloon Boy 2-in-1"
("Balloon Boy" is #1, "Funnyworld" is #2). It is assumed that the included code is merely a
suggestion and that any valid ROM address can be mapped.
A ROM range that is mapped, in order to function properly, must include a M68000 vector table
since the cart's entire ROM area is replaced by the mapped range. None of the known carts
attempt to remap a different ROM range after the boot code has executed. It is unknown whether
the mapper allows the boot code to be remapped, although it seems doubtful.

238
source/docs/eeprom.txt Normal file
View File

@ -0,0 +1,238 @@
-------------------------------------------------------
ACCLAIM (81)
-------------------------------------------------------
NBA Jam (UE)
NBA Jam (J)
------------
T-081326
T-81033
header OK ($200001-$200001)
TYPE: 8BITS WORD ADDRESS
SIZE_MASK: 0xFF (24C02)
PAGE_MASK: 0x03
SDA_IN : 0x200000 (0)
SDA_OUT: 0x200000 (1)
SCL : 0x200000 (1)
Note: this game uses a different EEPROM mapper than other Accolade games.
Blockbuster World Video Game Championship II (U)
NBA Jam Tournament Edition (JUE)
------------------------------------------------
T-81406
header KO
TYPE: TYPE: 8BITS WORD ADDRESS
SIZE_MASK: 0xFF (24C02)
PAGE_MASK: 0x03
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200000 (0)
Note: Rev 00 of the game has buggy eeprom support (incorrect data written), game backup only work with Rev01 version (released apparently in 2002, eight years later !)
NFL Quarterback Club (JUE)
-----------------------------
T-081276
header OK ($200000-$200001)
TYPE: TYPE: 8BITS WORD ADDRESS
SIZE_MASK: 0xFF (24C02)
PAGE_MASK: 0x03
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200000 (0)
NFL Quarterback Club 96 (UE)
-----------------------------
T-081586
header OK ($200000-$200001)
TYPE: TYPE: 8BITS WORD ADDRESS
SIZE_MASK: 0x7FF (24C16)
PAGE_MASK: 0x07
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200000 (0)
College Slam (U)
----------------
T-81576
header OK ($200001-$200001)
TYPE: 16BITS WORD ADDRESS
SIZE_MASK: 0x1FFF (24C64)
PAGE_MASK: 0x07
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200000 (0)
Frank Thomas Big Hurt Baseball (UE)
----------------
T-81476
header OK ($200000-$200001)
TYPE: 16BITS WORD ADDRESS
SIZE_MASK: 0x1FFF (24C64)
PAGE_MASK: 0x07
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200000 (0)
-------------------------------------------------------
CAPCOM (12)
-------------------------------------------------------
Megaman - The Wily Wars (E)
Rockman Mega World (J) [alt]
----------------
T-12046
T-12053 (checksum = 0xEA80)
header OK ($200001-$200001)
TYPE: 7BITS WORD ADDRESS
SIZE_MASK: 0x7F (24C01)
PAGE_MASK: 0x03
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200001 (1)
NOTE: the original version of Rockman Mega World (J) uses traditional SRAM, header gives $200000-$203FFF range
the alternate version uses a 128bytes serial EEPROM (X24C01)
the two versions share the same GAME NAME and PRODUCT ID
-------------------------------------------------------
Electronic Arts (50)
-------------------------------------------------------
NHLPA Hockey 93 (UE)
----------------
T-50396
header KO
TYPE: 7BITS WORD ADDRESS
SIZE_MASK: 0x7F (24C01)
PAGE_MASK: 0x03
SDA_IN : 0x200000 (7)
SDA_OUT: 0x200000 (7)
SCL : 0x200000 (6)
Rings of Power (UE)
----------------
T-50176
header KO
TYPE: 7BITS WORD ADDRESS
SIZE_MASK: 0x7F (24C01)
PAGE_MASK: 0x03
SDA_IN : 0x200000 (7)
SDA_OUT: 0x200000 (7)
SCL : 0x200000 (6)
-------------------------------------------------------
SEGA
-------------------------------------------------------
Evander 'Real Deal' Holyfield's Boxing (JUE)
----------------------------------
MK-1215
header OK ($200001-$200001)
TYPE: 7BITS WORD ADDRESS
SIZE_MASK: 0x7F (24C01)
PAGE_MASK: 0x03
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200001 (1)
Greatest Heavyweights of the Ring (U)
Greatest Heavyweights of the Ring (J)
Greatest Heavyweights of the Ring (E)
-----------------------------
MK-1228
G-5538
PR-1993
header OK ($200001-$200001)
TYPE: 7BITS WORD ADDRESS
SIZE_MASK: 0x7F (24C01)
PAGE_MASK: 0x03
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200001 (1)
Wonder Boy in Monster World (UE)
Wonder Boy V - Monster World III (J)
----------------
G-4060
header OK ($200001-$200001)
TYPE: 7BITS WORD ADDRESS
SIZE_MASK: 0x7F (24C01)
PAGE_MASK: 0x03
SDA_IN : 0x200001 (0)
SDA_OUT: 0x200001 (0)
SCL : 0x200001 (1)
-------------------------------------------------------
CODEMASTERS
-------------------------------------------------------
Micro Machines 2 - Turbo Tournament (E) (J-Cart)
------------------------------------------------
T-120096-50
header KO
TYPE: TYPE: 8BITS WORD ADDRESS
SIZE_MASK: 0x3FF (24C08)
PAGE_MASK: 0x0F
SDA_IN : 0x300000 (0)
SDA_OUT: 0x380001 (7)
SCL : 0x300000 (1)
Note: this game needs the EEPROM to be initially fullfilled with the string
"PETETEST01234567" otherwise it won't initialize memory with correct data.
Micro Machines Military (E) (J-Cart)
------------------------------------
00000000-00 (checksum = 0x168B or 0xCEE0)
header KO
TYPE: TYPE: 8BITS WORD ADDRESS
SIZE_MASK: 0x3FF (24C08)
PAGE_MASK: 0x0F
SDA_IN : 0x300000 (0)
SDA_OUT: 0x380001 (7)
SCL : 0x300000 (1)
Micro Machines Turbo Tournament 96 (E) (J-Cart)
------------------------------------------------
00000000-00 (checksum = 0x165E or 0x2C41)
header KO
TYPE: TYPE: 8BITS WORD ADDRESS
SIZE_MASK: 0x7FF (24C16)
PAGE_MASK: 0xF
SDA_IN : 0x300000 (0)
SDA_OUT: 0x380001 (7)
SCL : 0x300000 (1)

