annotate README @ 1388:af870e265226

Add device override for Fun n Games as it supports the mouse
author Michael Pavone <pavone@retrodev.com>
date Fri, 02 Jun 2017 00:36:07 -0700
parents 34798ad9c570
children 59e1dbb795a7
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1 BlastEm 0.5.0
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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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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 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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91 f2
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92 f3
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93 f4
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94 f5
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95 f6
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96 f7
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97 f8
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98 f9
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99 f10
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100 f11
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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. Gamepads that are
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108 recognized, can have their buttons and axes mapped with semantic names.
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109 Xbox 360, PS4 and PS3 style names are supported. Unrecognized gamepads can be
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110 mapped using numeric button and axis ids. The following button names are
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111 recognized by BlastEm:
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112 a, cross
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113 b, circle
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114 x, square
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115 y, trinagle
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116 start, options
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117 back, select, share
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118 guide
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119 leftbutton, l1
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120 rightbutton, r1
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121 leftstick, l3
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122 rightstick, r3
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123 The following axis names are recognized by BlastEm:
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124 leftx
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125 lefty
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126 rightx
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127 righty
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128 lefttrigger, l2
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129 righttrigger, r2
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130
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132 The mice subsection is used to map mice to emulated Mega/Sega mice. The default
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133 configuration maps both the first and second host mice to the first emulated
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134 mouse. This should not need modification for most users.
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135
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136 One special mapping deserves a mention. By default, the 'r' key is mapped to
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137 ui.release_mouse. When operating in windowed mode the mouse has a capture
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138 behavior. Mouse events are ignored until you click in the window. The mouse
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139 will then be "captured" and the cursor will be both made invisible and locked
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140 to the window. The ui.release_mouse binding releases the mouse so it can be
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141 used normally.
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142
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143 UI Actions
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144 ----------
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145
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146 This section lists the various "UI" actions that can be triggered by a key or
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147 gamepad binding.
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149 ui.release_mouse Releases the mouse if it is currently captured
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150 ui.vdp_debug_mode Cycles through the various VDP debug views
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151 ui.vdp_debug_pal Cycles through the selected palette when viewing
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152 the VDP memory viewer
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153 ui.enter_debugger Enters the debugger for the main CPU of the
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154 currently emulated system
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155 ui.screenshot Takes an internal screenshot
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156 ui.exit Returns to the menu ROM if currently in a game
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157 that was launched from the menu. Exits otherwise
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158 ui.save_state Saves a savestate to the quicksave slot
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159 ui.set_speed.N Selects a specific machine speed specified by N
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160 which should be a number between 0-9. Speeds are
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161 specified in the "clocks" section of the config
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162 ui.next_speed Selects the next machine speed
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163 ui.prev_speed Selects the previous machine speed
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164 ui.toggle_fullscreen Toggles between fullscreen and windowed mode
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165 ui.soft_reset Resets a portion of the emulated machine
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166 Equivalent to pushing the reset button on the
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167 emulated device
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168 ui.toggle_keyboard_captured Toggles the capture state of the host keyboard
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169 when an emulated keyboard is present
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170
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171 IO
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172 --
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173
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174 This section controls which peripherals are attached to the emulated console.
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175 IO assignments can be overridden by the ROM database when appropriate. For
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176 instance, games with mouse support can automatically use the mouse and games
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177 that only support 3-button pads can automatically force an appropriate pad.
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178 Unforunately, the ROM database is not yet exhaustive so manual configuration
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179 may be needed here in some cases.
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181 Video
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182 -----
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183
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184 The video section contains settings that affect the visual output of BlastEm.
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185
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186 "aspect" is used to control the aspect ratio of the emulated display. The
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187 default of 4:3 matches that of a standard definition television.
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188
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189 "width" is used to control the window size when not in fullscreen mode. The
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190 height of the window is calculated from this value and "aspect". Both width
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191 and height can be overridden from the command line.
