annotate README @ 1189:75ba222877f7

Force IPV4 for GDB remote debugging on Windows. Bind to localhost instead of unspecified address since listening on external ports probably isn't a good idea in the general case
author Michael Pavone <pavone@retrodev.com>
date Sun, 22 Jan 2017 19:40:32 -0800
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children 262c0ce8f586
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1 BlastEm 0.4.1
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2 -------------
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3
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4 Installation
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5 ------------
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7 Extract this archive to a directory of your choosing. If you wish to change the
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8 configuration settings, copy default.cfg to $HOME/.config/blastem/blastem.cfg
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9 and modify the copy. If you are on Windows, the config file should be placed in
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10 %localappdata%\blastem. You may also whish to add the blastem directory to your
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11 PATH environment variable.
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12
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13 NOTE: Prior to version 0.4.1, BlastEm was still using Unixy locations for config
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14 and save files. If you're upgrading from a previous version on Windows, you will
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15 need to move them manually. For config files, the relevant paths are in the
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16 previous paragraph. For save files, move all the directories found in
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17 %userprofile%\.local\share\blastem to %localappdata%\blastem
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19 Usage
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20 -----
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22 This version of BlastEm has an experimental GUI that is implemented as a Genesis
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23 ROM running inside the emulator. This UI can be operated with either a mouse or
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24 the first emulated gamepad. By default, both the keyboard and the first game
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25 controller are mapped to said gamepad. For more information on bindings see the
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26 Bindings section.
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27
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28 Some operations are currently only supported through the command line. To get a
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29 list of supported command line options on Linux or OSX type:
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31 ./blastem -h
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33 From within your BlastEm directory. On Windows type:
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35 blastem.exe -h
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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 only available from the command line at the moment. To
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42 use it specify the Sonic & Knuckles ROM as the primary ROM and specify the ROM
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43 to be locked on using the -o option. As an example:
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45 ./blastem ~/romz/sonic_and_knuckles.bin -o ~/romz/sonic3.bin
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46
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47 Please note that Sonic 2 lock-on does not work at this time. Additionally the
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48 save RAM added by Sonic 3 won't work either.
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50 Configuration
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51 -------------
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53 Configuration is read from the file at $HOME/.config/blastem/blastem.cfg on
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54 Unix-like systems and %localappdata%\blastem\blastem.cfg if it exists.
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55 Othwerise it is read from default.cfg from the same directory as the BlastEm
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56 executable. Sections are denoted by a section name followed by an open curly
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57 bracket, the section's contents and a closing curly bracket. Individual
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58 configuration values are set by entering the value's name followed by a space
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59 or tab and followed by the desired value.
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60
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61 Bindings
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62 --------
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64 The keys subsection of bindings maps keyboard keys to gamepad buttons or UI
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65 actions. The key name goes on the left and the action is on the right.
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66 Most keys are named for the character they produce when pressed. For keys that
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67 don't correspond to a normal character, check the list below:
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69 Name | Description
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70 -----------------
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71 up Up arrow
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72 down Down arrow
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73 left Left arrow
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74 right Right arrow
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75 space
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76 tab
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77 backspace Backspace on PC keyboards, Delete on Mac keyboards
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78 esc
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79 delete
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80 lshift Left shift
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81 rshift Right shift
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82 lctrl Left control
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83 rctrl Right control
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84 lalt Left alt on PC keyboards, Option on Mac keyboards
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85 ralt Right alt on PC keyboards, Option on Mac keyboards
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86 home
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87 end
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88 pageup
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89 pagedown
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90 f1
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101 f12
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102 select
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103 play
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104 search
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105 back
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107 The pads subsection is used to map gamepads and joysticks. Analog axes are not
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108 currently supported. An example configuration is provided in default.cfg to map
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109 SDL joystick 0 to the first controller and SDL joystick 1 to the second
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110 controller. The button assignments there work well for a 360 controller (at
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111 least on Linux, it's possible the physical button to button number is different
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112 on other operating systems).