458
source/docs/gennotes.txt Normal file
View File

@ -0,0 +1,458 @@
******************************************************
* Sega Genesis Technical Notes by Bart Trzynadlowski *
* and many others! *
******************************************************
Second Edition: February 7, 2000
- Current
- Made a table of contents
- Added tile information and Scroll layer name table information
- Added info on Genesis security system and "do nots" courtesy of
Flavio. He also found a mistake in the joypad notes.
- Added SMD ROM stuff
First Edition: February 3, 2000
- Initial release
This document is intended to be used as a reference alongside sega2.doc or any
other complete Sega Genesis technical documentation, it is not intended as a
standalone resource for learning about the Sega Genesis game console.
There is also some information here pertaining to specific situations
such as using the Starscream 68000 CPU core in an emulator project.
I wrote this document while working on a Genesis emulator. I felt some
things needed more description than was available. This document is intended
for emulator developers and Genesis programmers.
Feel free to pass this document around freely. If you use any parts of
it that were contributed by people other than me, it would be a good idea to
give them credit.
Any useful feedback is very much appreciated, especially corrections
and new entries. Do not ask about ROMs or anything stupid. trzy@powernet.net
Check my page at: http://www.powernet.net/~trzy as well.
Much thanks to Joe Groff, Steve Snake, nyef, ATani, and Flavio for
the invaluable help.
-- Table of Contents --
0. Control Port Write Modes
1. Auto-Increment
2. VRAM Address Decoding (for Writing)
3. Tiles
4. Scroll Layer Name Tables
5. Scroll Layers and Video Resolution
6. Joypads
7. Crash Course on the Genesis Security System and Common Don'ts
8. Emulating RAM and ROM w/ Starscream
9. SMD ROM Format
-- 0. Control Port Write Modes --
The VDP control port, 0xC00004, has two write modes: "Register Set" (write1)
and "Address Set" (write2). The VDP is able to distinguish between which mode
you want to use by looking at bits 15 and 14 of the word you write to the
control port.
10: Write1 Otherwise: Write2
For write2, bits 15 and 14 are CD1 and CD0 so the concern of conflict arises.
If you look at the possible access modes which are specified by the 6 CD bits
you will not find any that have 10 in CD1 and CD0.
-- 1. Auto-Increment --
The auto-increment value (in register #15) is apparently set to 2 by default.
-- 2. VRAM Address Decoding (for Writing) --
For words and longwords, the VRAM address decoding process is not as
straightforward as some would have you believe. The A0 address bit is not used
in decoding, what this apparently means is that it is treated as 0 (thus
preventing misaligned word writes).
A0 is used to test wether or not the bytes in a word should be swapped
or not. If A0 = 1, they are swapped, if it is 0, then bytes are not swapped.
A0 is also used when adding the auto-increment value to the VRAM address after
some data is written.
C example of emulating this:
if (addr & 1)
data = ByteSwap(data);
*((unsigned short int *) (vram + (addr & 0xfffe))) = data;
addr += auto_inc;
-- 3. Tiles --
The Genesis tile format is quite simple. Each pixel is represented by 4 bits
thus allowing 16 colors per every tile. Tiles are 8x8. The Genesis allows for
up to 64 colors to be displayed: 16 per palette, with 4 palettes. Palettes are
not specified in the tile bitmap, that information is elsewhere and beyond the
scope of this note.
Example of a bitmap for the letter "A". We use the color 0xa for each
of the pixels. Remember, color 0 is _always_ transparent in any
palette:
dc.l $00077000
dc.l $07700770
dc.l $07700770
dc.l $07777770
dc.l $07700770
dc.l $07700770
dc.l $00000000
dc.l $00000000
-- 4. Scroll Layer Name Tables --
Scroll layers (who's addresses and sizes are specified in VDP registers) are
"name tables" where each entry contains an index to a specific 8x8 tile. These
entries are arranged in a linear fashion.
Each entry is a word in size. Here is the format for an entry:
15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 0
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
|PRI|PL1|PL0|VFP|HFP|I10|I9 |I8 |I7 |I6 |I5 |I4 |I3 |I2 |I1 |I0 |
+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
PRI Priority (1 = highest, on top; 0 = lowest, on bottom)
PL1-PL0 Palette (0, 1, 2, or 3)
VFP Vertical flipping (1 = true)
HFP Horizontal flipping (1 = true)
I10-I0 Index of 8x8 tile in pattern area (VRAM $0000).
Multiply this by 32 to get offset in VRAM of the tile
bitmap
The information here applies to both Scroll A and Scroll B, please refer to
more complete documentation for information on how to set Scroll layer
addresses and what-not.
-- 5. Scroll Layers and Video Resolution --
The Genesis supports two video modes: 32x28 cell and 40x28 cell (which in
pixels are 256x224 and 320x224.) The video resolution is how many 8x8 tiles
are displayed on-screen. The vertical portion differs with PAL I believe, but
it that is not relevant.
Scroll A and Scroll B can have a number of different sizes which
obviously often cannot be all shown on-screen: 32x32, 32x64, 32x128, 64x32,
64x64, and 128x32. The Sega Programming FAQ says that 128x128 is possible, but
I don't think it is since that would take up 32KB of VRAM which would not
leave room for the other Scroll layer, the Window, or the patterns.
Only a portion of the Scroll layer is visible on the screen. How it is
displayed can be represented by the following diagram:
** Assuming the Scroll size is 64x64 and the screen 40x28, everything is
addressed in cell units (obviously not to scale) **
- = Scroll layer
* = Visible portion
H0 H39 H63
+****************************************--------------------+
V0 |* V0 * |
|* * |
|* * |
|* * |
|* * |
|* V27 * |
|**************************************** |
| |
| |
| |
| |
| |
| |
V63 | |
+------------------------------------------------------------+
Thus you can see that there are tiles beyond the right limit of the visible
screen, and below as well. This method of having the layer larger than can be
displayed is for scrolling. The above is what would occur if one set the
Scroll size to 64x64 and the resolution to 40x28 without scrolling the screen
or anything.
If you are having problems emulating Scroll layers because everything
is shifted over you are probably forgetting to render the invisible parts of
the Scroll or to skip over them and on to the next visible row. I hope that
made sense.
-- 6. Joypads --
** Begin Email **
From: Joe Groff
To: Bart Trzynadlowski
Date: Sat, 15 Jan 2000 23:06:49 -0800 (PST)
Subject: Re: DGen/SDL
> is there any good info anywhere on control pad interfacing?
As far as I can tell, this is how the controller works. There are two one-byte
data sets:
v & 0x40: always set
v & 0x20: C
v & 0x10: B
v & 0x08: right
v & 0x04: left
v & 0x02: down
v & 0x01: up
and:
v & 0x40: always clear
v & 0x20: START
v & 0x10: A
v & 0x08: right
v & 0x04: left
v & 0x02: down
v & 0x01: up
By reading a word from 0xA10002 (for first controller) or 0xA10004 (for
second), the word will have one of the above bitmasks written to both bytes.
If you write a byte to 0xA10003(for 1st) or 0xA10005(for 2nd) with the 0x40
bit set, you'll get the first set, otherwise you'll get the second.
Example:
Player 1 is pressing left and the A and B buttons simultaneously. Player 2
is pressing B, C, and START. As the game, in order to probe controller 1:
- I send byte 0x00 to 0xA10003 (or word 0x0000 to 0xA10002 :)
- I read a word from 0xA10002, which gives me 0x1414. From the lower table,