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192
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193 "vertex_shader" and "fragment_shader" define the GLSL shader program that
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194 produces the final image for each frame. Shaders can be used to add various
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195 visual effects or enhancements. Currently BlastEm only ships with the default
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196 shader. If you write your own shaders, place them in
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197 $HOME/.config/blastem/shaders and then specify the basename of the new shader
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198 files in the "vertex_shader" and "fragment_shader" config options. Note that
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199 shaders are not available in the SDL fallback renderer.
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200
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201 "scanlines" controls whether there is any emulation of the gaps between display
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202 lines that are present when driving a CRT television with a 240p signal. This
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203 emulation is very basic at the moment so this option is off by default.
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204
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205 "vsync" controls whether the drawing of frames is synchronized to the monitor
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206 refresh rate. Valid values for this setting are "off", "on" and "tear". The
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207 latter will attempt to use the "late tear" option if it's available and normal
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208 vsync otherwise. Currently it's recommended to leave this at the default of
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209 "off" as BlastEm synchronizes to audio and does not yet have the necessary code
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210 to fully handle conflicts between the audio rate and monitor refresh rate.
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211 Additionally, the "turbo" feature does not function properly with vsync
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212 enabled. These issues will be addressed in a future release. If you wish to use
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213 vsync, please see the VSync section at the bottom of the README.
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214
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215 "fullscreen" controls whether BlastEm starts in fullscreen or windowed mode.
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216 This can be overridden on the command line with the -f flag. If fullscreen
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217 is set to "off", -f will turn it on. Conversely, if fullscreen is set to "on"
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218 in the config, -f will turn it off.
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219
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220 "gl" controls whether OpenGL is used for rendering. The default value is on.
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221 If it is set to off instead, the fallback renderer which uses SDL2's render API
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222 will be used instead. This option is mostly useful for users on hardware that
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223 lacks OpenGL 2 support. While BlastEm will fall back automatically even if gl
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224 is set to on there will be a warning. Disabling gl eliminates this warning.
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225
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226 The "ntsc" and "pal" sub-sections control overscan settings for the emulated
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227 video output for NTSC and PAL consoles respectively. More details are available
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228 in the Overscan section.
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229
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230 Overscan
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231 --------
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232
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233 Analog televisions generally don't display the entirety of a video frame. Some
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234 portion is cropped at the edges of the display. This is called overscan.
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235 Unfortunately, the amount of cropping performed varies considerably and is even
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236 adjustable on many TV sets. To deal with this, BlastEm allows overscan to be
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237 customized.
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238
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239 Overscan values are specified in the "ntsc" and "pal" sub-sections of the
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240 "video" section of the config file. The "overscan" sub-section contains four
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241 settings for specifying the number of pixels cropped on each side of the
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242 display: "top", "bottom", "left" and "right".
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243
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244 The default settings hide the horizontal border completely for both NTSC and
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245 PAL consoles. For the vertical borders, the NTSC overscan settings are chosen
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246 to give square pixels with the default aspect ratio of 4:3. For PAL, the
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247 default settings are set so that the PAL-exclusive V30 mode will produce a
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248 visible border that is the same size as what is shown in V28 mode in NTSC. This
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249 results in a slightly squished picture compared to NTSC which is probably
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250 appropriate given that a PAL display has more lines than an NTSC one.
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251
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252 Audio
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253 -----
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254
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255 The audio section contains settings that affect the audio output of BlastEm.
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256
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257 "rate" selects the preferred sample rate for audio output. Your operating
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258 system may not accept this value in which case a different rate will be chosen.
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259 This should generally be either the native sample rate of your sound card or an
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260 integral divisor of it. Most modern sound cards have a native output rate that
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261 is a multiple of 48000 Hz so the default setting should work well for most users.
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262
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263 "buffer size" controls how large of a buffer uses for audio data. Smaller values
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264 will reduce latency, but too small of a value can lead to dropouts. 512 works
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265 well for me, but a higher or lower value may be more appropriate for your system.
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266
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267 "lowpass_cutoff" controls the cutoff, or knee, frequency of the RC-style
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268 low-pass filter. The default value of 3390 Hz is supposedly what is present in
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269 at least some Genesis/Megadrive models. Other models reportedly use an even
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270 lower value.