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113
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114 The mice subsection is used to map mice to emulated Mega/Sega mice. The default
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115 configuration maps both the first and second host mice to the first emulated
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116 mouse. This should not need modification for most users.
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117
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118 One special mapping deserves a mention. By default, the 'r' key is mapped to
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119 ui.release_mouse. When operating in windowed mode the mouse has a capture
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120 behavior. Mouse events are ignored until you click in the window. The mouse
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121 will then be "captured" and the cursor will be both made invisible and locked
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122 to the window. The ui.release_mouse binding releases the mouse so it can be
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123 used normally.
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124
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125 IO
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126 --
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127
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128 This section controls which peripherals are attached to the emulated console.
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129 IO assignments can be overridden by the ROM database when appropriate. For
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130 instance, games with mouse support can automatically use the mouse and games
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131 that only support 3-button pads can automatically force an appropriate pad.
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132 Unforunately, the ROM database is not yet exhaustive so manual configuration
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133 may be needed here in some cases.
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135 Video
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136 -----
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137
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138 The video section contains settings that affect the visual output of BlastEm.
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139
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140 "width" is used to control the window size when not in fullscreen mode. The
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141 height of the window is calculated from this value. Both width and height can
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142 be overridden from the command line.
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143
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144 "vertex_shader" and "fragment_shader" define the GLSL shader program that
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145 produces the final image for each frame. Shaders can be used to add various
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146 visual effects or enhancements. Currently BlastEm only ships with the default
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147 shader. If you write your own shaders, place them in
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148 $HOME/.config/blastem/shaders and then specify the basename of the new shader
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149 files in the "vertex_shader" and "fragment_shader" config options. Note that
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150 shaders are not available in the SDL fallback renderer.
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151
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152 "scanlines" controls whether there is any emulation of the gaps between display
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153 lines that are present when driving a CRT television with a 240p signal. This
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154 emulation is very basic at the moment so this option is off by default.
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155
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156 "vsync" controls whether the drawing of frames is synchronized to the monitor
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157 refresh rate. Valid values for this setting are "off", "on" and "tear". The
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158 latter will attempt to use the "late tear" option if it's available and normal
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159 vsync otherwise. Currently it's recommended to leave this at the default of
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160 "off" as BlastEm synchronizes to audio and does not yet have the necessary code
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161 to fully handle conflicts between the audio rate and monitor refresh rate.
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162 Additionally, the "turbo" feature does not function properly with vsync
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163 enabled. These issues will be addressed in a future release. If you wish to use
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164 vsync, please see the VSync section at the bottom of the README.
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165
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166 "fullscreen" controls whether BlastEm starts in fullscreen or windowed mode.
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167 This can be overridden on the command line with the -f flag. If fullscreen
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168 is set to "off", -f will turn it on. Conversely, if fullscreen is set to "on"
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169 in the config, -f will turn it off.
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170
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171 Audio
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172 -----
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173
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174 The audio section contains settings that affect the audio output of BlastEm.
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175
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176 "rate" selects the preferred sample rate for audio output. Your operating
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177 system may not accept this value in which case a different rate will be chosen.
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178 This should generally be either the native sample rate of your sound card or an
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179 integral divisor of it. Most modern sound cards have a native output rate that
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180 is a multiple of 48000 Hz so the default setting should work well for most users.
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181
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182 "buffer size" controls how large of a buffer uses for audio data. Smaller values
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183 will reduce latency, but too small of a value can lead to dropouts. 512 works
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184 well for me, but a higher or lower value may be more appropriate for your system.
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185
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186 "lowpass_cutoff" controls the cutoff, or knee, frequency of the RC-style
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187 low-pass filter. The default value of 3390 Hz is supposedly what is present in
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188 at least some Genesis/Megadrive models. Other models reportedly use an even
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189 lower value.
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190
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191 Clocks
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192 ------
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193
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194 The clocks section contains settings that affect how fast things run.
