Mercurial > repos > blastem
annotate README @ 2286:5d3411f52d00
Fix ui.reload for locked-on ROMs
author | Michael Pavone <pavone@retrodev.com> |
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date | Fri, 13 Jan 2023 23:42:46 -0800 |
parents | 8aeac7bd9fa7 |
children | 92449b47cce8 |
rev | line source |
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1662 | 1 BlastEm 0.6.0 |
468 | 2 ------------- |
3 | |
4 Installation | |
5 ------------ | |
6 | |
1662 | 7 Extract this archive to a directory of your choosing. |
1066 | 8 |
9 NOTE: Prior to version 0.4.1, BlastEm was still using Unixy locations for config | |
10 and save files. If you're upgrading from a previous version on Windows, you will | |
11 need to move them manually. For config files, the relevant paths are in the | |
12 previous paragraph. For save files, move all the directories found in | |
13 %userprofile%\.local\share\blastem to %localappdata%\blastem | |
468 | 14 |
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15 Usage |
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16 ----- |
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17 |
1662 | 18 This version of BlastEm has a GUI that allows access to most configuration options. |
19 Simply start BlastEm without passing a ROM filename on the command line to access | |
20 the main menu. You can also access the menu by hitting the button mapped to the ui.exit | |
21 action (default Esc). | |
22 | |
23 If Open GL is disabled or unavaible, or you explicitly request it, the old ROM-based UI | |
24 will be used instead. This UI does not support configuration so you will need to modify | |
25 the configuration file manually if you use it. See the rest of this README for instructions | |
26 on modifying the configuration file. | |
1013 | 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 |
1662 | 152 ui.plane_debug Toggles the VDP plane debug view |
153 ui.vram_debug Toggles the VDP VRAM debug view | |
154 ui.cram_debug Toggles the VDP CRAM debug view | |
155 ui.compositing_debug Toggles the VDP compositing debug view | |
156 ui.vdp_debug_mode Cycles the mode/palette of the VDP debug view | |
157 that currently has focus | |
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158 ui.enter_debugger Enters the debugger for the main CPU of the |
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159 currently emulated system |
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160 ui.screenshot Takes an internal screenshot |
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161 ui.exit Returns to the menu ROM if currently in a game |
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162 that was launched from the menu. Exits otherwise |
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163 ui.save_state Saves a savestate to the quicksave slot |
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164 ui.set_speed.N Selects a specific machine speed specified by N |
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165 which should be a number between 0-9. Speeds are |
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166 specified in the "clocks" section of the config |
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167 ui.next_speed Selects the next machine speed |
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168 ui.prev_speed Selects the previous machine speed |
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169 ui.toggle_fullscreen Toggles between fullscreen and windowed mode |
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170 ui.soft_reset Resets a portion of the emulated machine |
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171 Equivalent to pushing the reset button on the |
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172 emulated device |
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173 ui.reload Reloads the current ROM from a file and performs |
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174 a hard reset of the emulated device |
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175 ui.sms_pause Triggers a press of the pause button when in SMS |
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176 mode |
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177 ui.toggle_keyboard_captured Toggles the capture state of the host keyboard |
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178 when an emulated keyboard is present |
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179 |
1013 | 180 IO |
181 -- | |
182 | |
183 This section controls which peripherals are attached to the emulated console. | |
184 IO assignments can be overridden by the ROM database when appropriate. For | |
185 instance, games with mouse support can automatically use the mouse and games | |
186 that only support 3-button pads can automatically force an appropriate pad. | |
187 Unforunately, the ROM database is not yet exhaustive so manual configuration | |
188 may be needed here in some cases. | |
468 | 189 |
190 Video | |
191 ----- | |
192 | |
1013 | 193 The video section contains settings that affect the visual output of BlastEm. |
194 | |
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195 "aspect" is used to control the aspect ratio of the emulated display. The |
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196 default of 4:3 matches that of a standard definition television. |
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197 |
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198 "width" is used to control the window width when not in fullscreen mode. |
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199 |
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200 "height" is used to control the window height when not in fullscreen mode. If |
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201 left unspecified, it will be calculated from "width" and "aspect". |
1013 | 202 |
203 "vertex_shader" and "fragment_shader" define the GLSL shader program that | |
204 produces the final image for each frame. Shaders can be used to add various | |
205 visual effects or enhancements. Currently BlastEm only ships with the default | |
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206 shader and a "subtle" crt shader. If you write your own shaders, place them in |
1013 | 207 $HOME/.config/blastem/shaders and then specify the basename of the new shader |
208 files in the "vertex_shader" and "fragment_shader" config options. Note that | |