I see A and left are being pressed.
- I send byte 0x40 to 0xA10003.
- I read another word from 0xA10002. This time I get 0x5454, which from the
upper table means B and left are being pressed.
Similarly, to probe controller 2:
- I send byte 0x00 to 0xA10005.
- I read from 0xA10004, and get 0x2020. So START is being depressed.
of the controller!
- I send byte 0x40 to 0xA10005.
- I read from 0xA10004 again, get 0x7070, so B and C are being pressed.
There's also a lot of odd code to handle 6-button controllers in DGen, but
as it's getting a bit late, I can't quite understand it. Hopefully this is
accurate and clear enough to at least get you started.
** End Email **
** Begin Email **
From: ATani
To: Bart Trzynadlowski
Date: Sat, 15 Jan 2000 23:06:43 -0800
Subject: Re: genesis tech question post
Ok, Well on the genesis the joysticks are read in by the z80 and passed to
the 68000 chip via memory addresses: A10003 & A10005.
If bit 6 of the Stored Controller 1 information is set then you return the
following information when reading Address: A10003 (Byte mode):
Bit: Description:
0 Up
1 Down
2 Left
3 Right
4 B
5 C
If Bit 6 is not set return the following:
Bit: Description:
4 A
5 Start
Address A10005 is the same except values returned are for joystick port 2.
The Stored data are in reference to the byte values written to A10003 and
A10005 (joystick port 1 and joystick port 2)
** End Email **
Flavio points out the information from ATani's email may be somewhat faulty:
"The Z80 has nothing to do with joypad reading. Actually, I believe the Z80
banker thingy will go wacko, should you attempt such a stunt. Gotta test
that."
-- 7. Crash Course on the Genesis Security System and Common Don'ts --
** The following information is courtesy of Flavio **
Crash course in Genesis security:
1) There must be either 'SEGA' or ' SEGA' in ASCII at offset 0x100 (256
decimal.)
2) If the four least significant bits of 0xA10001 are higher than zero, the
poor programmer must write 'SEGA' to 0xA14000.
Example:
MOVE.B $A10001, D0
ANDI.B #$F, D0
BEQ.S NO_VDP_LOCK
MOVE.L #'SEGA', $A14000.
NO_VDP_LOCK:
[Yer code here]
Yes, I know many of you can't read 68K ASM yet, but I don't know how to do
this on Paul Lee's C compiler (or any other for that matter.) :/
A list of common Caveat Gennyptor's follows:
- Be careful not to access forbidden addresses (see SEGA2.DOC), as the Genny
locks up instantly if you dare to touch them.
- Don't read from the VDP data port (C00000) if you have sent a
"VRAM/CRAM/VSRAM write" command (and vice versa.)
- The FM doesn't work if the Z80 is reset (their reset lines are wired
together.)
- Always have the Z80 busreq'ed before reading the joyports.
- Never attempt to read PSG ports.
- DMA transfers should be controlled by code placed at the Genny's work RAM
(0xFF0000-0xFFFFFF.)
- Don't attempt to transfer data to/from the VDP if a DMA is in progress.
- Z80 RAM _must_ be accessed in byte units.
- Don't toggle the joystick's select line more than four times per vertical
refresh, to ensure 6-button joypad compatibility.
- It takes at least 16 68K clock ticks for the joyport readouts to become
really stable, after you have toggled the aforementioned select line.
Flavio has also pointed out one more important thing not to attempt:
CLR, ST, and TAS cannot be used to access the C000xx range. (It's a
derivative of the "don't read with the VDP set to write" commandment.)
-- 8. Emulating RAM and ROM w/ Starscream --
Often times, Genesis games do some odd tricks that can be buggers to emulate.
One of these is jumping backwards (which causes the 24-bit address to wrap
around to 0xFFFFFF) into work RAM to execute code. Since Starscream uses
32-bit data to handle addresses, this sort of maneuver would wrap around to
0xFFFFFFFF (32-bit) which is out of the Genesis address space.
Below is part of a Starscream context for emulating the Genesis work
RAM and ROM. I have also included the code for the handlers (Joe Groff helped
with this -- thanks Joe!) The dummy handlers are for regions of the address
space where accesses are ignored (I have removed all references to VDP and I/O
stuff since it would just clutter the example.) In reality, the data items
rom and ram would be dynamically allocated and would have to be added to these
structures during initialization time. They would be seen here as (unsigned)
NULL or (void *) NULL.
struct STARSCREAM_PROGRAMREGION fetch_instructions[] =
{
{ 0x000000, 0x3fffff, (unsigned) rom },
{ 0xff0000, 0xffffff, (unsigned) ram - 0xff0000 },
{ 0xff000000, 0xff3fffff, (unsigned) ram - 0xff000000 },
{ 0xfff00000, 0xffffffff, (unsigned) ram - 0xfff00000 },
{ -1, -1, NULL }
};
struct STARSCREAM_DATAREGION read_data_byte[] =
{
{ 0x000000, 0x3fffff, NULL, (void *) rom },
{ 0x400000, 0xffffff, StarscreamReadRAMByte, NULL },
{ -1, -1, NULL, NULL }
};
struct STARSCREAM_DATAREGION read_data_word[] =
{
{ 0x000000, 0x3fffff, NULL, (void *) rom },
{ 0x400000, 0xdfffff, StarscreamFakeRead, NULL },
{ 0xe00000, 0xffffff, StarscreamReadRAMWord, NULL },
{ -1, -1, NULL, NULL }
};
struct STARSCREAM_DATAREGION write_data_byte[] =
{
{ 0x000000, 0xdfffff, StarscreamFakeWrite, NULL },
{ 0xe00000, 0xffffff, StarscreamWriteRAMByte, NULL },
{ -1, -1, NULL, NULL }
};
struct STARSCREAM_DATAREGION write_data_word[] =
{
{ 0x000000, 0xdfffff, StarscreamFakeWrite, NULL },
{ 0xe00000, 0xffffff, StarscreamWriteRAMWord, NULL },
{ -1, -1, NULL, NULL }
};
unsigned StarscreamReadRAMByte(unsigned address)
{
return ram[(address ^ 1) & 0xffff];
}
unsigned StarscreamReadRAMWord(unsigned address)
{
return *((unsigned short *) (ram + (address & 0xfffe)));
}
void StarscreamWriteRAMByte(unsigned address, unsigned data)
{
ram[(address ^ 1) & 0xffff] = data;
}
void StarscreamWriteRAMWord(unsigned address, unsigned data)
{
*((unsigned short *) (ram + (address & 0xfffe))) = data;
}
unsigned StarscreamFakeRead(unsigned address)
{
return 0;
}
void StarscreamFakeWrite(unsigned address, unsigned data)
{
}
RAM is at 0xff0000-0xffffff and is mirrored every 64KB at 0xe00000-0xfeffff.
Please see the Starscream documentation for information on how the core works.
At the time of this writing, Neill Corlett's page is at:
http://www4.ncsu.edu/~nscorlet/
-- 9. SMD ROM Format --
The SMD ROM format consists of a 512 byte header and the actual ROM image in
16KB chunks with the odd bytes at the beginning, and the even bytes at the
end.
Header offsets:
0x00: Number of 16KB blocks. This number is often incorrect and it
is wise to calculate it manually: (sizeof(file) - 512) / 16384
0x02: If 0, the ROM is standalone or the last part of a series.
Otherwise it is part of a split ROM set.
0x08: 0xaa
0x09: 0xbb
Note: Most ROMs have 0xaa and 0xbb at 0x08 and 0x09 but a very small percentage
(about 1.28% by my calculations) do not conform to this. Those offsets are
useful for checking wether a ROM is in SMD format but be aware that they are
not always correct.
Decoding a 16KB SMD blocke: (thanks to XnaK and Kuwanger)
1. If the byte offset in the block is less than 8192, copy the byte
from the SMD block to the first unused odd offset in the decode
buffer.
2. Otherwise, put it in the first unused even offset in the decode
buffer.
Example block-decoding C function: (from my own GROM v0.75)
void smd_bin(unsigned char *bin_block, unsigned char *smd_block)
{
int i, o = 1, e = 0;
/* convert 16KB of SMD to BIN */
for (i = 0; i < 8192; i++)
{
bin_block[o] = smd_block[i];
bin_block[e] = smd_block[i + 8192];
o += 2;
e += 2;
}
}
Get GROM at:
http://www.powernet.net/~trzy
http://www.zophar.net
http://eidolon.psp.net
http://www.vintagegaming.com
...or...
If all else fails, email me.

