Mercurial > repos > blastem
annotate README @ 1483:001120e91fed nuklear_ui
Skip loading menu ROM if Nuklear UI is enabled. Allow disabling Nuklear UI in favor of old menu ROM both at compile time and in config. Fall back to ROM UI if GL is unavailable
author | Michael Pavone <pavone@retrodev.com> |
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date | Sat, 25 Nov 2017 20:43:20 -0800 |
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1 BlastEm 0.5.1 |
468 | 2 ------------- |
3 | |
4 Installation | |
5 ------------ | |
6 | |
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7 Extract this archive to a directory of your choosing. If you wish to change the |
1066 | 8 configuration settings, copy default.cfg to $HOME/.config/blastem/blastem.cfg |
9 and modify the copy. If you are on Windows, the config file should be placed in | |
10 %localappdata%\blastem. You may also whish to add the blastem directory to your | |
11 PATH environment variable. | |
12 | |
13 NOTE: Prior to version 0.4.1, BlastEm was still using Unixy locations for config | |
14 and save files. If you're upgrading from a previous version on Windows, you will | |
15 need to move them manually. For config files, the relevant paths are in the | |
16 previous paragraph. For save files, move all the directories found in | |
17 %userprofile%\.local\share\blastem to %localappdata%\blastem | |
468 | 18 |
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19 Usage |
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20 ----- |
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21 |
1013 | 22 This version of BlastEm has an experimental GUI that is implemented as a Genesis |
23 ROM running inside the emulator. This UI can be operated with either a mouse or | |
24 the first emulated gamepad. By default, both the keyboard and the first game | |
25 controller are mapped to said gamepad. For more information on bindings see the | |
26 Bindings section. | |
27 | |
28 Some operations are currently only supported through the command line. To get a | |
29 list of supported command line options on Linux or OSX type: | |
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30 |
1066 | 31 ./blastem -h |
32 | |
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33 From within your BlastEm directory. On Windows type: |
1066 | 34 |
35 blastem.exe -h | |
36 | |
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37 Lock-On Support |
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38 --------------- |
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39 |
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40 This version of BlastEm has some preliminary support for Sonic & Knuckles lock |
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41 on technology. This is available via both the menu and the command line. To use |
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42 it from the menu, first load Sonic & Knuckles normally. Enter the menu (mapped |
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43 to the Escape key by default) and select the "Lock On" option to select a ROM |
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44 to lock on. The system will then reload with the combined game. To use it from |
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45 the command line, specify the Sonic & Knuckles ROM as the primary ROM and |
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46 specify the ROM to be locked on using the -o option. As an example: |
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47 |
1066 | 48 ./blastem ~/romz/sonic_and_knuckles.bin -o ~/romz/sonic3.bin |
49 | |
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50 Please note that Sonic 2 lock-on does not work at this time. |
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51 |
468 | 52 Configuration |
53 ------------- | |
54 | |
1066 | 55 Configuration is read from the file at $HOME/.config/blastem/blastem.cfg on |
56 Unix-like systems and %localappdata%\blastem\blastem.cfg if it exists. | |
57 Othwerise it is read from default.cfg from the same directory as the BlastEm | |
58 executable. Sections are denoted by a section name followed by an open curly | |
59 bracket, the section's contents and a closing curly bracket. Individual | |
468 | 60 configuration values are set by entering the value's name followed by a space |
61 or tab and followed by the desired value. | |
62 | |
63 Bindings | |
64 -------- | |
65 | |
66 The keys subsection of bindings maps keyboard keys to gamepad buttons or UI | |
67 actions. The key name goes on the left and the action is on the right. | |
1066 | 68 Most keys are named for the character they produce when pressed. For keys that |
69 don't correspond to a normal character, check the list below: | |
70 | |
71 Name | Description | |
72 ----------------- | |
73 up Up arrow | |
74 down Down arrow | |
75 left Left arrow | |
76 right Right arrow | |
77 space | |
78 tab | |
79 backspace Backspace on PC keyboards, Delete on Mac keyboards | |
80 esc | |
81 delete | |
82 lshift Left shift | |
83 rshift Right shift | |
84 lctrl Left control | |
85 rctrl Right control | |
86 lalt Left alt on PC keyboards, Option on Mac keyboards | |
87 ralt Right alt on PC keyboards, Option on Mac keyboards | |
88 home | |
89 end | |
90 pageup | |
91 pagedown | |
92 f1 | |
93 f2 | |
94 f3 | |
95 f4 | |
96 f5 | |
97 f6 | |
98 f7 | |
99 f8 | |
100 f9 | |
101 f10 | |
102 f11 | |
103 f12 | |
104 select | |
105 play | |
106 search | |
107 back | |
468 | 108 |
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109 The pads subsection is used to map gamepads and joysticks. Gamepads that are |
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110 recognized, can have their buttons and axes mapped with semantic names. |
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111 Xbox 360, PS4 and PS3 style names are supported. Unrecognized gamepads can be |
