mirror of
https://github.com/ekeeke/Genesis-Plus-GX.git
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233 lines
15 KiB
Plaintext
233 lines
15 KiB
Plaintext
Genesis Plus History
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--------------------
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Note: All recent changes directly come from the GX (Gamecube/Wii) port, code by Eke-Eke.
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[14/12/08] (Eke-Eke) version 1.3.0
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-------------------
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- YM2612 bugfixes (MAME core):
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.fixed EG Decay->Substain transition when SL & DR are minimals: fix tracks #3 and #9 in "Mega Turrican"
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.fixed a bug in SSG-EG emulation code: fix Level 1 music in "Alisia Dragoon"
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.modified SSG-EG Decay End Level: fix some sound effects (ChainSaw, Zap...) in "Beavis & Butthead"
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.improved Detune overflow accuracy: fix very high frequency sounds in many games
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.fixed registers 0x20-0x26 Reset state: fix intro music in "B.O.B"
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.reverted incorrect fix with KEY ON: fix "Flamethrower" sound effect in "Alien 3" and many others
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- adjusted HCounter values: fixes line flickering in "Sonic 3D" bonus stage
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- adjusted VINT timing: fixes hang-up in "V.R Troopers"
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- improved HBLANK flag accuracy: fixes line flickering in "Gouketsuji Ichizoku"
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- fixed broken Z80 access to WRAM: fixes hang-up in "Mamono Hunter Youko"
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- modified JCART emulation: fixes corrupted tracks logo in "Micro Machines 2"
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- added Blargg's NTSC Filters support (NTSC video artifacts emulation)
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- optimized VDP rendering core, rewrote 68k interface (memory handlers, cycle execution, interrupts): greatly improved emulation speed
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[08/26/08] (Eke-Eke)
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-------------------
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- YM2612(MAME): fixed LFO phase update for CH3 special mode: fix sound effects in Warlock & Aladdin (thanks to AamirM)
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- YM2612(MAME): fixed EG attenuation level on "KEY ON": fix Ecco 2's splash sound
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- YM2612(MAME): fixed SSG-EG emulation: fix Bubba'n Stix (Track 5) and many others
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- YM2612(MAME): replaced sample interpolation with libsamplerate support, High Quality mode is now more accurate
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- implemented cycle-accurate HINT timings: every timing sensitive games/demos are now *finally* working fine
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- fixed a bug affecting CRAM/VSRAM DMA timings
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- fixed Sprite Attribute Table address mask for VRAM writes
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- improved accuracy of 68k access to Z80: fix music in Pacman 2 when entering PAUSE menu
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- disabled "Address Error" emulation when UMK3 hack is loaded: fix game crashing after a round ends up
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- added support for some more unlicensed games: Pocket Monster, King of Fighter 98, Soul Blade (credits to Haze)
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- improved Menacer emulation: fix lightgun support in Body Count & T2: The Arcade Game
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- added Konami Justifier emulation: fix lightgun support in Lethal Enforcers 1 & 2
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- added Sega Mouse emulation (Populous 2, Body Count, Shangai 2, Fun'n Games, ...)
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[07/16/08] (Eke-Eke)
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-------------------
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- adjusted (again) HINT timings: fix Double Dragon 2 (game freezed), hopefully does not break anything else
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- fixed broken EEPROM support for Codemaster games
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- modified input update timings: fix Dungeons & Dragons - Warriors of the Eternal Sun (thanks to Notaz)
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- added support for "Ultimate Mortal Kombat Trilogy" hack (max. size supported is 10MBytes)
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- added (VERY) preliminar support for PICO roms (credits to Notaz for his documentation)
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- improved YM2612 emulation (credits to Nemesis for his tests on real hardware):
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.implemented phase overflow emulation: improved fix for special music instrument used in Comix Zone, Flashback, Ariel, Shaq Fu...
