mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
synced 2024-12-26 03:01:50 +01:00
194 lines
14 KiB
Plaintext
194 lines
14 KiB
Plaintext
Genesis Plus History
|
|
--------------------
|
|
|
|
Note: All recent changes directly come from the Gamecube/Wii port, coded by Eke-Eke.
|
|
|
|
[Current] (Eke-Eke)
|
|
- YM2612(MAME): fixed LFO phase update for CH3 special mode: fix sound effects in Warlock & Aladdin (thanks to AamirM)
|
|
- YM2612(MAME): fixed EG attenuation level on "KEY ON": fix Ecco 2's splash sound
|
|
- YM2612(MAME): fixed SSG-EG emulation: fix Bubba'n Stix (Track 5) and many others
|
|
- YM2612(MAME): replaced sample interpolation with libsamplerate support, High Quality mode is now more accurate
|
|
- implemented cycle-accurate HINT timings: every timing sensitive games/demos are now *finally* working fine
|
|
- fixed a bug affecting CRAM/VSRAM DMA timings
|
|
- fixed Sprite Attribute Table address mask for VRAM writes
|
|
- improved accuracy of 68k access to Z80: fix music in Pacman 2 when entering PAUSE menu
|
|
- disabled "Address Error" emulation when UMK3 hack is loaded: fix game crashing after a round ends up
|
|
- added support for some more unlicensed games: Pocket Monster, King of Fighter 98, Soul Blade (credits to Haze)
|
|
- improved Menacer emulation: fix lightgun support in Body Count & T2: The Arcade Game
|
|
- added Konami Justifier emulation: fix lightgun support in Lethal Enforcers 1 & 2
|
|
- added Sega Mouse emulation (Populous 2, Body Count, Shangai 2, Fun'n Games, ...)
|
|
|
|
[07/16/08] (Eke-Eke)
|
|
- adjusted (again) HINT timings: fix Double Dragon 2 (game freezed), hopefully does not break anything else
|
|
- fixed broken EEPROM support for Codemaster games
|
|
- modified input update timings: fix Dungeons & Dragons - Warriors of the Eternal Sun (thanks to Notaz)
|
|
- added support for "Ultimate Mortal Kombat Trilogy" hack (max. size supported is 10MBytes)
|
|
- added (VERY) preliminar support for PICO roms (credits to Notaz for his documentation)
|
|
- improved YM2612 emulation (credits to Nemesis for his tests on real hardware):
|
|
.implemented phase overflow emulation: improved fix for special music instrument used in Comix Zone, Flashback, Ariel, Shaq Fu...
|
|
.improved SSG-EG emulation in MAME core (also based on additional code from Alone Coder)
|
|
.improved Timers emulation accuracy
|
|
.improved Enveloppe Generator accuracy
|
|
.fixed Channel 3 CSM mode emulation
|
|
.implemented sample interpolation in MAME core to emulate the chip at original frequency (HQ YM2612 mode, from gens)
|
|
|
|
[06/01/08] (Eke-Eke)
|
|
- improved HCounter accuracy: fix graphic glitches in "Striker (Europe)"
|
|
- improved HINT timing accuracy: fix flickering in "Zero The Kamikaze Squirrel (USA)"
|
|
- improved rendering accuracy when backdrop color is modified during HBLANK (Road Rash I/II/III)
|
|
- fixed broken Game Genie support
|
|
|
|
[04/19/08] (Eke-Eke)
|
|
- modified VINT timings a little bit: fix lockup during Desert Strike's intro
|
|
- corrected 68k interrupts handling: fix graphic glitches in Darius II/Sagaia
|
|
|
|
[04/06/08] (Eke-Eke)
|
|
- updated SVP core: fix some perspective issues in Virtua Racing (thanks to Notaz)
|
|
- added internal SAT update during VRAM Fill: fix unmasked sprites during Battletech's intro
|
|
- fixed m68k core issues with gcc 4.2.3: fix Xperts, Lemmings 2, M1 Abrams Battle Tank
|
|
- forced YM2612 Enveloppe update: fix intro music in Batman&Robin (thanks to Aamir)
|
|
|
|
[03/01/08] (Eke-Eke)
|
|
- added SVP emulation: Virtua Racing is now emulated (big thanks to Notaz and TascoDeluxe)
|
|
- fixed VDP registers behaviour when VDP Mode 4 is enabled: fix Bass Masters Classic Pro, Captain Planet & The Planeeters
|
|
- corrected a bug in DMA Fill operation: fix James Pond 3, Rockman World/Megaman Willy Wars (corrupted VRAM)
|
|
- corrected typo errors in CPU cycle counters update: fix optiom screen music in "College Slam" and probably others games.