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271
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272 Clocks
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273 ------
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274
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275 The clocks section contains settings that affect how fast things run.
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276
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277 "m68k_divider" describes the relationsip between the master clock (which is
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278 53693175 Hz for NTSC mode and 53203395 Hz for PAL mode). The default value of 7
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279 matches the real hardware. Set this to a lower number to overclock the 68000
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280 and set it to a higher number to underclock it.
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281
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282 "max_cycles" controls how often the system is forced to synchronize all
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283 hardware. BlastEm generally uses a sync on demand approach to synchronizing
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284 components in the system. This can provide perfect synchronization for most
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285 components, but since the Z80 can steal cycles from the 68000 at unpredictable
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286 times 68000/Z80 synchronization is imperfect. The default value of 3420
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287 corresponds to the number of master clock cycles per line. Larger numbers may
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288 produce a modest performance improvement whereas smaller numbers will improve
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289 68000/Z80 synchronization.
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290
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291 "speeds" controls the speed of the overall emulated console at different
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292 presets. Preset 0 is the default speed and should normally be set to 100. The
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293 other presets enable the slow/turbo mode functionality.
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294
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295 UI
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296 --
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297
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298 The UI section contains settings that affect the user interface.
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299
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300 "rom" determines the path of the Genesis/Megadrive ROM that implements the UI.
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301 Relative paths will be loaded relative to the BlastEm executable.
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302
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303 "initial_path" specifies the starting path for the ROM browser. It can contain
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304 the following special variables: $HOME, $EXEDIR. Additionally, variables
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305 defined in the OS environment can be used.
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306
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307 "screenshot_path" specifies the directory "internal" screenshots will be saved
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308 in. It accepts the same special variables as "initial_path".
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309
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310 "screenshot_template" specifies a template for creating screenshot filenames.
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311 It is specified as a format string for the C library function strftime
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312
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313 "save_path" specifies the directory that savestates, SRAM and EEPROM data will
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314 be saved in for a given game. It can contain the following special variables:
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315 $HOME, $EXEDIR, $USERDATA, $ROMNAME. Like "initial_path" it can also reference
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316 variables from the environment.
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317
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318 Path Variables
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319 --------------
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320
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321 This section explains the meaning of the special path variables referenced
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322 in the previous section.
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323
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324 $HOME The home directory of the current user. On most Unix variants, it
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325 will be a subdirectory of /home. On Windows it will typically be a
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326 subdirectory of C:\Users
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327 $EXEDIR The directory the BlastEm executable is located in
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328 $USERDATA This is an OS-specific path used for storing application specific
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329 user data. On Unix variants, it will be $HOME/.local/share/blastem
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330 On Windows it will be %LOCALDATA%/blastem
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331 $ROMNAME The name of the currently loaded ROM file without the extension
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332
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333 System
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334 ------
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335
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336 "ram_init" determines how the RAM in the emulated system is initialized. The
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337 default value of "zero" will cause all RAM to be zeroed out before the system
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338 is started. Alternatively, "random" can be used to initialize RAM with values
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339 from a pseudo-random number generator. This option is mostly useful for
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340 developers that want to debug initialization issues in their code.
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341
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342 "default_region" determines the console region that will be used when region
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343 detection fails and when there are multiple valid regions. The default of 'U'
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344 specifies a 60Hz "foreign" console.