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195
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196 "m68k_divider" describes the relationsip between the master clock (which is
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197 53693175 Hz for NTSC mode and 53203395 Hz for PAL mode). The default value of 7
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198 matches the real hardware. Set this to a lower number to overclock the 68000
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199 and set it to a higher number to underclock it.
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200
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201 "max_cycles" controls how often the system is forced to synchronize all
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202 hardware. BlastEm generally uses a sync on demand approach to synchronizing
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203 components in the system. This can provide perfect synchronization for most
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204 components, but since the Z80 can steal cycles from the 68000 at unpredictable
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205 times 68000/Z80 synchronization is imperfect. The default value of 3420
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206 corresponds to the number of master clock cycles per line. Larger numbers may
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207 produce a modest performance improvement whereas smaller numbers will improve
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208 68000/Z80 synchronization.
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209
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210 "speeds" controls the speed of the overall emulated console at different
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211 presets. Preset 0 is the default speed and should normally be set to 100. The
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212 other presets enable the slow/turbo mode functionality.
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213
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214 UI
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215 --
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216
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217 The UI section contains settings that affect the graphical user interface.
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218
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219 "rom" determines the path of the Genesis/Megadrive ROM that implements the UI.
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220 Relative paths will be loaded relative to the BlastEm executable.
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221
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222 Other Settings
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223 --------------
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224
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225 "default_region" determines the console region that will be used when region
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226 detection fails and when there are multiple valid regions. The default of 'U'
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227 specifies a 60Hz "foreign" console.
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228
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229 Debugger
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230 --------
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231
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232 BlastEm has an integrated command-line debugger loosely based on GDB's
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233 interface. The interface is very rough at the moment. Available commands in the
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234 68K debugger are:
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235 b ADDRESS - Set a breakpoint at ADDRESS
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236 d BREAKPOINT - Delete a 68K breakpoint
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237 co BREAKPOINT - Run a list of debugger commands each time
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238 BREAKPOINT is hit
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239 a ADDRESS - Advance to address
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240 n - Advance to next instruction
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241 o - Advance to next instruction ignoring branches to
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242 lower addresses (good for breaking out of loops)
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243 s - Advance to next instruction (follows bsr/jsr)
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244 c - Continue
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245 bt - Print a backtrace
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246 p[/(x|X|d|c)] VALUE - Print a register or memory location
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247 di[/(x|X|d|c)] VALUE - Print a register or memory location each time
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248 a breakpoint is hit
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249 vs - Print VDP sprite list
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250 vr - Print VDP register info
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251 zb ADDRESS - Set a Z80 breakpoint
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252 zp[/(x|X|d|c)] VALUE - Display a Z80 value
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253 q - Quit BlastEm
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254 Available commands in the Z80 debugger are:
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255 b ADDRESS - Set a breakpoint at ADDRESS
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256 de BREAKPOINT - Delete a Z80 breakpoint
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257 a ADDRESS - Advance to address
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258 n - Advance to next instruction
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259 c - Continue
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260 p[/(x|X|d|c)] VALUE - Print a register or memory location
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261 di[/(x|X|d|c)] VALUE - Print a register or memory location each time
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262 a breakpoint is hit
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263 q - Quit BlastEm
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264
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265 The -d flag can be used to cause BlastEm to start in the debugger.
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266 Alternatively, you can use the ui.enter_debugger action (mapped to the 'u' key
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267 by default) to enter the debugger while a game is running. To debug the menu
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268 ROM, use the -dm flag.
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269
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270 GDB Remote Debugging
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271 --------------------
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272
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273 In addition to the native debugger, BlastEm can also act as a GDB remote
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274 debugging stub. To use this, you'll want to configure your Makefile to produce
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275 both an ELF executable and a raw binary. Invoke an m68k-elf targeted gdb with
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276 the ELF file. Once inside the gdb session, type:
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277
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278 target remote | BLASTEM_PATH/blastem ROM_FILE.bin -D
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279
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280 where BLASTEM_PATH is the relative or absolute path to your BlastEm
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281 installation and ROM_FILE.bin is the name of the raw binary for your program.