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.improved SSG-EG emulation in MAME core (also based on additional code from Alone Coder)
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.improved Timers emulation accuracy
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.improved Enveloppe Generator accuracy
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.fixed Channel 3 CSM mode emulation
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.implemented sample interpolation in MAME core to emulate the chip at original frequency (HQ YM2612 mode, from gens)
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[06/01/08] (Eke-Eke)
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-------------------
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- improved HCounter accuracy: fix graphic glitches in "Striker (Europe)"
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- improved HINT timing accuracy: fix flickering in "Zero The Kamikaze Squirrel (USA)"
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- improved rendering accuracy when backdrop color is modified during HBLANK (Road Rash I/II/III)
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- fixed broken Game Genie support
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[04/19/08] (Eke-Eke)
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-------------------
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- modified VINT timings a little bit: fix lockup during Desert Strike's intro
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- corrected 68k interrupts handling: fix graphic glitches in Darius II/Sagaia
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[04/06/08] (Eke-Eke)
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-------------------
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- updated SVP core: fix some perspective issues in Virtua Racing (thanks to Notaz)
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- added internal SAT update during VRAM Fill: fix unmasked sprites during Battletech's intro
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- fixed m68k core issues with gcc 4.2.3: fix Xperts, Lemmings 2, M1 Abrams Battle Tank
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- forced YM2612 Enveloppe update: fix intro music in Batman&Robin (thanks to Aamir)
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[03/01/08] (Eke-Eke)
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-------------------
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- added SVP emulation: Virtua Racing is now emulated (big thanks to Notaz and TascoDeluxe)
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- fixed VDP registers behaviour when VDP Mode 4 is enabled: fix Bass Masters Classic Pro, Captain Planet & The Planeeters
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- corrected a bug in DMA Fill operation: fix James Pond 3, Rockman World/Megaman Willy Wars (corrupted VRAM)
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- corrected typo errors in CPU cycle counters update: fix optiom screen music in "College Slam" and probably others games.
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- added preliminary support of undocumented YM2612 bug: fixes soundtracks of Shaq Fu, Spiderman, Comix Zone, Ariel and some others
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- added support for mappers & copy protection devices used in many unlicensed/pirate cartridges (see cart_hw.c for details)
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- rewrote memory handlers for better modularity and some (little) speedup
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- reduced Savestate size
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[01/07/08] (Eke-Eke)
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-------------------
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- fixed interleaved rom detection: roms with .smd extension should now work fine
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- fixed a recently introduced bug in VDP registers writes: fixes bad colors in Toy Story (intro)
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- updated list of games using EEPROM: added Sports Talk Baseball (internal memory check fixed) and Brian Lara Cricket
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- fixed VINT flag update when VINT is disabled: fixes NCAA College Football
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- adjusted DMA timings in H32 mode: fixes flickering in Out of this World, Kawasaki Superbike Challenge & Formula One
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- adjusted line rendering and HBLANK timings: fixes flickering in Nigel Mansell's World Championship Racing, Deadly Moves/Power Athlete
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- fixed unmapped ROM reads through Z80 Bank: fixes Zombie High (Proto)
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- added support for custom ROM/RAM mapping used by Game no Kanzume Otokuyou
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[12/28/07] (Eke-Eke)
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-------------------
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- many sourcecode cleanup and optimization
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- completely rewrote EEPROM emulation: now support all known EEPROM types (24C01-24C65) and mappers (Sega, Acclaim, EA, Codemasters)
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used in a few games (now use internal game database) as external RAM. This should at least fix save support in the following games:
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. NBA Jam (alternate Acclaim mapper)
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. College Slam, Frank Thomas Big Hurt Baseball (24C65 type)
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. NHLPA Hockey 93, Rings of Power (EA mapper)
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. Micro Machines serie, Brian Lara Cricket 96/Shane Warne Cricket (Codemasters mapper)
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- external RAM is now initialized to 0xFF by default: fix Micromachines 2, Dino Dini Soccer
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- fixed SRAM 16-bits memory handlers: fix some Sega Sports and EA Sports games (NFL95, NBA Action 95, NHL97, NHL98,...)
