Mercurial > repos > blastem
annotate README @ 1337:d092c15246a3
Initial stab at horizontal border when VDP test register layer selection is in effect for H40. Extended horizontal borders in Titancade scene and ninja escape scene mostly correct now
author | Michael Pavone <pavone@retrodev.com> |
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date | Sat, 29 Apr 2017 16:51:57 -0700 |
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1 BlastEm 0.5.0 |
468 | 2 ------------- |
3 | |
4 Installation | |
5 ------------ | |
6 | |
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7 Extract this archive to a directory of your choosing. If you wish to change the |
1066 | 8 configuration settings, copy default.cfg to $HOME/.config/blastem/blastem.cfg |
9 and modify the copy. If you are on Windows, the config file should be placed in | |
10 %localappdata%\blastem. You may also whish to add the blastem directory to your | |
11 PATH environment variable. | |
12 | |
13 NOTE: Prior to version 0.4.1, BlastEm was still using Unixy locations for config | |
14 and save files. If you're upgrading from a previous version on Windows, you will | |
15 need to move them manually. For config files, the relevant paths are in the | |
16 previous paragraph. For save files, move all the directories found in | |
17 %userprofile%\.local\share\blastem to %localappdata%\blastem | |
468 | 18 |
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19 Usage |
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20 ----- |
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21 |
1013 | 22 This version of BlastEm has an experimental GUI that is implemented as a Genesis |
23 ROM running inside the emulator. This UI can be operated with either a mouse or | |
24 the first emulated gamepad. By default, both the keyboard and the first game | |
25 controller are mapped to said gamepad. For more information on bindings see the | |
26 Bindings section. | |
27 | |
28 Some operations are currently only supported through the command line. To get a | |
29 list of supported command line options on Linux or OSX type: | |
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30 |
1066 | 31 ./blastem -h |
32 | |
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33 From within your BlastEm directory. On Windows type: |
1066 | 34 |
35 blastem.exe -h | |
36 | |
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37 Lock-On Support |
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38 --------------- |
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39 |
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40 This version of BlastEm has some preliminary support for Sonic & Knuckles lock |
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41 on technology. This is 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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44 |
1066 | 45 ./blastem ~/romz/sonic_and_knuckles.bin -o ~/romz/sonic3.bin |
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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49 |
468 | 50 Configuration |
51 ------------- | |
52 | |
1066 | 53 Configuration is read from the file at $HOME/.config/blastem/blastem.cfg on |
54 Unix-like systems and %localappdata%\blastem\blastem.cfg if it exists. | |
55 Othwerise it is read from default.cfg from the same directory as the BlastEm | |
56 executable. Sections are denoted by a section name followed by an open curly | |
57 bracket, the section's contents and a closing curly bracket. Individual | |
468 | 58 configuration values are set by entering the value's name followed by a space |
59 or tab and followed by the desired value. | |
60 | |
61 Bindings | |
62 -------- | |
63 | |
64 The keys subsection of bindings maps keyboard keys to gamepad buttons or UI | |
65 actions. The key name goes on the left and the action is on the right. | |
1066 | 66 Most keys are named for the character they produce when pressed. For keys that |
67 don't correspond to a normal character, check the list below: | |
68 | |
69 Name | Description | |
70 ----------------- | |
71 up Up arrow | |
72 down Down arrow | |
73 left Left arrow | |
74 right Right arrow | |
75 space | |
76 tab | |
77 backspace Backspace on PC keyboards, Delete on Mac keyboards | |
78 esc | |
79 delete | |