312
source/docs/gensave.txt Normal file
View File

@ -0,0 +1,312 @@
----------------------------------------------
SEGA GENESIS EMULATOR SAVE STATE REFERENCE
Third Edition (February 23, 2002)
Bart Trzynadlowski
----------------------------------------------
---------
About
---------
The aim of this reference is to document the save state and backup RAM formats
of the various Sega Genesis emulators out there. Distribute this document
freely, but please keep it unmodified. If you use any of this information,
give credit to the contributors and me.
The following people contributed directly and/or indirectly:
- Charles MacDonald (supplied most of the Genecyst save state information)
- Jeffrey Quinn (found the SSP and USP in Genecyst states)
- Steve Snake (contributed Genecyst and KGen98 information)
- Langoustator (supplied YM2612 register information and some KGen98 data)
More information on any of the formats, especially the KGen format, would be
appreciated. You can reach me at bart@dynarec.com or visit my web site at
http://www.dynarec.com/~bart.
A "byte" is considered to be 8 bits, a "word" is 16 bits, and a "double word"
is 32 bits.
Change History
--------------
February 12, 2002: Second Edition
- Added some Genecyst and KGen save state information
supplied by Steve Snake
- Corrected some typos
April 11, 2001: First Edition
- Initial public release
------------------------------
Genecyst Save State Format
------------------------------
The Genecyst save state format (GST) is used by various emulators. The files
use the extensions GS0-GS9 depending on the save slot. The information in this
section has been validated against Genecyst v0.32b. I believe Version X.XX is
very similar, if not the same, but I would appreciate confirmation.
Offset Range: Description:
------------- ------------
0x00000-0x00002 Signature: "GST"
0x00006 0xE0, apparently used to validate file integrity
0x00007 0x40, apparently used to validate file integrity
0x00080-0x0009F 68K registers D0-D7
0x000A0-0x000BF 68K registers A0-A7
0x000C8-0x000CB 68K PC
0x000D0-0x000D1 68K SR
0x000D2-0x000D5 68K USP
0x000D6-0x000D9 68K SSP
0x000FA-0x00112 VDP registers (0-23, 1 byte each)
0x00112-0x00191 CRAM
0x00192-0x001E1 VSRAM
0x001E4-0x003E3 YM2612 registers
0x00404-0x00437 Z80 registers: AF, BC, DE, HL, IX, IY, PC, SP, AF',
BC', DE', HL', I (stored as a double word each.) R is
not supported and IM is presumed to be 1
0x00438 Z80 IFF1 (IFF2 is assumed to be the same)
0x00439 Z80 status (0 = stopped, 1 = running), probably has
something to do with BUSREQ
0x0043C-0x0043F Z80 window bank
0x00474-0x002473 Z80 RAM
0x02478-0x12477 68K RAM
0x12478-0x22477 VRAM
Steve Snake sent me word that 0x00434 (byte) is the Z80 I register and
0x00437 (byte) is the Z80 interrupt mode. This conflicts with my data
which says 0x00434 is a double word where I is stored. I'm not sure which
is correct.
All data is in little endian format except for 68K RAM, VSRAM, and VRAM, which
are in big endian format. Areas not mentioned should be kept 0.
Locations 0x00006 and 0x00007 are not completely understood. Genecyst expects
them to be 0xE0 and 0x40, respectively. This has been observed in Genecyst
v0.20, v0.32b, and vX.XX. Many emulators avoid saving these bytes and Genecyst
refuses to load their states.
The USP and SSP are tricky. If the supervisor bit in SR is set, only the USP
is saved at 0x000D2, the SSP at 0x000D6 is set to 0. If the supervisor bit is
cleared, both the USP at 0x000D2 and the SSP at 0x000D6 are saved. A7 is also
the current stack pointer (SSP if supervisor mode, USP if user mode.)
Information on the YM2612 registers was sent to me by Langoustator who says it
is valid for Gens save states and is assumed to be valid for true Genecyst
states as well. None of it has been verified by me, but I'll assume it is
correct:
- 0x001E4-0x00205: Apparently unused
- 0x00206-0x00213: General registers (not channel specific.) There are
only 9 registers at: 0x206, 0x208, 0x209, 0x20A,
0x20B, 0x20C, 0x20E, and 0x20F.
- 0x00214-0x002E3: Channel-specific registers for channels 1-3. They are
stored in 4 byte groups with each group layed out like
this:
First byte = Channel 1
Second byte = Channel 2
Third byte = Channel 3
Fourth byte = Unused (0)
The registers only appear to end at 0x0029B and the
rest of the area (from 0x0029C-0x002E3) is unused.
- 0x002E4-0x00313: Apparently unused
- 0x00314-0x003E3: Channel-specific registers for channels 4-6. They are
stored in 4 byte groups like the channel 1-3 registers.
They end at 0x0039B and the rest of the area (from
0x0039C-0x003E3) is unused.
More information is needed, especially on (but not limited to) the following:
- PSG state
- Internal VDP information (control port status, VDP RAM pointer, etc.)
------------------------------
Genecyst Backup RAM Format
------------------------------
Genecyst saves backup RAM in files with the GSV extension. They simply contain
the backup RAM in little endian format. The files do not always have an even
number of bytes.
Even if backup RAM only appears in the odd or even addresses, Genital saves
the unused bytes (which should be 0.)
Those emulators which keep the 68K address space in little endian format can
support GSV files easily: simply copy the contents of the files unmodified to
the backup RAM area.
A few emulators, including Genital, use the GSV format.
----------
KGen98
----------
There is no official information on KGen's save state format, so I decided to
take it upon myself to try reverse engineering the format. Due to a lack of
time, I have not been able to learn more than is shown here. It might be
enough to load states, but isn't enough to save them.
The below information applies to KGen98 v0.4b, I do not know if it applies to
other versions of KGen and KGen98. Any more information is most welcome.
Offset Range: Description:
------------- ------------
0x00000-0x00002 Signature: "KSS"
0x00003 Must be 0x1, also part of the signature
0x00004-0x00005 ROM checksum, word sized
0x00008-0x00096 Path to ROM (zero terminated), when path is at maximum
length, 0x96 contains the last character of the path