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- modified WRITE_xxx & READ_xxx macros for better portability and faster memory access on BIG ENDIAN platform
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- completely rewrote BIG ENDIAN support in render.c and vdp.c: rendering should be a little faster
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- rewrote ROM bankswitch emulation (Super Street Fighter II): ROM access are faster, using memory pointers instead of reading ROM copy from ARAM
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- fixed leftmost Window/PlaneA column render and implemented Window bug (as described by Charles Mc Donald)
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- improved "Sprite Limit" and "Sprite Collision" detection accuracy
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- modified RGB565 Color Palette to use the full available color range (0-31;0-63)
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- implemented "cycle accurate" HV Interrupt timings: fix Sesame's Street Counting Cafe, Legend of Galahad (intro)
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- improved VDP access timings accuracy (added FIFO emulation): fix Double Clutch
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- improved DMA timings accuracy: fix Winter Olympics (E), Arch Rivals and probably more
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- fixed HCounter again: Road Rash serie (I,II,III) don't need timing hacks anymore
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- fixed VCounter in Interlaced 2 mode: fix Combat Cars "VS-Mode"
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- improved Interlaced 2 mode (double resolution) rendering: Sonic 2, Combat Cars ("VS-Modes") look far better
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- added TMSS BIOS support (optional)
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- rewrote part of the YM2162 MAME's core: fixed internal FM timers handling, removed non-YM2612 emulation code and unused multiple cpu support
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- implemented "cycle accurate" FM timers & sound samples rendering
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- improved Z80 Interrupt timing accuracy: fix Sonic 3 music slowdowns
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- updated Z80 & 68000 cores to last MAME versions
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- improved Soft Reset emulation: X-Men 2 and Eternal Champions (random character selection) now work more like on real hardware.
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- added full overscan emulation (vertical & horizontal borders) for "pixel perfect" aspect ratio (tested against a real genesis)
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[07/20/07] (Eke-Eke)
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- corrected TeamPlayer support: fix multiplayer in Gauntlet 4 (Sept. version), Pengo and a lot of others
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- added J-Cart support: enable multiplayer in Codemasters games (Pete Sampras, Micromachines games, Super Skidmarks)
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- added serial EEPROM autodetection: fix games with bad SRAM informations in header (NBA Jam TE)
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- added SVP faking: display 2D graphics in Virtua Racing (the game is however still unplayable)
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- added support for more internal IO registers: fixe some unlicensed games (Wisdom Tree games...)
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- added preliminary support for unmapped protection device: fix some unlicensed games with special built-in hardware (Squirell King, Lion King 2...)
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- 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
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in some games to enable special features or even complete the game (ex: X-Men).
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[06/21/07] (Eke-Eke)
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- added Multitap support (EA 4-Way Play and Sega Teamplayer): allowed up to four players in games supporting those peripherals
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- added partial Sega Menacer lightgun support (use Analog Stick): automatically set when detecting the 6-in-1 Menacer game
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[05/18/07] (Eke-Eke)
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- you can now switch between FM cores without reseting the game. FM registers value are automatically restored when switching.
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- removed the previous VINT timings modification because it brokes some games (Rocket Knight, Thunderforce III,...)
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- added automatic Timing configuration (VDP latency, VINT timing & alternate Line Timing) at game loading, based upon specific romname detection.
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This means you can still modify some of these options afterwards but they are now automatically set/unset when loading a game which need
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special timing fixes. These fixes are also automatically desactivated when the current game doesn't need them.