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345
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346 Debugger
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347 --------
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348
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349 BlastEm has an integrated command-line debugger loosely based on GDB's
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350 interface. The interface is very rough at the moment. Available commands in the
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351 68K debugger are:
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352 b ADDRESS - Set a breakpoint at ADDRESS
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353 d BREAKPOINT - Delete a 68K breakpoint
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354 co BREAKPOINT - Run a list of debugger commands each time
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355 BREAKPOINT is hit
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356 a ADDRESS - Advance to address
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357 n - Advance to next instruction
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358 o - Advance to next instruction ignoring branches to
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359 lower addresses (good for breaking out of loops)
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360 s - Advance to next instruction (follows bsr/jsr)
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361 c - Continue
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362 bt - Print a backtrace
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363 p[/(x|X|d|c)] VALUE - Print a register or memory location
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364 di[/(x|X|d|c)] VALUE - Print a register or memory location each time
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365 a breakpoint is hit
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366 vs - Print VDP sprite list
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367 vr - Print VDP register info
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368 zb ADDRESS - Set a Z80 breakpoint
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369 zp[/(x|X|d|c)] VALUE - Display a Z80 value
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370 q - Quit BlastEm
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371 Available commands in the Z80 debugger are:
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372 b ADDRESS - Set a breakpoint at ADDRESS
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373 de BREAKPOINT - Delete a Z80 breakpoint
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374 a ADDRESS - Advance to address
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375 n - Advance to next instruction
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376 c - Continue
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377 p[/(x|X|d|c)] VALUE - Print a register or memory location
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378 di[/(x|X|d|c)] VALUE - Print a register or memory location each time
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379 a breakpoint is hit
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380 q - Quit BlastEm
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381
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382 The -d flag can be used to cause BlastEm to start in the debugger.
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383 Alternatively, you can use the ui.enter_debugger action (mapped to the 'u' key
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384 by default) to enter the debugger while a game is running. To debug the menu
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385 ROM, use the -dm flag.
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386
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387 GDB Remote Debugging
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388 --------------------
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389
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390 In addition to the native debugger, BlastEm can also act as a GDB remote
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391 debugging stub. To use this, you'll want to configure your Makefile to produce
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392 both an ELF executable and a raw binary. Invoke an m68k-elf targeted gdb with
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393 the ELF file. Once inside the gdb session, type:
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394
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395 target remote | BLASTEM_PATH/blastem ROM_FILE.bin -D
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396
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397 where BLASTEM_PATH is the relative or absolute path to your BlastEm
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398 installation and ROM_FILE.bin is the name of the raw binary for your program.
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399 BlastEm will halt at the beginning of your program's entry point and return
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400 control to GDB. This will allow you to set breakpoints before your code runs.
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401
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402 On Windows, the procedure is slightly different. First run
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403 blastem.exe ROM_FILE.bin -D
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404 This will cause BlastEm to wait for a socket connection on port 1234. It will
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405 appear to be frozen until gdb connects to it. Now open the ELF file in gdb
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406 and type:
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407
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408 target remote :1234
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409
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410 Trace points and watch points are not currently supported.
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411
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412 Included Tools
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413 --------------
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414
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415 BlastEm ships with a few small utilities that leverage portions of the emulator
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416 code.
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417
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418 dis - 68K disassembler
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419 zdis - Z80 disassembler
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420 vgmplay - Very basic VGM player
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421 stateview - GST save state viewer
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422
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423 VSync
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424 -----
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425
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426 This section includes information about using VSync with BlastEm. As mentioned
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427 above, the code is currently designed to only sync to audio and has some issues
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428 with VSync as a result. That said, if your computer is fast enough and you
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429 don't care about turbo mode, it can generally made to work.
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430
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431 The native refresh rate of an NTSC Genesis is approximately 59.92 Hz which is
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432 probably not the native refresh rate of your monitor. Fortunately, it is
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433 most likely lower than your refresh rate. As long as this is true, VSync will
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parents: 1013
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434 generally work as long as your computer is fast enough to cope with the time
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parents: 1013
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435 lost waiting for VSync and the audio buffer is large enough to not run out of
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436 samples during that delay. Latency will suffer a bit and you'll get a doubled
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437 frame every once and a while, but generally things will be fine.
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438
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parents: 1013
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439 If you enable VSync and you're getting audio dropouts, first try doubling the
ef923c4b8977 More README updates
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parents: 1013
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440 audio buffer setting. If you still experience dropouts, it's possible your
ef923c4b8977 More README updates
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parents: 1013
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441 computer is not fast enough or that your monitor's actual refresh rate is in
ef923c4b8977 More README updates
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parents: 1013
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442 fact lower than that of the emualted console. Not much can be done about the
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Michael Pavone <pavone@retrodev.com>
parents: 1013
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443 former (apart from disabling VSync), but the latter can be dealt with by
ef923c4b8977 More README updates
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parents: 1013
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444 lowering the default speed slightly in the "clocks" section.