80 lshift Left shift | |
81 rshift Right shift | |
82 lctrl Left control | |
83 rctrl Right control | |
84 lalt Left alt on PC keyboards, Option on Mac keyboards | |
85 ralt Right alt on PC keyboards, Option on Mac keyboards | |
86 home | |
87 end | |
88 pageup | |
89 pagedown | |
90 f1 | |
91 f2 | |
92 f3 | |
93 f4 | |
94 f5 | |
95 f6 | |
96 f7 | |
97 f8 | |
98 f9 | |
99 f10 | |
100 f11 | |
101 f12 | |
102 select | |
103 play | |
104 search | |
105 back | |
468 | 106 |
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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 |
1013 | 131 |
132 The mice subsection is used to map mice to emulated Mega/Sega mice. The default | |
133 configuration maps both the first and second host mice to the first emulated | |
134 mouse. This should not need modification for most users. | |
135 | |
136 One special mapping deserves a mention. By default, the 'r' key is mapped to | |
137 ui.release_mouse. When operating in windowed mode the mouse has a capture | |
138 behavior. Mouse events are ignored until you click in the window. The mouse | |
139 will then be "captured" and the cursor will be both made invisible and locked | |
140 to the window. The ui.release_mouse binding releases the mouse so it can be | |
141 used normally. | |
142 | |
143 IO | |
144 -- | |
145 | |
146 This section controls which peripherals are attached to the emulated console. | |
147 IO assignments can be overridden by the ROM database when appropriate. For | |
148 instance, games with mouse support can automatically use the mouse and games | |
149 that only support 3-button pads can automatically force an appropriate pad. | |
150 Unforunately, the ROM database is not yet exhaustive so manual configuration | |
151 may be needed here in some cases. | |
468 | 152 |
153 Video | |
154 ----- | |
155 | |
1013 | 156 The video section contains settings that affect the visual output of BlastEm. |
157 | |
158 "width" is used to control the window size when not in fullscreen mode. The | |
159 height of the window is calculated from this value. Both width and height can | |
160 be overridden from the command line. | |
161 | |
162 "vertex_shader" and "fragment_shader" define the GLSL shader program that | |
163 produces the final image for each frame. Shaders can be used to add various | |
164 visual effects or enhancements. Currently BlastEm only ships with the default | |
165 shader. If you write your own shaders, place them in | |
166 $HOME/.config/blastem/shaders and then specify the basename of the new shader | |
167 files in the "vertex_shader" and "fragment_shader" config options. Note that | |
168 shaders are not available in the SDL fallback renderer. | |
169 | |
170 "scanlines" controls whether there is any emulation of the gaps between display | |
171 lines that are present when driving a CRT television with a 240p signal. This | |
172 emulation is very basic at the moment so this option is off by default. | |
173 | |
174 "vsync" controls whether the drawing of frames is synchronized to the monitor | |
175 refresh rate. Valid values for this setting are "off", "on" and "tear". The | |
176 latter will attempt to use the "late tear" option if it's available and normal | |
177 vsync otherwise. Currently it's recommended to leave this at the default of | |
178 "off" as BlastEm synchronizes to audio and does not yet have the necessary code | |
179 to fully handle conflicts between the audio rate and monitor refresh rate. | |
180 Additionally, the "turbo" feature does not function properly with vsync | |
181 enabled. These issues will be addressed in a future release. If you wish to use | |
182 vsync, please see the VSync section at the bottom of the README. | |
468 | 183 |
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184 "fullscreen" controls whether BlastEm starts in fullscreen or windowed mode. |
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185 This can be overridden on the command line with the -f flag. If fullscreen |
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186 is set to "off", -f will turn it on. Conversely, if fullscreen is set to "on" |
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187 in the config, -f will turn it off. |
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188 |