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For information, games that are actually detected and need special timings to run properly are:
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.Legend of Galahad & Road Rash series (single line not rendered properly)
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.Sesame Street Counting Cafe (don't boot)
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.Chaos Engine/Soldiers of Fortune (graphic glitches on scrolling)
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[05/08/07] (Eke-Eke)
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-------------------
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- VINT timings are now a little more accurate: fixes Sesame's Street Counting Cafe
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- SN76496 MAX_OUTPUT back to normal
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- modified FB_WNOISE value in SN76496 core according to John Kortink's last informations
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- added support for Maxim's PSG core, same as used in SMSPLUS (it becomes the default PSG core)
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- updated FM core to the latest MAME version
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- corrected DAC output level (fixes voices and some special FX being too low)
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- added support for Gens YM2612 (FM) core (MAME's one still remains default FM core)
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- added configurable preamplification for each sound cores (see Emulator Options)
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- added some other configurable sound options (boost overall volume, FM improvment for Gens YM2612)
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[04/11/07] (Eke-Eke)
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- corrected MAX_OUTPUT value in SN76496 core: fix PSG sound (SFX) volume
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[03/17/07] (Eke-Eke)
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- added an option to enable alternate line rendering timing (fix single line error in Road Rash series and Legend of Galahad's Intro)
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- Color RAM update now always reset color 0 to border color (fix color glitches in Mortal Kombat,...) (thanks to Noop's for the idea)
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[03/09/07] (Eke-Eke)
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- modified HV counter tables (fix graphic glitches in Skitchin's sky, Lotus 2 Recs, Panorama Cotton, Dashin Desperados & maybe more)
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- completely rewrote DMA timings emulation so that it works for all games (no more cpu freezing)
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- added all DMA tranfer rates handling for each three DMA modes and added dma busy flag emulation
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- modified interrupts handling on VDP register #0 and #1 writes (fix Lemmings status bar)
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- added VDP RAM write latency (fix Chaos Engine/Soldier of Fortune gfx glitches)
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- modified FM timers handling a bit (fix Vectorman2 music)
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- corrected Sprite Limit rendering (fix Sonic 1 & Micromachines 2 title screens)
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- corrected IO Registers writes (fix Decap' Attack controls, no more need for alternate input)
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- corrected 6 Buttons Pad emulation (fix 6buttons detection in Mortal Kombat 3, Comix Zone and other 6-buttons compatible games)
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- modified sound mixing a bit according to Generator sourcecode (FM and PSG ratios seems more correct)
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[02/07/07] (Eke-Eke)
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-------------------
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- 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)
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- added complete EEPROM emulation (save support now works fine in Wonderboy5, Megaman Willy Wars, NBA Jam...) (credits to Notaz, adapted from Picodrive code)
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- added preliminar dma timing emulation (fix bottom screen in Legend of Galahad) (credits to Notaz, adapted from Picodrive code)
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- hack: clear Vint pending after Hint (INT level 4) acknowledge (fix Fatal Rewind)
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- hack: modify read_bus16 to return a random value (fake fetch) (fix Time Killers)
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- modified cpu execution timings, with more correct hblank and interrupts timing (fix ISS Deluxe, Double Dragon 2 and certainly more) (Based on Gens code)
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- modified busreq mechanism: better synchro between z80 & 68k (no need to dejitter anymore) (Based on Gens code)
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- added sprite collision detection (fix Strider 2)
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- modified dma fill operation for big endian platform (fix Contra Hardcorps gfx garbage)
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[05/25/03]
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- Fixed a typo that made Z80 banked access to the VDP registers always fail.
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[05/17/03]
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- Modified the rendering code to handle unaligned longword access to memory.
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[04/20/03]
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- Modified 68000 emulator to prevent 'tas.b $mem' from writing data back
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after a read (fixes Gargoyles).
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- Fixed bug in 68000 emulator to swap order of words written for address
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register indirect pre-decremented writes (fixes Jim Power graphics).
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- Added support for 240-line displays (for Super Skidmarks).
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- Rewrote part of the interrupt handling (fixes some raster effects).
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- Removed sprite collision detection code (never really worked).
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- Optimized sprite rendering inner loop.
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[04/13/03]
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- Finished up memory map for VDP DMA V-bus reads.
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- Fixed handling of 68000 writes to I/O chip at even addresses.
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- Fixed bit 7 handling of control register in I/O chip.
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- Finished up Z80 memory map.
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- Added code to handle Genesis hardware lock-ups.
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- Removed some faulty code from the 68000 memory map handlers.
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[03/22/03]
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- Completed implementation of Z80 banked memory handlers.
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