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112 mapped using numeric button and axis ids. The following button names are |
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113 recognized by BlastEm: |
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114 a, cross |
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115 b, circle |
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116 x, square |
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117 y, trinagle |
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118 start, options |
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119 back, select, share |
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120 guide |
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121 leftbutton, l1 |
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122 rightbutton, r1 |
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123 leftstick, l3 |
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124 rightstick, r3 |
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125 The following axis names are recognized by BlastEm: |
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126 leftx |
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127 lefty |
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128 rightx |
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129 righty |
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130 lefttrigger, l2 |
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131 righttrigger, r2 |
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132 |
1013 | 133 |
134 The mice subsection is used to map mice to emulated Mega/Sega mice. The default | |
135 configuration maps both the first and second host mice to the first emulated | |
136 mouse. This should not need modification for most users. | |
137 | |
138 One special mapping deserves a mention. By default, the 'r' key is mapped to | |
139 ui.release_mouse. When operating in windowed mode the mouse has a capture | |
140 behavior. Mouse events are ignored until you click in the window. The mouse | |
141 will then be "captured" and the cursor will be both made invisible and locked | |
142 to the window. The ui.release_mouse binding releases the mouse so it can be | |
143 used normally. | |
144 | |
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145 UI Actions |
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146 ---------- |
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147 |
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148 This section lists the various "UI" actions that can be triggered by a key or |
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149 gamepad binding. |
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150 |
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151 ui.release_mouse Releases the mouse if it is currently captured |
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152 ui.vdp_debug_mode Cycles through the various VDP debug views |
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153 ui.vdp_debug_pal Cycles through the selected palette when viewing |
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154 the VDP memory viewer |
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155 ui.enter_debugger Enters the debugger for the main CPU of the |
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156 currently emulated system |
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157 ui.screenshot Takes an internal screenshot |
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158 ui.exit Returns to the menu ROM if currently in a game |
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159 that was launched from the menu. Exits otherwise |
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160 ui.save_state Saves a savestate to the quicksave slot |
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161 ui.set_speed.N Selects a specific machine speed specified by N |
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162 which should be a number between 0-9. Speeds are |
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163 specified in the "clocks" section of the config |
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164 ui.next_speed Selects the next machine speed |
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165 ui.prev_speed Selects the previous machine speed |
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166 ui.toggle_fullscreen Toggles between fullscreen and windowed mode |
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167 ui.soft_reset Resets a portion of the emulated machine |
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168 Equivalent to pushing the reset button on the |
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169 emulated device |
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170 ui.reload Reloads the current ROM from a file and performs |
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171 a hard reset of the emulated device |
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172 ui.sms_pause Triggers a press of the pause button when in SMS |
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173 mode |
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174 ui.toggle_keyboard_captured Toggles the capture state of the host keyboard |
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175 when an emulated keyboard is present |
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176 |
1013 | 177 IO |
178 -- | |
179 | |
180 This section controls which peripherals are attached to the emulated console. | |
181 IO assignments can be overridden by the ROM database when appropriate. For | |
182 instance, games with mouse support can automatically use the mouse and games | |
183 that only support 3-button pads can automatically force an appropriate pad. | |
184 Unforunately, the ROM database is not yet exhaustive so manual configuration | |
185 may be needed here in some cases. | |
468 | 186 |
187 Video | |
188 ----- | |