0x00097 Always 0
0x00098-0x02097 Z80 RAM
0x02098-0x12097 68K RAM
0x12098-0x22097 VRAM
0x22098-0x22117 CRAM
0x22298-0x222E7 VSRAM
0x2235C-0x2237B 68K registers D0-D7
0x2237C-0x2239B 68K registers A0-A7
0x2239C-0x2239F 68K SP (if supervisor mode: USP, if user mode: SSP)
0x223A0-0x223A3 68K PC
0x223A4-0x223A7 68K SR
0x223A8-0x223AB Previous SR value (Steve says only the high byte is
necessary), used to detect changes between privilege
levels
0x223AE-0x223C5 VDP registers (0-23, 1 byte each)
0x2273E-0x227?? Data written to VDP control port
0x22742-0x22743 Control port half: if only one word of a 2-word
command was written, it is stored here
0x22748-0x22749 Current VDP RAM address
The checksum, 68K RAM, VRAM, CRAM, and VSRAM are stored in big endian format.
Everything else is in little endian format.
I believe location 0x2273E is a little endian double word. There is plenty of
important internal VDP and FM data kept at the end of the file. I haven't
found the meaning of all of it. Also, the path to the save state's ROM file is
saved near the beginning of the file.
-----------------
Genital v1.2+
-----------------
Starting with Version 1.2, Genital save state files use a version numbering
system independent from Genital itself. Save states with different major
version numbers are not compatible. The minor version number indicates changes
in the format which do not affect backwards compatibility.
Version 1.0 of this new GNS format is described below:
Offset Range: Description:
------------- ------------
0x00000-0x00002 Signature: "GNS"
0x00003 Format major version
0x00004 Format minor version
0x00005-0x00007 Reserved (always keep 0)
0x00008-0x00057 68K registers and status (from Genital68K context)
0x00058-0x00077 68K pending interrupts (from Genital68K context)
0x00078-0x10077 68K RAM
0x10078-0x20077 VRAM
0x20078-0x200F7 CRAM
0x200F8-0x20147 VSRAM
0x20148-0x201A7 VDP registers (0-23; double word each)
0x201A8-0x201BF VDP internal status data (taken directly from VDP
context: ctrlport_mode, access_mode, addr, addr_top,
dma_mode, and status_register; double word each)
0x201C0-0x201C3 VDP horizontal interrupt timer
0x201C4-0x201C7 Reserved (always keep 0)
0x201C8-0x201CB Z80 BUSREQ
0x201CC-0x201EB Z80 registers (word each: AF, BC, DE, HL, IX, IY, PC, SP,
AF', BC', DE', HL', IR, IM, IFF1, IFF2)
0x201EC-0x221EB Z80 RAM
Everything is stored in little endian format.
The 68K registers and status come directly from the Genital68K context, occupy
a double word each, and are ordered:
D0-D7, A0-A7, SP, SR, PC, status
The "SP" relies on the privilege mode. If in supervisor mode, this is the USP
(and the SSP is in A7.) If in user mode, this is the SSP (and the USP is in
A7.) Please read the Genital68K (now Turbo68K) documentation for information
on what the "status" is (http://www.dynarec.com/~bart/turbo68k.)
The first 7 elements pending interrupt array correspond to interrupt levels
1-7. Each element, a double word in size, contains the vector of the interrupt
that is pending. The eighth element is the number of interrupts pending.
Again, see the Genital68K documentation for more information.
The VDP internal status comes directly from Genital's VDP context. The
"ctrlport_mode" indicates which part of a command the control port expects. If
0, it expects the first part, otherwise the second. The access_mode is just
the VDP's CD bits which indicate VRAM write, CRAM write, VSRAM write, VRAM
read, etc. The VDP RAM current address is stored in the "addr" element. Bits
15 and 14 of the VDP RAM address are stored in bits 1 and 0 of "addr_top."
These are used to emulate a peculiar feature of the VDP. The "dma_mode" stores
the DMA mode bits. The "status_register" is the VDP Status Register.
The "horizontal interrupt timer" is the count-down timer which triggers
horizontal interrupts.
---------------------------
Genital (v1.0 and v1.1)
---------------------------
The Genital save state format (GNS) was introduced in Genital v1.0 and was
completely changed by v1.2. Versions 1.0 and 1.1 used the format described
below.
Offset Range: Description:
------------- ------------
0x00000-0x0FFFF 68K RAM
0x10000-0x1FFFF VDP VRAM
0x20000-0x21FFF Z80 RAM
0x22000-0x2207F VDP CRAM
0x22080-0x220CF VDP VSRAM
0x220D0-0x220EF 68K registers A0-A7
0x220F0-0x220F3 68K SP (if supervisor mode: USP, if user: SSP)
0x220F4-0x22113 68K registers D0-D7
0x22114-0x22117 68K SR
0x22118-0x2211B 68K PC
0x2211C-0x2214F Z80 registers: AF, BC, DE, HL, IX, IY, PC, SP, AF',
BC', DE', HL', IR (stored as a double word each)
0x22150-0x22153 Z80 BUSREQ
0x22154-0x221B3 VDP registers (0-23, double word each)
0x221B4-0x221B7 VDP control port mode
0x221B8-0x221BB VDP RAM address pointer
0x221BC-0x221BF VDP RAM access mode
0x221C0-0x221C3 VDP DMA mode
0x221C4-0x221C7 VDP Status Register
0x221C8-0x221CB VDP HV counter
0x221CC-0x221CF VDP Horizontal Interrupt timer
0x221D0-0x221D3 VDP Control Port A15, A14
0x221D4-0x221DA Reserved (7 bytes; should be 0)
0x221DB Major version number of Genital
0x221DC Minor version number of Genital
0x221DD-0x221DF Signature: "GNS"
The 68K RAM, VRAM, CRAM, and VSRAM are stored in big endian format. Everything
else is in little endian format.
The VDP RAM address pointer is the current VRAM, CRAM, or VSRAM address. The
VDP RAM access mode is just the CD bits in a VDP command which indicate
whether the VDP is in VRAM write mode, VRAM read mode, CRAM write mode, etc.
The VDP Control Port mode indicates which part of the command the VDP is
expecting. This is the "pending flag" described by Charles MacDonald's VDP
document. The A15, A14 bits are those last written to the control port. When
the first word of an address set command is written, these bits are used to
fill in A15, A14. They are stored in bits 1 and 0 of the GNS double word.
The major and minor version numbers reflect the version of Genital which
produced the save state. For example, if the state was created with Genital
v1.0, the major version would be 1 and the minor would be 0. The signature
must be "GNS" in ASCII or the save state will be deemed corrupt.