209 shaders are not available in the SDL fallback renderer. | |
210 | |
211 "scanlines" controls whether there is any emulation of the gaps between display | |
212 lines that are present when driving a CRT television with a 240p signal. This | |
213 emulation is very basic at the moment so this option is off by default. | |
214 | |
215 "vsync" controls whether the drawing of frames is synchronized to the monitor | |
216 refresh rate. Valid values for this setting are "off", "on" and "tear". The | |
217 latter will attempt to use the "late tear" option if it's available and normal | |
218 vsync otherwise. Currently it's recommended to leave this at the default of | |
1662 | 219 "off" as it may not work well with the default "audio" sync method and the |
220 "video" sync method will automatically enable "vsync". See "Sync Source and | |
221 VSync" for more details. | |
468 | 222 |
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223 "fullscreen" controls whether BlastEm starts in fullscreen or windowed mode. |
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224 This can be overridden on the command line with the -f flag. If fullscreen |
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225 is set to "off", -f will turn it on. Conversely, if fullscreen is set to "on" |
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226 in the config, -f will turn it off. |
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227 |
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228 "gl" controls whether OpenGL is used for rendering. The default value is on. |
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229 If it is set to off instead, the fallback renderer which uses SDL2's render API |
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230 will be used instead. This option is mostly useful for users on hardware that |
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231 lacks OpenGL 2 support. While BlastEm will fall back automatically even if gl |
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232 is set to on there will be a warning. Disabling gl eliminates this warning. |
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233 |
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234 "scaling" controls the type of scaling used for textures in both the GL and |
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235 SDL renderers. Valid values are "nearest" and "linear". Note that shaders also |
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236 impact how pixels are scaled. |
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237 |
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238 The "ntsc" and "pal" sub-sections control overscan settings for the emulated |
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239 video output for NTSC and PAL consoles respectively. More details are available |
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240 in the Overscan section. |
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241 |
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242 Overscan |
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243 -------- |
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244 |
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245 Analog televisions generally don't display the entirety of a video frame. Some |
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246 portion is cropped at the edges of the display. This is called overscan. |
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247 Unfortunately, the amount of cropping performed varies considerably and is even |
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248 adjustable on many TV sets. To deal with this, BlastEm allows overscan to be |
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249 customized. |
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250 |
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251 Overscan values are specified in the "ntsc" and "pal" sub-sections of the |
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252 "video" section of the config file. The "overscan" sub-section contains four |
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253 settings for specifying the number of pixels cropped on each side of the |
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254 display: "top", "bottom", "left" and "right". |
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255 |
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256 The default settings hide the horizontal border completely for both NTSC and |
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257 PAL consoles. For the vertical borders, the NTSC overscan settings are chosen |
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258 to give square pixels with the default aspect ratio of 4:3. For PAL, the |
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259 default settings are set so that the PAL-exclusive V30 mode will produce a |
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260 visible border that is the same size as what is shown in V28 mode in NTSC. This |
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261 results in a slightly squished picture compared to NTSC which is probably |
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262 appropriate given that a PAL display has more lines than an NTSC one. |
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263 |
468 | 264 Audio |
265 ----- | |
266 | |
1014 | 267 The audio section contains settings that affect the audio output of BlastEm. |
1013 | 268 |
269 "rate" selects the preferred sample rate for audio output. Your operating | |
270 system may not accept this value in which case a different rate will be chosen. | |
271 This should generally be either the native sample rate of your sound card or an | |
272 integral divisor of it. Most modern sound cards have a native output rate that | |
273 is a multiple of 48000 Hz so the default setting should work well for most users. | |
274 | |
275 "buffer size" controls how large of a buffer uses for audio data. Smaller values | |
276 will reduce latency, but too small of a value can lead to dropouts. 512 works | |
277 well for me, but a higher or lower value may be more appropriate for your system. | |
278 | |
279 "lowpass_cutoff" controls the cutoff, or knee, frequency of the RC-style | |