189 | |
1013 | 190 The video section contains settings that affect the visual output of BlastEm. |
191 | |
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192 "aspect" is used to control the aspect ratio of the emulated display. The |
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193 default of 4:3 matches that of a standard definition television. |
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194 |
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195 "width" is used to control the window width when not in fullscreen mode. |
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196 |
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197 "height" is used to control the window height when not in fullscreen mode. If |
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198 left unspecified, it will be calculated from "width" and "aspect". |
1013 | 199 |
200 "vertex_shader" and "fragment_shader" define the GLSL shader program that | |
201 produces the final image for each frame. Shaders can be used to add various | |
202 visual effects or enhancements. Currently BlastEm only ships with the default | |
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203 shader and a "subtle" crt shader. If you write your own shaders, place them in |
1013 | 204 $HOME/.config/blastem/shaders and then specify the basename of the new shader |
205 files in the "vertex_shader" and "fragment_shader" config options. Note that | |
206 shaders are not available in the SDL fallback renderer. | |
207 | |
208 "scanlines" controls whether there is any emulation of the gaps between display | |
209 lines that are present when driving a CRT television with a 240p signal. This | |
210 emulation is very basic at the moment so this option is off by default. | |
211 | |
212 "vsync" controls whether the drawing of frames is synchronized to the monitor | |
213 refresh rate. Valid values for this setting are "off", "on" and "tear". The | |
214 latter will attempt to use the "late tear" option if it's available and normal | |
215 vsync otherwise. Currently it's recommended to leave this at the default of | |
216 "off" as BlastEm synchronizes to audio and does not yet have the necessary code | |
217 to fully handle conflicts between the audio rate and monitor refresh rate. | |
218 Additionally, the "turbo" feature does not function properly with vsync | |
219 enabled. These issues will be addressed in a future release. If you wish to use | |
220 vsync, please see the VSync section at the bottom of the README. | |
468 | 221 |
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222 "fullscreen" controls whether BlastEm starts in fullscreen or windowed mode. |
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223 This can be overridden on the command line with the -f flag. If fullscreen |
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224 is set to "off", -f will turn it on. Conversely, if fullscreen is set to "on" |
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225 in the config, -f will turn it off. |
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226 |
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227 "gl" controls whether OpenGL is used for rendering. The default value is on. |
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228 If it is set to off instead, the fallback renderer which uses SDL2's render API |
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229 will be used instead. This option is mostly useful for users on hardware that |
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230 lacks OpenGL 2 support. While BlastEm will fall back automatically even if gl |
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231 is set to on there will be a warning. Disabling gl eliminates this warning. |
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232 |
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233 "scaling" controls the type of scaling used for textures in both the GL and |
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234 SDL renderers. Valid values are "nearest" and "linear". Note that shaders also |
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235 impact how pixels are scaled. |
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236 |
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237 The "ntsc" and "pal" sub-sections control overscan settings for the emulated |
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238 video output for NTSC and PAL consoles respectively. More details are available |
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239 in the Overscan section. |
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240 |
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241 Overscan |
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242 -------- |
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243 |
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244 Analog televisions generally don't display the entirety of a video frame. Some |
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245 portion is cropped at the edges of the display. This is called overscan. |
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246 Unfortunately, the amount of cropping performed varies considerably and is even |
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247 adjustable on many TV sets. To deal with this, BlastEm allows overscan to be |
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248 customized. |
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249 |
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250 Overscan values are specified in the "ntsc" and "pal" sub-sections of the |
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251 "video" section of the config file. The "overscan" sub-section contains four |
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252 settings for specifying the number of pixels cropped on each side of the |