View File

@ -0,0 +1,40 @@
VDP timing for an NTSC Genesis in display mode 5.
Version 0.4 (11/29/00)
by Charles MacDonald
WWW: http://cgfm2.emuviews.com
Unpublished work Copyright 2000 Charles MacDonald
Description 32-cell 40-cell
----------------------------------------------------------------------------
Range 00-93, E9-FF 00-B6, E4-FF
Display area 00-7F 00-9F
V counter increment 84, 85 A4, A5
V-blanking in 86, 87 A7, A8
V-blanking out 86, 87 A7, A8
H-blanking in 93, E9 B2, E4
H-blanking out 06, 07 06, 07
Comma seperated values show the H counter value before an event occurs,
and then the H counter value immediately after.
These values shouldn't be considered 100% accurate, they are probably
off by one or two.
Each H counter unit is equivalent to two pixels.
The gaps at 93-E9 and B6-E4 are where the H counter 'jumps' ahead.
The H counter will never actually be set to the values 94-E8 or B7-E3.
Perhaps this is the horizontal retrace period.
Interestingly enough, the timing values for the 32-cell display mode
are identical to that of the SMS.
It would appear that in 40-cell mode, the horizontal blanking period
is shorter as the active display period takes more time.
The V-blanking flag can also be forcibly set by disabling the display
through bit 6 of register #1.

View File

@ -0,0 +1,89 @@
Introduction
Genesis Plus has reasonable speed, and very fast rendering. Here are some
details about porting it to another platform
Porting rules
- This program is released under the GPL, so please release the source
code for your derivative ports. Let me know if you need an alternative
to this.
- Do not change the name of the emulator. Something like 'Genesis Plus / MacOS'
is fine as it keeps the original name.
- Configure the CPU emulators for little or big-endian CPUs, and use the
ALIGN_LONG option to handle unaligned memory accesses if needed. E.g. if
the emulator crashes when a game scrolls horizontally, you need to enable
it.
Requirements
- At this time the 16-bit rendering code has been well tested and should
be used. There is code to support 8 through 32-bit displays, but I
haven't checked if it still works.
- Audio output, if enabled, uses stereo 16-bit samples.
Functions to use:
int load_rom(char *filename);
Loads a game which can be in BIN, SMD or ZIP formats. It returns zero if
an error has occured.
void system_init(void);
Initializes the virtual Genesis console. Call this once during startup.
void audio_init(int rate);
Initialize the sound emulation part of the emulator. Pass zero or don't
call the function to disable sound. Call this after running system_init().
void system_reset(void);
Resets the virtual Genesis console. Call this once during setup, and later
as needed.
int system_frame(int skip);
Updates the emulation for a frame. Pass 1 to prevent rendering (which can
be used for frame skipping) and 0 to render the current display.
This function returns 0 if the virtual Genesis console has locked up.
You can do what you'd like with this information, such as notify the user,
reset the machine, etc.
If audio is enabled, the snd.buffer[] array will hold the current audio
data for this frame.
void system_shutdown(void);
Shuts down the emulator.
Variables:
The 'bitmap' structure needs to be filled out prior to calling system_init().
This provides the rendering code with information about the type of bitmap
it is rendering to. I would advise sticking with a 1024x512 16-bit bitmap:
memset(&bitmap, 0, sizeof(t_bitmap));
bitmap.width = 1024;
bitmap.height = 512;
bitmap.depth = 16;
bitmap.granularity = 2; /* Bytes per pixel */
bitmap.pitch = (bitmap.width * bitmap.granularity);
bitmap.data = (unsigned char *)bmp->pixels; /* Pointer to your bitmap */
bitmap.viewport.w = 256; /* Initial size of display on power-up (do not change) */
bitmap.viewport.h = 224;
bitmap.viewport.x = 0x20; /* Offset used for rendering (do not change) */
bitmap.viewport.y = 0x00;
bitmap.remap = 1;
The variable 'input.pad[0]' holds the button states for the first player
gamepad. Update this prior to calling system_frame(), and use the bitmasks
defined in system.h such as 'INPUT_UP', etc.
See the Windows/SDL and DOS drivers for examples.

View File

@ -0,0 +1,122 @@
----------------------------------------------------------------------------
Genesis Plus
----------------------------------------------------------------------------
Version 1.2a
by Charles Mac Donald
WWW: http://cgfm2.emuviews.com
What's New
----------
[06/22/03]
- Modified rendering code for portability
- Modified memory handling to fix banked PSG access
[05/13/03]
- Initial release
Usage
-----
The Windows version runs windowed in a 16-bit desktop with NO sound or
joystick support.
The DOS version has most of the functionality from SMS Plus, such
as audio, joysticks, etc.
Windows/DOS controls:
Arrow Keys - Directional pad
A,S,D,F - 1P gamepad, buttons A, B, C, Start
Tab - Reset
Esc - Exit program
DOS only:
End - Exit program
F1-F4 - Set frameskip level (F1 = no skip ... F4 = skip 3 frames)
F8 - Make PCX screen snapshot
F9 - Toggle VSync
F10 - Toggle speed throttling
F11 - Toggle FPS meter
DOS details:
You can only support a second player if you are using a joystick driver
that supports more than one joystick. (e.g. Sidewinder, dual pads, etc.)
Type 'gen -help' on the command line for a list of useful options.
-res <x> <y> set the display resolution.
-vdriver <n> specify video driver.
-depth <n> specify color depth. (8, 16)
-scanlines use scanlines effect.
-scale scale display to full resolution. (slow)
-vsync wait for vertical sync before blitting.
-sound enable sound. (force speed throttling)
-sndrate <n> specify sound rate. (8000, 11025, 22050, 44100)
-sndcard <n> specify sound card. (0-7)
-swap swap left and right stereo output.
-joy <s> specify joystick type.
Here is a list of all the video drivers you can pass as a parameter
to the '-vdriver' option:
auto, safe, vga, modex, vesa2l, vesa3, vbeaf
Here is a list of all the joystick drivers you can pass as a parameter
to the '-joy' option:
auto, none, standard, 2pads, 4button, 6button, 8button, fspro, wingex,
sidewinder, gamepadpro, grip, grip4, sneslpt1, sneslpt2, sneslpt3,
psxlpt1, psxlpt2, psxlpt3, n64lpt1, n64lpt2, n64lpt3, db9lpt1, db9lpt2,
db9lpt3, tglpt1, tglpt2, tglpt3, wingwar, segaisa, segapci, segapci2
You can put any commandline option into a plain text file which should
be called "gen.cfg". Put one option per line, please. Command line options
will override anything in the configuration file.
Currently the zip loading code can manage a zipfile where the game
image is the first thing in it. If you try to open a huge archive of
games, only the first will be played.
Credits and Acknowlegements
---------------------------
I would like to thank Omar Cornut, Christian Schiller, and Chris MacDonald
for their invaluable help and support with this project.
Richard Bannister for the Macintosh port and all of the code fixes and
suggestions that have made Genesis Plus a better program.
(http://www.bannister.org)
The Genesis emulator authors: Bart Trzynadlowski, Quintesson, Steve Snake,
James Ponder, Stef, Gerrie, Sardu.
The regular people and many lurkers at segadev.
The MAME team for the CPU and sound chip emulators.
Everyone who has contributed, donated, and submitted information to help
out Genesis Plus and my efforts documenting the Genesis hardware.
Contact
-------
Charles MacDonald
E-mail: cgfm2@hotmail.com
WWW: http://cgfm2.emuviews.com
Legal
-----
Copyright (C) 1999, 2000, 2001, 2002, 2003 Charles MacDonald
The source code is distributed under the terms of the GNU General Public
License.
The Z80 CPU emulator, 68K CPU emulator, and the PSG, YM2612 emulation code
are taken from the MAME project, and terms of their use are covered under
the MAME license.
(http://www.mame.net)