|
|
- added preliminary support of undocumented YM2612 bug: fixes soundtracks of Shaq Fu, Spiderman, Comix Zone, Ariel and some others
|
|
- added support for mappers & copy protection devices used in many unlicensed/pirate cartridges (see cart_hw.c for details)
|
|
- rewrote memory handlers for better modularity and some (little) speedup
|
|
- reduced Savestate size
|
|
|
|
[01/07/08] (Eke-Eke)
|
|
- fixed interleaved rom detection: roms with .smd extension should now work fine
|
|
- fixed a recently introduced bug in VDP registers writes: fixes bad colors in Toy Story (intro)
|
|
- updated list of games using EEPROM: added Sports Talk Baseball (internal memory check fixed) and Brian Lara Cricket
|
|
- fixed VINT flag update when VINT is disabled: fixes NCAA College Football
|
|
- adjusted DMA timings in H32 mode: fixes flickering in Out of this World, Kawasaki Superbike Challenge & Formula One
|
|
- adjusted line rendering and HBLANK timings: fixes flickering in Nigel Mansell's World Championship Racing, Deadly Moves/Power Athlete
|
|
- fixed unmapped ROM reads through Z80 Bank: fixes Zombie High (Proto)
|
|
- added support for custom ROM/RAM mapping used by Game no Kanzume Otokuyou
|
|
|
|
[12/28/07] (Eke-Eke)
|
|
- many sourcecode cleanup and optimization
|
|
- completely rewrote EEPROM emulation: now support all known EEPROM types (24C01-24C65) and mappers (Sega, Acclaim, EA, Codemasters)
|
|
used in a few games (now use internal game database) as external RAM. This should at least fix save support in the following games:
|
|
. NBA Jam (alternate Acclaim mapper)
|
|
. College Slam, Frank Thomas Big Hurt Baseball (24C65 type)
|
|
. NHLPA Hockey 93, Rings of Power (EA mapper)
|
|
. Micro Machines serie, Brian Lara Cricket 96/Shane Warne Cricket (Codemasters mapper)
|
|
- external RAM is now initialized to 0xFF by default: fix Micromachines 2, Dino Dini Soccer
|
|
- fixed SRAM 16-bits memory handlers: fix some Sega Sports and EA Sports games (NFL95, NBA Action 95, NHL97, NHL98,...)
|
|
- modified WRITE_xxx & READ_xxx macros for better portability and faster memory access on BIG ENDIAN platform
|
|
- completely rewrote BIG ENDIAN support in render.c and vdp.c: rendering should be a little faster
|
|
- rewrote ROM bankswitch emulation (Super Street Fighter II): ROM access are faster, using memory pointers instead of reading ROM copy from ARAM
|
|
- fixed leftmost Window/PlaneA column render and implemented Window bug (as described by Charles Mc Donald)
|
|
- improved "Sprite Limit" and "Sprite Collision" detection accuracy
|
|
- modified RGB565 Color Palette to use the full available color range (0-31;0-63)
|
|
- implemented "cycle accurate" HV Interrupt timings: fix Sesame's Street Counting Cafe, Legend of Galahad (intro)
|
|
- improved VDP access timings accuracy (added FIFO emulation): fix Double Clutch
|
|
- improved DMA timings accuracy: fix Winter Olympics (E), Arch Rivals and probably more
|
|
- fixed HCounter again: Road Rash serie (I,II,III) don't need timing hacks anymore
|
|
- fixed VCounter in Interlaced 2 mode: fix Combat Cars "VS-Mode"
|
|
- improved Interlaced 2 mode (double resolution) rendering: Sonic 2, Combat Cars ("VS-Modes") look far better
|
|
- added TMSS BIOS support (optional)
|
|
- rewrote part of the YM2162 MAME's core: fixed internal FM timers handling, removed non-YM2612 emulation code and unused multiple cpu support
|
|
- implemented "cycle accurate" FM timers & sound samples rendering
|
|
- improved Z80 Interrupt timing accuracy: fix Sonic 3 music slowdowns
|
|
- updated Z80 & 68000 cores to last MAME versions
|
|
- improved Soft Reset emulation: X-Men 2 and Eternal Champions (random character selection) now work more like on real hardware.