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253 display: "top", "bottom", "left" and "right". |
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254 |
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255 The default settings hide the horizontal border completely for both NTSC and |
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256 PAL consoles. For the vertical borders, the NTSC overscan settings are chosen |
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257 to give square pixels with the default aspect ratio of 4:3. For PAL, the |
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258 default settings are set so that the PAL-exclusive V30 mode will produce a |
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259 visible border that is the same size as what is shown in V28 mode in NTSC. This |
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260 results in a slightly squished picture compared to NTSC which is probably |
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261 appropriate given that a PAL display has more lines than an NTSC one. |
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262 |
468 | 263 Audio |
264 ----- | |
265 | |
1014 | 266 The audio section contains settings that affect the audio output of BlastEm. |
1013 | 267 |
268 "rate" selects the preferred sample rate for audio output. Your operating | |
269 system may not accept this value in which case a different rate will be chosen. | |
270 This should generally be either the native sample rate of your sound card or an | |
271 integral divisor of it. Most modern sound cards have a native output rate that | |
272 is a multiple of 48000 Hz so the default setting should work well for most users. | |
273 | |
274 "buffer size" controls how large of a buffer uses for audio data. Smaller values | |
275 will reduce latency, but too small of a value can lead to dropouts. 512 works | |
276 well for me, but a higher or lower value may be more appropriate for your system. | |
277 | |
278 "lowpass_cutoff" controls the cutoff, or knee, frequency of the RC-style | |
279 low-pass filter. The default value of 3390 Hz is supposedly what is present in | |
280 at least some Genesis/Megadrive models. Other models reportedly use an even | |
281 lower value. | |
468 | 282 |
1014 | 283 Clocks |
284 ------ | |
285 | |
286 The clocks section contains settings that affect how fast things run. | |
287 | |
288 "m68k_divider" describes the relationsip between the master clock (which is | |
289 53693175 Hz for NTSC mode and 53203395 Hz for PAL mode). The default value of 7 | |
290 matches the real hardware. Set this to a lower number to overclock the 68000 | |
291 and set it to a higher number to underclock it. | |
292 | |
293 "max_cycles" controls how often the system is forced to synchronize all | |
294 hardware. BlastEm generally uses a sync on demand approach to synchronizing | |
295 components in the system. This can provide perfect synchronization for most | |
296 components, but since the Z80 can steal cycles from the 68000 at unpredictable | |
297 times 68000/Z80 synchronization is imperfect. The default value of 3420 | |
298 corresponds to the number of master clock cycles per line. Larger numbers may | |
299 produce a modest performance improvement whereas smaller numbers will improve | |
300 68000/Z80 synchronization. | |
301 | |
302 "speeds" controls the speed of the overall emulated console at different | |
303 presets. Preset 0 is the default speed and should normally be set to 100. The | |
304 other presets enable the slow/turbo mode functionality. | |
305 | |
306 UI | |
307 -- | |
308 | |
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309 The UI section contains settings that affect the user interface. |
1014 | 310 |
311 "rom" determines the path of the Genesis/Megadrive ROM that implements the UI. | |
312 Relative paths will be loaded relative to the BlastEm executable. | |
313 | |
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314 "initial_path" specifies the starting path for the ROM browser. It can contain |
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315 the following special variables: $HOME, $EXEDIR. Additionally, variables |
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316 defined in the OS environment can be used. |
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317 |
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318 "remember_path" specifies whether BlastEm should remember the last path used in |
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319 the file browser. When it is set to "on", the last path will be remembered and |
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320 used instead of "initial_path" in subsequent runs. If it is set to "off", |
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321 "initial_path" will always be used. |
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322 |
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323 "screenshot_path" specifies the directory "internal" screenshots will be saved |
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324 in. It accepts the same special variables as "initial_path". |
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325 |
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326 "screenshot_template" specifies a template for creating screenshot filenames. |
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327 It is specified as a format string for the C library function strftime |
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328 |
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329 "save_path" specifies the directory that savestates, SRAM and EEPROM data will |
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330 be saved in for a given game. It can contain the following special variables: |
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331 $HOME, $EXEDIR, $USERDATA, $ROMNAME. Like "initial_path" it can also reference |