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parents: 1013
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445
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446 A future release will support VSync in a less hacky fashion.
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447
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448 Special Thanks
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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449 --------------
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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450
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451 My work has been made much easier by the contributions of those in the Genesis
58e3d50f6a4e Updated README
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452 community past and present. I'd like to thank the people below for their help.
58e3d50f6a4e Updated README
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parents: 1017
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453
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454 Nemesis - His work reverse engineering and documenting the VDP and
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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455 YM-2612 has saved me an immeasurable amount of time. I've
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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456 found both his sprite overflow test ROM and VDP FIFO
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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457 Testing ROM to be quite helpful.
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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458
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Michael Pavone <pavone@retrodev.com>
parents: 1017
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459 Charles MacDonald - While it hasn't been updated in a while, I still find his
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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460 VDP document to be my favorite reference. His Genesis
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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461 hardware document has also come in handy.
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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462
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463 Eke-Eke - Eke-Eke wrote a great document on the use of I2C EEPROM in
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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464 Genesis games and also left some useful very helpful
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
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465 comments about problematic games in Genesis Plus GX
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
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466
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Michael Pavone <pavone@retrodev.com>
parents: 1017
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467 Bart Trzynadlowski - His documents on the Genecyst save-state format and the
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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468 mapper used in Super Street Fighter 2 were definitely
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
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469 appreciated.
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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470
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parents: 1017
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471 KanedaFR - Kaneda's SpritesMind forum is a great resource for the
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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472 Sega development community.
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473
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474 Titan - Titan has created what are without a doubt the most
34798ad9c570 Updated special thanks and version number listed in menu ROM
Michael Pavone <pavone@retrodev.com>
parents: 1353
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475 impressive demos on the Megadrive. Additionally, I am very
34798ad9c570 Updated special thanks and version number listed in menu ROM
Michael Pavone <pavone@retrodev.com>
parents: 1353
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476 grateful for the documentation provided by Kabuto and the
34798ad9c570 Updated special thanks and version number listed in menu ROM
Michael Pavone <pavone@retrodev.com>
parents: 1353
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477 assistance of Kabuto, Sik and Jorge in getting Overdrive 2
34798ad9c570 Updated special thanks and version number listed in menu ROM
Michael Pavone <pavone@retrodev.com>
parents: 1353
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478 to run properly in BlastEm.
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479
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480 I'd also like to thank the following people who have performed compatibility
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
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481 testing or submitted helpful bug reports
58e3d50f6a4e Updated README
Michael Pavone <pavone@retrodev.com>
parents: 1017
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482
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483 micky, Sasha, lol-frank, Sik, Tim Lawrence, ComradeOj, Vladikcomper
1066
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484
468
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Mike Pavone <pavone@retrodev.com>
parents:
diff changeset
485 License
949c7d875693 Added README file
Mike Pavone <pavone@retrodev.com>
parents:
diff changeset
486 -------
949c7d875693 Added README file
Mike Pavone <pavone@retrodev.com>
parents:
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487
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Mike Pavone <pavone@retrodev.com>
parents:
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488 BlastEm is free software distributed under the terms of the GNU General Public
949c7d875693 Added README file
Mike Pavone <pavone@retrodev.com>
parents:
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489 License version 3 or higher. This gives you the right to redistribute and/or
949c7d875693 Added README file
Mike Pavone <pavone@retrodev.com>
parents:
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490 modify the program as long as you follow the terms of the license. See the file
949c7d875693 Added README file
Mike Pavone <pavone@retrodev.com>
parents:
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491 COPYING for full license details.
949c7d875693 Added README file
Mike Pavone <pavone@retrodev.com>
parents:
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492
785
0e5f14d9a579 Prep for 0.3.0 release
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493 Binary releases of BlastEm are packaged with GLEW and SDL2 which have thier own
0e5f14d9a579 Prep for 0.3.0 release
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494 licenses. See GLEW-LICENSE and SDL-LICENSE for details.