|
|
- added full overscan emulation (vertical & horizontal borders) for "pixel perfect" aspect ratio (tested against a real genesis)
|
|
|
|
[07/20/07] (Eke-Eke)
|
|
- corrected TeamPlayer support: fix multiplayer in Gauntlet 4 (Sept. version), Pengo and a lot of others
|
|
- added J-Cart support: enable multiplayer in Codemasters games (Pete Sampras, Micromachines games, Super Skidmarks)
|
|
- added serial EEPROM autodetection: fix games with bad SRAM informations in header (NBA Jam TE)
|
|
- added SVP faking: display 2D graphics in Virtua Racing (the game is however still unplayable)
|
|
- added support for more internal IO registers: fixe some unlicensed games (Wisdom Tree games...)
|
|
- added preliminary support for unmapped protection device: fix some unlicensed games with special built-in hardware (Squirell King, Lion King 2...)
|
|
- added "Soft Reset" combo (in game, use L+Z triggers): this should be like pressing the RESET button on a real Genesis and this is required
|
|
in some games to enable special features or even complete the game (ex: X-Men).
|
|
|
|
[06/21/07] (Eke-Eke)
|
|
- added Multitap support (EA 4-Way Play and Sega Teamplayer): allowed up to four players in games supporting those peripherals
|
|
- added partial Sega Menacer lightgun support (use Analog Stick): automatically set when detecting the 6-in-1 Menacer game
|
|
|
|
[05/18/07] (Eke-Eke)
|
|
- you can now switch between FM cores without reseting the game. FM registers value are automatically restored when switching.
|
|
- removed the previous VINT timings modification because it brokes some games (Rocket Knight, Thunderforce III,...)
|
|
- added automatic Timing configuration (VDP latency, VINT timing & alternate Line Timing) at game loading, based upon specific romname detection.
|
|
This means you can still modify some of these options afterwards but they are now automatically set/unset when loading a game which need
|
|
special timing fixes. These fixes are also automatically desactivated when the current game doesn't need them.
|
|
For information, games that are actually detected and need special timings to run properly are:
|
|
.Legend of Galahad & Road Rash series (single line not rendered properly)
|
|
.Sesame Street Counting Cafe (don't boot)
|
|
.Chaos Engine/Soldiers of Fortune (graphic glitches on scrolling)
|
|
|
|
[05/08/07] (Eke-Eke)
|
|
- VINT timings are now a little more accurate: fixes Sesame's Street Counting Cafe
|
|
- SN76496 MAX_OUTPUT back to normal
|
|
- modified FB_WNOISE value in SN76496 core according to John Kortink's last informations
|
|
- added support for Maxim's PSG core, same as used in SMSPLUS (it becomes the default PSG core)
|
|
- updated FM core to the latest MAME version
|
|
- corrected DAC output level (fixes voices and some special FX being too low)
|
|
- added support for Gens YM2612 (FM) core (MAME's one still remains default FM core)
|
|
- added configurable preamplification for each sound cores (see Emulator Options)
|
|
- added some other configurable sound options (boost overall volume, FM improvment for Gens YM2612)
|
|
|
|
[04/11/07] (Eke-Eke)
|
|
- corrected MAX_OUTPUT value in SN76496 core: fix PSG sound (SFX) volume
|
|
|
|
[03/17/07] (Eke-Eke)
|
|
- added an option to enable alternate line rendering timing (fix single line error in Road Rash series and Legend of Galahad's Intro)
|
|