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332 variables from the environment. |
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333 |
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334 "extensions" specifies the file extensions that should be displayed in the file |
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335 browser. |
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336 |
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337 "state_format" specifies the preferred format for saving save states. Valid |
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338 values are "native" (the default) and "gst". "native" save states do a better |
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339 job of preserving the state of the emulated system, but "gst" save states are |
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340 compatible with other emulators like Kega and Gens. This setting has no effect |
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341 for systems other than the Genesis/Mega Drive |
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342 |
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343 Path Variables |
1014 | 344 -------------- |
345 | |
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346 This section explains the meaning of the special path variables referenced |
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347 in the previous section. |
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348 |
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349 $HOME The home directory of the current user. On most Unix variants, it |
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350 will be a subdirectory of /home. On Windows it will typically be a |
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351 subdirectory of C:\Users |
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352 $EXEDIR The directory the BlastEm executable is located in |
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353 $USERDATA This is an OS-specific path used for storing application specific |
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354 user data. On Unix variants, it will be $HOME/.local/share/blastem |
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355 On Windows it will be %LOCALDATA%/blastem |
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356 $ROMNAME The name of the currently loaded ROM file without the extension |
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357 |
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358 System |
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359 ------ |
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360 |
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361 "ram_init" determines how the RAM in the emulated system is initialized. The |
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362 default value of "zero" will cause all RAM to be zeroed out before the system |
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363 is started. Alternatively, "random" can be used to initialize RAM with values |
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364 from a pseudo-random number generator. This option is mostly useful for |
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365 developers that want to debug initialization issues in their code. |
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366 |
1014 | 367 "default_region" determines the console region that will be used when region |
368 detection fails and when there are multiple valid regions. The default of 'U' | |
369 specifies a 60Hz "foreign" console. | |
370 | |
468 | 371 Debugger |
372 -------- | |
373 | |
374 BlastEm has an integrated command-line debugger loosely based on GDB's | |
375 interface. The interface is very rough at the moment. Available commands in the | |
376 68K debugger are: | |
1066 | 377 b ADDRESS - Set a breakpoint at ADDRESS |
378 d BREAKPOINT - Delete a 68K breakpoint | |
379 co BREAKPOINT - Run a list of debugger commands each time | |
1014 | 380 BREAKPOINT is hit |
1066 | 381 a ADDRESS - Advance to address |
382 n - Advance to next instruction | |
383 o - Advance to next instruction ignoring branches to | |
384 lower addresses (good for breaking out of loops) | |
385 s - Advance to next instruction (follows bsr/jsr) | |
386 c - Continue | |
387 bt - Print a backtrace | |
388 p[/(x|X|d|c)] VALUE - Print a register or memory location | |
389 di[/(x|X|d|c)] VALUE - Print a register or memory location each time | |
390 a breakpoint is hit | |
391 vs - Print VDP sprite list | |
392 vr - Print VDP register info | |
393 zb ADDRESS - Set a Z80 breakpoint | |
394 zp[/(x|X|d|c)] VALUE - Display a Z80 value | |
395 q - Quit BlastEm | |
468 | 396 Available commands in the Z80 debugger are: |
1066 | 397 b ADDRESS - Set a breakpoint at ADDRESS |
398 de BREAKPOINT - Delete a Z80 breakpoint | |
399 a ADDRESS - Advance to address | |
400 n - Advance to next instruction | |
401 c - Continue | |
402 p[/(x|X|d|c)] VALUE - Print a register or memory location | |
403 di[/(x|X|d|c)] VALUE - Print a register or memory location each time | |
404 a breakpoint is hit | |
405 q - Quit BlastEm | |
468 | 406 |
407 The -d flag can be used to cause BlastEm to start in the debugger. | |
408 Alternatively, you can use the ui.enter_debugger action (mapped to the 'u' key | |
1014 | 409 by default) to enter the debugger while a game is running. To debug the menu |
410 ROM, use the -dm flag. | |
468 | 411 |
536 | 412 GDB Remote Debugging |
413 -------------------- | |
414 | |
415 In addition to the native debugger, BlastEm can also act as a GDB remote | |
416 debugging stub. To use this, you'll want to configure your Makefile to produce | |
417 both an ELF executable and a raw binary. Invoke an m68k-elf targeted gdb with | |
418 the ELF file. Once inside the gdb session, type: | |
419 | |
1066 | 420 target remote | BLASTEM_PATH/blastem ROM_FILE.bin -D |
536 | 421 |