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282 BlastEm will halt at the beginning of your program's entry point and return
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283 control to GDB. This will allow you to set breakpoints before your code runs.
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284
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285 On Windows, the procedure is slightly different. First run
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286 blastem.exe ROM_FILE.bin -D
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287 This will cause BlastEm to wait for a socket connection on port 1234. It will
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288 appear to be frozen until gdb connects to it. Now open the ELF file in gdb
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289 and type:
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290
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291 target remote :1234
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292
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293 Trace points and watch points are not currently supported.
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294
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295 Included Tools
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298 BlastEm ships with a few small utilities that leverage portions of the emulator
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299 code.
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300
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301 dis - 68K disassembler
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302 zdis - Z80 disassembler
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303 vgmplay - Very basic VGM player
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304 stateview - GST save state viewer
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305
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306 VSync
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307 -----
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308
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309 This section includes information about using VSync with BlastEm. As mentioned
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310 above, the code is currently designed to only sync to audio and has some issues
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311 with VSync as a result. That said, if your computer is fast enough and you
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312 don't care about turbo mode, it can generally made to work.
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313
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314 The native refresh rate of an NTSC Genesis is approximately 59.92 Hz which is
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315 probably not the native refresh rate of your monitor. Fortunately, it is
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316 most likely lower than your refresh rate. As long as this is true, VSync will
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317 generally work as long as your computer is fast enough to cope with the time
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318 lost waiting for VSync and the audio buffer is large enough to not run out of
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319 samples during that delay. Latency will suffer a bit and you'll get a doubled
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320 frame, but things will be fine.
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321
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322 If you enable VSync and you're getting audio dropouts, first try doubling the
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323 audio buffer setting. If you still experience dropouts, it's possible your
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324 computer is not fast enough or that your monitor's actual refresh rate is in
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325 fact lower than that of the emualted console. Not much can be done about the
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326 former (apart from disabling VSync), but the latter can be dealt with by
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327 lowering the default speed slightly in the "clocks" section.
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328
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329 A future release will support VSync in a less hacky fashion.
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330
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331 Special Thanks
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332 --------------
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333
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334 My work has been made much easier by the contributions of those in the Genesis
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335 community past and present. I'd like to thank the people below for their help.
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336
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337 Nemesis - His work reverse engineering and documenting the VDP and
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338 YM-2612 has saved me an immeasurable amount of time. I've
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339 found both his sprite overflow test ROM and VDP FIFO
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340 Testing ROM to be quite helpful.
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341
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342 Charles MacDonald - While it hasn't been updated in a while, I still find his
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343 VDP document to be my favorite reference. His Genesis
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344 hardware document has also come in handy.
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345
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346 Eke-Eke - Eke-Eke wrote a great document on the use of I2C EEPROM in
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347 Genesis games and also left some useful very helpful
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348 comments about problematic games in Genesis Plus GX
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349
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350 Bart Trzynadlowski - His documents on the Genecyst save-state format and the
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351 mapper used in Super Street Fighter 2 were definitely
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352 appreciated.
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353
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354 KanedaFR - Kaneda's SpritesMind forum is a great resource for the
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355 Sega development community.
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356
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357 I'd also like to thank the following people who have performed compatibility
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358 testing or submitted helpful bug reports
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359
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360 micky, Sik, Tim Lawrence, ComradeOj, Vladikcomper
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361
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362 License
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363 -------
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364
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365 BlastEm is free software distributed under the terms of the GNU General Public
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366 License version 3 or higher. This gives you the right to redistribute and/or
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367 modify the program as long as you follow the terms of the license. See the file
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368 COPYING for full license details.
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369
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370 Binary releases of BlastEm are packaged with GLEW and SDL2 which have thier own
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371 licenses. See GLEW-LICENSE and SDL-LICENSE for details.