View File

@ -0,0 +1,190 @@
---------------------------------------
SSFII GENESIS TECHNICAL INFORMATION
Second Edition (July 26, 2000)
Bart Trzynadlowski
---------------------------------------
The purpose of this document is to discuss the workings of the Genesis port of
Capcom's "Super Street Fighter II The New Challengers". Virtually all of this
information was originally found by others' efforts.
Please credit "those who contributed information" rather than me if
you use any of this information. You may pass this document around freely, but
please keep it unaltered. If you see any errors or have more info, contact me.
I can be reached at trzy@powernet.net.
Second Edition: July 26, 2000
- Major update with correct information thanks to Tim Meekins
First Edition: July 21, 2000
- Initial release
0. THE SSFII CHALLENGE
The challenge behind getting "Super Street Fighter II The New Challengers"
(SSFII) to work on a Genesis emulator lies primarily in the fact that the game
is stored on a 40 megabit (5 megabyte) cartridge.
The Sega Genesis maps ROM from 0x000000 to 0x3FFFFF which means that
the CPU can only see 4 megabytes of cartridge ROM. SSFII needed more space for
the backgrounds and thus Capcom opted for a special 5 megabyte cartridge with
bankswitching in order to access the area of ROM outside of normal range.
1. THE BANKSWITCHING MECHANISM
The bankswitching mechanism probably resides on the cartridge. I'm 99% sure of
this. Sega documentation does offer a description of the mechanism, though,
which led me to suspect for a moment that perhaps the mechanism was on the
Genesis itself.
The idea is unlikely though, as that range of registers is used by the
32X for an entirely different purpose. I have been informed that that range
(which is marked as "SEGA RESERVED" in the Genesis developer's manual) can be
used for extra devices which may be present on the cartridge.
The bankswitching mechanism is very simple. It views the addressable 4 mega-
bytes of ROM as 8 512KB regions. The first area, 0x000000-0x07FFFF is fixed
and cannot be remapped because that is where the vector table resides.
The banking registers on the cartridge work by allocating the 512KB
chunk to a given part of the addressable 4MB ROM space. Below are the
registers and what range they correspond to. The value written to a register
will cause the specified 512KB page to be mapped to that region. A page is
specified with 6 bits (bits 7 and 6 are always 0) thus allowing a possible 64
pages (SSFII only has 10, though.)
0xA130F3: 0x080000 - 0x0FFFFF
0xA130F5: 0x100000 - 0x17FFFF
0xA130F7: 0x180000 - 0x1FFFFF
0xA130F9: 0x200000 - 0x27FFFF
0xA130FB: 0x280000 - 0x2FFFFF
0xA130FD: 0x300000 - 0x37FFFF
0xA130FF: 0x380000 - 0x3FFFFF
The registers are accessed through byte writes. I haven't seen SSFII try to
read any of the registers, so I don't know if it's possible or not. I don't
emulate anything besides byte writes in my emulator.
There is also a register 0xA130F1. Apparently the regions specified by
0xA130F9-0xA130FF (0x200000-0x3FFFFF) can be either ROM or RAM and can be
write-protected. Here is the layout of the register as far as I know:
7 6 5 4 3 2 1 0
+-----------------------+
|??|??|??|??|??|??|WP|MD|
+-----------------------+
MD: Mode -- 0 = ROM, 1 = RAM
WP: Write protect -- 0 = writable, 1 = not writable
Emulation of the 0xA130F1 register is not necessary, SSFII initializes it at
start-up by writing 0 I believe, which signifies ROM and no write protection
to the regions at 0x200000-0x3FFFFF (ROM isn't writable anyway, there isn't a
need for protection.)
Examples:
If 0x01 is written to register 0xA130FF, 0x080000-0x0FFFFF is visible
at 0x380000-0x3FFFFF.
If 0x08 is written to register 0xA130F9, the first 512KB of the
normally invisible upper 1MB of ROM is now visible at 0x200000-
0x27FFFF.
The registers simply represent address ranges in the 4MB ROM area and you can
page in data to these ranges by specifying the bank # -- it's that simple!
2. CHECKSUM
SSFII contains a checksum routine which calculates the checksum of the first
4MB of the ROM; it then pages in the last 1MB of ROM to 0x300000-0x3FFFFF.
It does this by writing to the bank registers. The following code is taken
directly from the US ROM dumped by Genesis Power:
... Checksum first 4MB of ROM (0x000000-0x3FFFFF) ...
0x003BEC: move.b #$08, ($A130FD)
0x003BF4: move.b #$09, ($A130FF)
0x003BFC: lea ($300000), a0
... Checksum uppper 1MB of ROM now mapped at 0x300000-0x3FFFFF ...
The bankswitching hardware must be properly emulated before the game starts
working. If it is not, the checksum will fail and the game will hang with a
red screen.
In the Genesis Power US dump, you can jump to 0x003C3C to avoid the
checksum routine, this is where program flow transfers to if the checksum was
found to be valid. The game doesn't do anything important before the checksum
code as far as emulation is concerned. It writes the SEGA message to the
Trademark Security System register and does some joypad init stuff.
3. EMULATING SSFII
SSFII is fairly straightforward to emulate. All you need to do is detect the
game, load up all 5MB, and emulate the banking registers. The easiest way to
do it, in my opinion, is to keep a second copy of the ROM and do memcpy()s
from that second copy to the ROM being emulated.
For example, here is how Genital does it... I've got genesis.rom which is the
buffer where ROMs are loaded and executed. There is also genesis.rom_ssf2
which is another 5MB buffer where I load the SSFII ROM to as well.
The bankswitching register emulation is done in my IOWriteByte()
function (which handles byte writes to the 0xA00000-0xBFFFFF range). The
following is the code I use:
if (addr >= 0xa130f3 && config.ssf2_emu)
{
switch (addr & 0xf)
{
case 0x3: /* 080000-0FFFFF */
memcpy((genesis.rom + 0x080000), (genesis.rom_ssf2 + (data * 0x80000)), 0x80000);
break;
case 0x5: /* 100000-17FFFF */
memcpy((genesis.rom + 0x100000), (genesis.rom_ssf2 + (data * 0x80000)), 0x80000);
break;
case 0x7: /* 180000-1FFFFF */
memcpy((genesis.rom + 0x180000), (genesis.rom_ssf2 + (data * 0x80000)), 0x80000);
break;
case 0x9: /* 200000-27FFFF */
memcpy((genesis.rom + 0x200000), (genesis.rom_ssf2 + (data * 0x80000)), 0x80000);
break;
case 0xb: /* 280000-2FFFFF */
memcpy((genesis.rom + 0x280000), (genesis.rom_ssf2 + (data * 0x80000)), 0x80000);
break;
case 0xd: /* 300000-37FFFF */
memcpy((genesis.rom + 0x300000), (genesis.rom_ssf2 + (data * 0x80000)), 0x80000);
break;
case 0xf: /* 380000-3FFFFF */
memcpy((genesis.rom + 0x380000), (genesis.rom_ssf2 + (data * 0x80000)), 0x80000);
break;
default:
break;
}
return;
}
Pardon the bad formatting, it just wouldn't fit correctly in the 80 columns
that the rest of the document sticks to.
The first line checks whether the address is 0xA130F3 or above (notice
how 0xA130F1 is ignored, SSFII doesn't really use it) and if SSFII emulation
is enabled (in Genital, I have a flag -- config.ssf2_emu -- which is set to 1
to indicate SSFII emulation should occur.) The remainder of the code is a
switch () statement which handles the register emulation.
Since 0x80000 = 512KB, and the data variable holds the byte written to
the register, data * 0x80000 yields the offset into the ROM that has been
requested to be mapped.
At first glance, memcpy()s may seem inefficient and slow. Although it
is true, this doesn't apply to emulating SSFII since the game doesn't do much
(if any) bankswitching during gameplay. No slowdown due to the memcpy()s is
noticable.
If you are using an emulator like Starscream which requires the ROMs to be
byteswapped, make certain both ROM images are byteswapped. If you don't use
2 copies of the ROM, you will find the game will still have several glitches
because the memcpy()s will be destroying the data they write over.
4. CONCLUSION
That's all there is to it. This should be sufficient information for anyone
wishing to implement SSFII support in their Sega Genesis emulator. If you have
any questions at all (I'm not great at making things clear) feel free to email
me at trzy@powernet.net.