- Color RAM update now always reset color 0 to border color (fix color glitches in Mortal Kombat,...) (thanks to Noop's for the idea)
|
|
|
|
[03/09/07] (Eke-Eke)
|
|
- modified HV counter tables (fix graphic glitches in Skitchin's sky, Lotus 2 Recs, Panorama Cotton, Dashin Desperados & maybe more)
|
|
- completely rewrote DMA timings emulation so that it works for all games (no more cpu freezing)
|
|
- added all DMA tranfer rates handling for each three DMA modes and added dma busy flag emulation
|
|
- modified interrupts handling on VDP register #0 and #1 writes (fix Lemmings status bar)
|
|
- added VDP RAM write latency (fix Chaos Engine/Soldier of Fortune gfx glitches)
|
|
- modified FM timers handling a bit (fix Vectorman2 music)
|
|
- corrected Sprite Limit rendering (fix Sonic 1 & Micromachines 2 title screens)
|
|
- corrected IO Registers writes (fix Decap' Attack controls, no more need for alternate input)
|
|
- corrected 6 Buttons Pad emulation (fix 6buttons detection in Mortal Kombat 3, Comix Zone and other 6-buttons compatible games)
|
|
- modified sound mixing a bit according to Generator sourcecode (FM and PSG ratios seems more correct)
|
|
|
|
[02/07/07] (Eke-Eke)
|
|
- fixed fm timers (fix missing music in Castle of Illusion, Quackshot, Undead Line, Wonderboy in Monster Lair, Cal 50, Turbo Outrun, Thundeforce 4 and maybe more)
|
|
- added complete EEPROM emulation (save support now works fine in Wonderboy5, Megaman Willy Wars, NBA Jam...) (credits to Notaz, adapted from Picodrive code)
|
|
- added preliminar dma timing emulation (fix bottom screen in Legend of Galahad) (credits to Notaz, adapted from Picodrive code)
|
|
- hack: clear Vint pending after Hint (INT level 4) acknowledge (fix Fatal Rewind)
|
|
- hack: modify read_bus16 to return a random value (fake fetch) (fix Time Killers)
|
|
- modified cpu execution timings, with more correct hblank and interrupts timing (fix ISS Deluxe, Double Dragon 2 and certainly more) (Based on Gens code)
|
|
- modified busreq mechanism: better synchro between z80 & 68k (no need to dejitter anymore) (Based on Gens code)
|
|
- added sprite collision detection (fix Strider 2)
|
|
- modified dma fill operation for big endian platform (fix Contra Hardcorps gfx garbage)
|
|
|
|
[05/25/03]
|
|
- Fixed a typo that made Z80 banked access to the VDP registers always fail.
|
|
|
|
[05/17/03]
|
|
- Modified the rendering code to handle unaligned longword access to memory.
|
|
|
|
[04/20/03]
|
|
- Modified 68000 emulator to prevent 'tas.b $mem' from writing data back
|
|
after a read (fixes Gargoyles).
|
|
- Fixed bug in 68000 emulator to swap order of words written for address
|
|
register indirect pre-decremented writes (fixes Jim Power graphics).
|
|
- Added support for 240-line displays (for Super Skidmarks).
|
|
- Rewrote part of the interrupt handling (fixes some raster effects).
|
|
- Removed sprite collision detection code (never really worked).
|
|
- Optimized sprite rendering inner loop.
|
|
|
|
[04/13/03]
|
|
- Finished up memory map for VDP DMA V-bus reads.
|
|
- Fixed handling of 68000 writes to I/O chip at even addresses.
|
|
- Fixed bit 7 handling of control register in I/O chip.
|
|
- Finished up Z80 memory map.
|
|
- Added code to handle Genesis hardware lock-ups.
|
|
- Removed some faulty code from the 68000 memory map handlers.
|
|
|
|
[03/22/03]
|
|
- Completed implementation of Z80 banked memory handlers.
|
|
|