280 low-pass filter. The default value of 3390 Hz is supposedly what is present in | |
281 at least some Genesis/Megadrive models. Other models reportedly use an even | |
282 lower value. | |
468 | 283 |
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284 "gain" specifies the gain in decibels to be applied to the overall output. |
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285 |
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286 "fm_gain" specifies the gain to be applied to the emulated FM output before |
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287 mixing with the PSG. |
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288 |
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289 "psg_gain" specifies the gain to be applied to the emulated PSG output before |
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290 mixing with the FM chip. |
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291 |
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292 "fm_dac" controls the characteristics of the DAC in the emulated FM chip. If |
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293 this is set to "linear", then the DAC will have precise linear output similar |
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294 to the integrated YM3438 in later Gen/MD consoles. If it is set to "zero_offset", |
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295 there will be a larger gap between -1 and 0. This is commonly referred to as the |
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296 "ladder effect". This will also cause "leakage" on channels that are muted or |
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297 panned to one side in a similar manner to a discrete YM2612. |
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298 |
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299 |
1014 | 300 Clocks |
301 ------ | |
302 | |
303 The clocks section contains settings that affect how fast things run. | |
304 | |
305 "m68k_divider" describes the relationsip between the master clock (which is | |
306 53693175 Hz for NTSC mode and 53203395 Hz for PAL mode). The default value of 7 | |
307 matches the real hardware. Set this to a lower number to overclock the 68000 | |
308 and set it to a higher number to underclock it. | |
309 | |
310 "max_cycles" controls how often the system is forced to synchronize all | |
311 hardware. BlastEm generally uses a sync on demand approach to synchronizing | |
312 components in the system. This can provide perfect synchronization for most | |
313 components, but since the Z80 can steal cycles from the 68000 at unpredictable | |
314 times 68000/Z80 synchronization is imperfect. The default value of 3420 | |
315 corresponds to the number of master clock cycles per line. Larger numbers may | |
316 produce a modest performance improvement whereas smaller numbers will improve | |
317 68000/Z80 synchronization. | |
318 | |
319 "speeds" controls the speed of the overall emulated console at different | |
320 presets. Preset 0 is the default speed and should normally be set to 100. The | |
321 other presets enable the slow/turbo mode functionality. | |
322 | |
323 UI | |
324 -- | |
325 | |
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326 The UI section contains settings that affect the user interface. |
1014 | 327 |
328 "rom" determines the path of the Genesis/Megadrive ROM that implements the UI. | |
329 Relative paths will be loaded relative to the BlastEm executable. | |
330 | |
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331 "initial_path" specifies the starting path for the ROM browser. It can contain |
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332 the following special variables: $HOME, $EXEDIR. Additionally, variables |
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333 defined in the OS environment can be used. |
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334 |
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335 "remember_path" specifies whether BlastEm should remember the last path used in |
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336 the file browser. When it is set to "on", the last path will be remembered and |
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337 used instead of "initial_path" in subsequent runs. If it is set to "off", |
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338 "initial_path" will always be used. |
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339 |
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340 "screenshot_path" specifies the directory "internal" screenshots will be saved |
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341 in. It accepts the same special variables as "initial_path". |
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342 |
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343 "screenshot_template" specifies a template for creating screenshot filenames. |
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344 It is specified as a format string for the C library function strftime |
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345 |
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346 "save_path" specifies the directory that savestates, SRAM and EEPROM data will |
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347 be saved in for a given game. It can contain the following special variables: |
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348 $HOME, $EXEDIR, $USERDATA, $ROMNAME. Like "initial_path" it can also reference |
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349 variables from the environment. |
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350 |
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351 "extensions" specifies the file extensions that should be displayed in the file |
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352 browser. |
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353 |
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354 "state_format" specifies the preferred format for saving save states. Valid |
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355 values are "native" (the default) and "gst". "native" save states do a better |
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356 job of preserving the state of the emulated system, but "gst" save states are |