422 where BLASTEM_PATH is the relative or absolute path to your BlastEm | |
423 installation and ROM_FILE.bin is the name of the raw binary for your program. | |
424 BlastEm will halt at the beginning of your program's entry point and return | |
425 control to GDB. This will allow you to set breakpoints before your code runs. | |
426 | |
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427 On Windows, the procedure is slightly different. First run |
1066 | 428 blastem.exe ROM_FILE.bin -D |
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429 This will cause BlastEm to wait for a socket connection on port 1234. It will |
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430 appear to be frozen until gdb connects to it. Now open the ELF file in gdb |
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431 and type: |
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432 |
1066 | 433 target remote :1234 |
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434 |
536 | 435 Trace points and watch points are not currently supported. |
436 | |
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437 Included Tools |
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438 -------------- |
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439 |
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440 BlastEm ships with a few small utilities that leverage portions of the emulator |
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441 code. |
1066 | 442 |
443 dis - 68K disassembler | |
444 zdis - Z80 disassembler | |
445 vgmplay - Very basic VGM player | |
446 stateview - GST save state viewer | |
447 | |
1013 | 448 VSync |
449 ----- | |
450 | |
1014 | 451 This section includes information about using VSync with BlastEm. As mentioned |
452 above, the code is currently designed to only sync to audio and has some issues | |
453 with VSync as a result. That said, if your computer is fast enough and you | |
454 don't care about turbo mode, it can generally made to work. | |
455 | |
456 The native refresh rate of an NTSC Genesis is approximately 59.92 Hz which is | |
457 probably not the native refresh rate of your monitor. Fortunately, it is | |
458 most likely lower than your refresh rate. As long as this is true, VSync will | |
459 generally work as long as your computer is fast enough to cope with the time | |
460 lost waiting for VSync and the audio buffer is large enough to not run out of | |
461 samples during that delay. Latency will suffer a bit and you'll get a doubled | |
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462 frame every once and a while, but generally things will be fine. |
1014 | 463 |
464 If you enable VSync and you're getting audio dropouts, first try doubling the | |
465 audio buffer setting. If you still experience dropouts, it's possible your | |
466 computer is not fast enough or that your monitor's actual refresh rate is in | |
467 fact lower than that of the emualted console. Not much can be done about the | |
468 former (apart from disabling VSync), but the latter can be dealt with by | |
469 lowering the default speed slightly in the "clocks" section. | |
470 | |
471 A future release will support VSync in a less hacky fashion. | |
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472 |
1066 | 473 Special Thanks |
474 -------------- | |
475 | |
476 My work has been made much easier by the contributions of those in the Genesis | |
477 community past and present. I'd like to thank the people below for their help. | |
478 | |
479 Nemesis - His work reverse engineering and documenting the VDP and | |
480 YM-2612 has saved me an immeasurable amount of time. I've | |
481 found both his sprite overflow test ROM and VDP FIFO | |
482 Testing ROM to be quite helpful. | |
483 | |
484 Charles MacDonald - While it hasn't been updated in a while, I still find his | |
485 VDP document to be my favorite reference. His Genesis | |
486 hardware document has also come in handy. | |
487 | |
488 Eke-Eke - Eke-Eke wrote a great document on the use of I2C EEPROM in | |
489 Genesis games and also left some useful very helpful | |
490 comments about problematic games in Genesis Plus GX | |
491 | |
492 Bart Trzynadlowski - His documents on the Genecyst save-state format and the | |
493 mapper used in Super Street Fighter 2 were definitely | |
494 appreciated. | |
495 | |
496 KanedaFR - Kaneda's SpritesMind forum is a great resource for the | |
497 Sega development community. | |
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498 |
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499 Titan - Titan has created what are without a doubt the most |
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500 impressive demos on the Megadrive. Additionally, I am very |
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501 grateful for the documentation provided by Kabuto and the |
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502 assistance of Kabuto, Sik and Jorge in getting Overdrive 2 |
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503 to run properly in BlastEm. |
1066 | 504 |
505 I'd also like to thank the following people who have performed compatibility | |
506 testing or submitted helpful bug reports | |
507 | |
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508 micky, Sasha, lol-frank, Sik, Tim Lawrence, ComradeOj, Vladikcomper |
1066 | 509 |
468 | 510 License |
511 ------- | |
512 | |
513 BlastEm is free software distributed under the terms of the GNU General Public | |
514 License version 3 or higher. This gives you the right to redistribute and/or | |
515 modify the program as long as you follow the terms of the license. See the file | |
516 COPYING for full license details. | |
517 | |
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518 Binary releases of BlastEm are packaged with GLEW and SDL2 which have thier own |
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519 licenses. See GLEW-LICENSE and SDL-LICENSE for details. |