View File

@ -0,0 +1,79 @@
Here are some technical details about things that need to be fixed or
added to Genesis Plus.
Missing features:
- Support for 6-button controllers
- SRAM management
- Game Genie / PAR patch codes
The VDP code could use a lot of cleaning up.
The rendering code is missing a few bits:
- Sprite collision
- Window bug
I think the "C" 68000 emulator either has some bugs or I'm not using it
correctly. Older DOS-only versions used Turbo68K, which had ran games
much better, especially with regards to interrupt handling.
Things that need to be fixed:
- Raster garbage on third road in Thunder Blade.
- Added country codes for Dragon Slayer, but game locks up after
passing country check.
- No inputs in Samurai Shodown.
(This game doesn't initialize the port direction registers, at least not
directly. Emulation bug or problem with the game?)
- Palette and raster problems in Mortal Kombat.
- Bad raster effects and VRAM corruption in Super Skidmarks.
(Needs PAL timing)
- Palette problems in Sonic 2 title screen.
- Masked half of Sonic sprite visible on Sonic title screen.
- Sprite masking doesn't work in Micro Machines subscreen.
- Music has slow tempo in Batman & Robin. (doesn't seem to be a problem
with the YM2612 timers - Wonderboy 3 is normal)
- Music has jerky playback in Sonic 2, 3, 3D Blast. If you run the Z80
emulation for one scanline after requesting an interrupt, it runs fine.
- DAC and PSG output are too loud, both are divided by two for now
(though the PSG should be a bit quieter and the DAC a bit louder)
- Undead Line locks after selecting a stage, also the Z80 sound halts
after the first note is played.
This game single steps the Z80 with the following code:
MOVEM.L D0,-(A7) ; 009C7C 48 E7 80 00
ORI #$0200,SR ; 009C80 00 7C 02 00
; Get control of the Z-bus
MOVE.W #$0100,$00A11100 ; 009C84 33 FC 01 00 00 A1 11 00
BTST #$00,$00A11100 ; 009C8C 08 39 00 00 00 A1 11 00
BNE.S *-$08 [00009C8C] ; 009C94 66 F6
; Check driver status byte. If zero, release bus and exit.
TST.B $00A00008 ; 009C96 4A 39 00 A0 00 08
BEQ *+$0016 [00009CB2] ; 009C9C 67 00 00 14
; Release bus and wait for Z80 to resume control. Then restart the loop
; and immediately get the bus back again, assuming the Z80 ran at least
; one instruction in the meantime.
CLR.W $00A11100 ; 009CA0 42 79 00 A1 11 00
BTST #$00,$00A11100 ; 009CA6 08 39 00 00 00 A1 11 00
BEQ.S *-$08 [00009CA6] ; 009CAE 67 F6
BRA.S *-$2C [00009C84] ; 009CB0 60 D2
; Release bus and exit.
CLR.W $00A11100 ; 009CB2 42 79 00 A1 11 00
ANDI #$FDFF,SR ; 009CB8 02 7C FD FF
MOVEM.L (A7)+,D0 ; 009CBC 4C DF 00 01
RTS ; 009CC0 4E 75

26
source/docs/ym2612.txt Normal file
View File

@ -0,0 +1,26 @@
Here's the format of the YM2612 test register ($21), as best as I can
tell:
bit 7 - If bit 6 set, select 0=LSB, 1=MSB of serial data
bit 6 - If set, reading status returns serial data LSB or MSB instead of
status flags
bit 5 - If set, only the attack phase and possibly decay occur, there is
no sustain o release. It sounds like each channel was keyed-on rapidly.
When the bit is cleared, the channels resume their original position
within the envelope so this bit doesn't have any lasting change on
them.
bit 4 - Data sent to DAC is inverted - this is *really* loud, so turn
down the volume before using this bit. ;)
bit 3 - Audio output is muted, (the PSG still works of course) bits 4,5
will make sound faintly audible when set in conjunction.
bit 2 - Timer A and B run 24 times faster.
bits 1,0 - No effect.
Bits 7, 6 allow you to read the serial data sent from the YM2612 to the
DAC. (the other chip, YM3012 - not the DAC at $2A/$2B) I'm unsure of the
exact format, it's probably similar to the YM2151. Bit 4 inverts the
data sent to the DAC, but not the data read from the status register.
Compared to the YM2151 test register documented in MAME, the last 3 bits
may have something to do with the LFO. And I'm also not entirely sure
about the MSB/LSB order for bit 6. Other than that the two work in a
mostly identical way.