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357 compatible with other emulators like Kega and Gens. This setting has no effect |
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358 for systems other than the Genesis/Mega Drive |
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359 |
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360 Path Variables |
1014 | 361 -------------- |
362 | |
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363 This section explains the meaning of the special path variables referenced |
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364 in the previous section. |
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365 |
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366 $HOME The home directory of the current user. On most Unix variants, it |
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367 will be a subdirectory of /home. On Windows it will typically be a |
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368 subdirectory of C:\Users |
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369 $EXEDIR The directory the BlastEm executable is located in |
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370 $USERDATA This is an OS-specific path used for storing application specific |
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371 user data. On Unix variants, it will be $HOME/.local/share/blastem |
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372 On Windows it will be %LOCALDATA%/blastem |
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373 $ROMNAME The name of the currently loaded ROM file without the extension |
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374 |
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375 System |
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376 ------ |
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377 |
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378 "ram_init" determines how the RAM in the emulated system is initialized. The |
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379 default value of "zero" will cause all RAM to be zeroed out before the system |
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380 is started. Alternatively, "random" can be used to initialize RAM with values |
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381 from a pseudo-random number generator. This option is mostly useful for |
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382 developers that want to debug initialization issues in their code. |
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383 |
1014 | 384 "default_region" determines the console region that will be used when region |
385 detection fails and when there are multiple valid regions. The default of 'U' | |
1662 | 386 specifies a 60Hz "foreign" console. |
387 | |
388 "sync_source" controls whether BlastEm uses audio or video output to control | |
389 execution speed. "video" can provide a smoother experience when your display | |
390 has a similar refresh rate to the emulated system, but has some limitations | |
391 in the current version. The default value is "audio". | |
392 | |
393 "megawifi" enables or disables support for MegaWiFi cart emulation. MegaWiFi | |
394 is a cartridge that contains WiFi hardware for network functionality. Enabling | |
395 this means that ROMs potentially have access to your network (and the internet) | |
396 which obviously has security implications. For this reason, it is disabled by | |
397 default. If you wish to try out MegaWiFi emulation, set this to "on". Note that | |
398 the support for MegaWiFi hardware is preliminary in this release. | |
1014 | 399 |
468 | 400 Debugger |
401 -------- | |
402 | |
403 BlastEm has an integrated command-line debugger loosely based on GDB's | |
404 interface. The interface is very rough at the moment. Available commands in the | |
405 68K debugger are: | |
1066 | 406 b ADDRESS - Set a breakpoint at ADDRESS |
407 d BREAKPOINT - Delete a 68K breakpoint | |
408 co BREAKPOINT - Run a list of debugger commands each time | |
1014 | 409 BREAKPOINT is hit |
1066 | 410 a ADDRESS - Advance to address |
411 n - Advance to next instruction | |
412 o - Advance to next instruction ignoring branches to | |
413 lower addresses (good for breaking out of loops) | |
414 s - Advance to next instruction (follows bsr/jsr) | |
415 c - Continue | |
416 bt - Print a backtrace | |
417 p[/(x|X|d|c)] VALUE - Print a register or memory location | |
418 di[/(x|X|d|c)] VALUE - Print a register or memory location each time | |
419 a breakpoint is hit | |
420 vs - Print VDP sprite list | |
421 vr - Print VDP register info | |
422 zb ADDRESS - Set a Z80 breakpoint | |
423 zp[/(x|X|d|c)] VALUE - Display a Z80 value | |
424 q - Quit BlastEm | |
468 | 425 Available commands in the Z80 debugger are: |
1066 | 426 b ADDRESS - Set a breakpoint at ADDRESS |
427 de BREAKPOINT - Delete a Z80 breakpoint | |
428 a ADDRESS - Advance to address | |
429 n - Advance to next instruction | |
430 c - Continue | |
431 p[/(x|X|d|c)] VALUE - Print a register or memory location | |
432 di[/(x|X|d|c)] VALUE - Print a register or memory location each time | |
433 a breakpoint is hit | |
434 q - Quit BlastEm | |
468 | 435 |
436 The -d flag can be used to cause BlastEm to start in the debugger. | |
437 Alternatively, you can use the ui.enter_debugger action (mapped to the 'u' key | |
1014 | 438 by default) to enter the debugger while a game is running. To debug the menu |
439 ROM, use the -dm flag. | |
468 | 440 |
536 | 441 GDB Remote Debugging |
442 -------------------- | |
443 | |
444 In addition to the native debugger, BlastEm can also act as a GDB remote | |
445 debugging stub. To use this, you'll want to configure your Makefile to produce | |
446 both an ELF executable and a raw binary. Invoke an m68k-elf targeted gdb with | |
447 the ELF file. Once inside the gdb session, type: | |
448 | |
1066 | 449 target remote | BLASTEM_PATH/blastem ROM_FILE.bin -D |
536 | 450 |
451 where BLASTEM_PATH is the relative or absolute path to your BlastEm | |
452 installation and ROM_FILE.bin is the name of the raw binary for your program. | |
453 BlastEm will halt at the beginning of your program's entry point and return | |
454 control to GDB. This will allow you to set breakpoints before your code runs. | |
455 | |
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456 On Windows, the procedure is slightly different. First run |
1066 | 457 blastem.exe ROM_FILE.bin -D |
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458 This will cause BlastEm to wait for a socket connection on port 1234. It will |
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459 appear to be frozen until gdb connects to it. Now open the ELF file in gdb |
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460 and type: |
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461 |
1066 | 462 target remote :1234 |
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463 |
536 | 464 Trace points and watch points are not currently supported. |
465 | |
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466 Included Tools |
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467 -------------- |
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468 |
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469 BlastEm ships with a few small utilities that leverage portions of the emulator |
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470 code. |
1066 | 471 |
472 dis - 68K disassembler | |
473 zdis - Z80 disassembler | |
474 vgmplay - Very basic VGM player | |
475 stateview - GST save state viewer | |
476 | |
1662 | 477 Sync Source and VSync |
1013 | 478 ----- |
479 | |
1662 | 480 This section includes information about using VSync with BlastEm. Currently, |
481 the best way to use VSync is to set the sync source to "video". This will force | |
482 VSync on and use video output for controlling the speed of emulation. In this | |
483 mode, audio will have it's rate automatically adjusted to keep pace with video. | |
484 The code for this is still a bit immature, so you may experience dropouts or | |
485 pitch changes in this mode. | |
1014 | 486 |
1662 | 487 If you experience problems, please switch back to the "audio" sync source, |
488 which is the default. You can also enable vsync when using the "audio" sync | |
489 source by changing the "vsync" setting. This will generally work okay as long | |
490 as the emulated refresh rate is below your monitor refresh rate (even if only | |
491 slightly), but you will occassionally get a doubled frame (or frequently if | |
492 the refresh rates are very different). | |
1014 | 493 |
1662 | 494 Turbo mode will currently not work when vsync is on, regardless of which sync |
495 source is used. Slow mode will work with "audio" sync, but not "video" sync. | |
1014 | 496 |
1066 | 497 -------------- |
498 | |
499 My work has been made much easier by the contributions of those in the Genesis | |
500 community past and present. I'd like to thank the people below for their help. | |
501 | |
502 Nemesis - His work reverse engineering and documenting the VDP and | |
503 YM-2612 has saved me an immeasurable amount of time. I've | |
504 found both his sprite overflow test ROM and VDP FIFO | |
505 Testing ROM to be quite helpful. | |
506 | |
507 Charles MacDonald - While it hasn't been updated in a while, I still find his | |
508 VDP document to be my favorite reference. His Genesis | |
509 hardware document has also come in handy. | |
510 | |
511 Eke-Eke - Eke-Eke wrote a great document on the use of I2C EEPROM in | |
512 Genesis games and also left some useful very helpful | |
513 comments about problematic games in Genesis Plus GX | |
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514 |
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515 Sauraen - Sauraen has analyzed the YM2203 and YM2612 dies and written |
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516 a VHDL operator implementation. These have been useful in |
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517 improving the accuracy of my YM2612 core. |
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518 |
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519 Alexey Khokholov - Alexey (aka Nuke.YKT) has analyzed the YM3438 die and written |
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520 a fairly direct C implementation from that analysis. This |
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521 has been a useful reference for verifying and improving my |
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522 YM2612 core. |
1066 | 523 |
524 Bart Trzynadlowski - His documents on the Genecyst save-state format and the | |
525 mapper used in Super Street Fighter 2 were definitely | |
526 appreciated. | |
527 | |
528 KanedaFR - Kaneda's SpritesMind forum is a great resource for the | |
529 Sega development community. | |
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530 |
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531 Titan - Titan has created what are without a doubt the most |
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532 impressive demos on the Megadrive. Additionally, I am very |
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533 grateful for the documentation provided by Kabuto and the |
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534 assistance of Kabuto, Sik and Jorge in getting Overdrive 2 |
1661 | 535 to run properly in BlastEm. |
536 | |
537 flamewing - flamewing created a very handy exhaustive test ROM for 68K | |
538 BCD instructions and documented the proper behavior for | |
539 certain BCD edge cases | |
540 | |
541 r57shell - r57shell created a test ROM for 68K instruction sizes that | |
542 was invaluable in fixing the remaining bugs in my 68K instruction | |
543 decoder | |
1066 | 544 |
545 I'd also like to thank the following people who have performed compatibility | |
546 testing or submitted helpful bug reports | |
547 | |
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548 micky, Sasha, lol-frank, Sik, Tim Lawrence, ComradeOj, Vladikcomper |
1066 | 549 |
468 | 550 License |
551 ------- | |
552 | |
553 BlastEm is free software distributed under the terms of the GNU General Public | |
554 License version 3 or higher. This gives you the right to redistribute and/or | |
555 modify the program as long as you follow the terms of the license. See the file | |
556 COPYING for full license details. | |
557 | |
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558 Binary releases of BlastEm are packaged with GLEW, SDL2 and zlib which have their |
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559 own licenses. See GLEW-LICENSE and SDL-LICENSE for details. For zlib license |
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560 information, please see zlib.h in the source code release. |