468 | 189 Audio |
190 ----- | |
191 | |
1014 | 192 The audio section contains settings that affect the audio output of BlastEm. |
1013 | 193 |
194 "rate" selects the preferred sample rate for audio output. Your operating | |
195 system may not accept this value in which case a different rate will be chosen. | |
196 This should generally be either the native sample rate of your sound card or an | |
197 integral divisor of it. Most modern sound cards have a native output rate that | |
198 is a multiple of 48000 Hz so the default setting should work well for most users. | |
199 | |
200 "buffer size" controls how large of a buffer uses for audio data. Smaller values | |
201 will reduce latency, but too small of a value can lead to dropouts. 512 works | |
202 well for me, but a higher or lower value may be more appropriate for your system. | |
203 | |
204 "lowpass_cutoff" controls the cutoff, or knee, frequency of the RC-style | |
205 low-pass filter. The default value of 3390 Hz is supposedly what is present in | |
206 at least some Genesis/Megadrive models. Other models reportedly use an even | |
207 lower value. | |
468 | 208 |
1014 | 209 Clocks |
210 ------ | |
211 | |
212 The clocks section contains settings that affect how fast things run. | |
213 | |
214 "m68k_divider" describes the relationsip between the master clock (which is | |
215 53693175 Hz for NTSC mode and 53203395 Hz for PAL mode). The default value of 7 | |
216 matches the real hardware. Set this to a lower number to overclock the 68000 | |
217 and set it to a higher number to underclock it. | |
218 | |
219 "max_cycles" controls how often the system is forced to synchronize all | |
220 hardware. BlastEm generally uses a sync on demand approach to synchronizing | |
221 components in the system. This can provide perfect synchronization for most | |
222 components, but since the Z80 can steal cycles from the 68000 at unpredictable | |
223 times 68000/Z80 synchronization is imperfect. The default value of 3420 | |
224 corresponds to the number of master clock cycles per line. Larger numbers may | |
225 produce a modest performance improvement whereas smaller numbers will improve | |
226 68000/Z80 synchronization. | |
227 | |
228 "speeds" controls the speed of the overall emulated console at different | |
229 presets. Preset 0 is the default speed and should normally be set to 100. The | |
230 other presets enable the slow/turbo mode functionality. | |
231 | |
232 UI | |
233 -- | |
234 | |
235 The UI section contains settings that affect the graphical user interface. | |
236 | |
237 "rom" determines the path of the Genesis/Megadrive ROM that implements the UI. | |
238 Relative paths will be loaded relative to the BlastEm executable. | |
239 | |
240 Other Settings | |
241 -------------- | |
242 | |
243 "default_region" determines the console region that will be used when region | |
244 detection fails and when there are multiple valid regions. The default of 'U' | |
245 specifies a 60Hz "foreign" console. | |
246 | |
468 | 247 Debugger |
248 -------- | |
249 | |
250 BlastEm has an integrated command-line debugger loosely based on GDB's | |
251 interface. The interface is very rough at the moment. Available commands in the | |
252 68K debugger are: | |
1066 | 253 b ADDRESS - Set a breakpoint at ADDRESS |
254 d BREAKPOINT - Delete a 68K breakpoint | |
255 co BREAKPOINT - Run a list of debugger commands each time | |
1014 | 256 BREAKPOINT is hit |
1066 | 257 a ADDRESS - Advance to address |
258 n - Advance to next instruction | |
259 o - Advance to next instruction ignoring branches to | |
260 lower addresses (good for breaking out of loops) | |
261 s - Advance to next instruction (follows bsr/jsr) | |
262 c - Continue | |
263 bt - Print a backtrace | |
264 p[/(x|X|d|c)] VALUE - Print a register or memory location | |
265 di[/(x|X|d|c)] VALUE - Print a register or memory location each time | |
266 a breakpoint is hit | |
267 vs - Print VDP sprite list | |
268 vr - Print VDP register info | |
269 zb ADDRESS - Set a Z80 breakpoint | |
270 zp[/(x|X|d|c)] VALUE - Display a Z80 value | |
271 q - Quit BlastEm | |
468 | 272 Available commands in the Z80 debugger are: |
1066 | 273 b ADDRESS - Set a breakpoint at ADDRESS |
274 de BREAKPOINT - Delete a Z80 breakpoint | |
275 a ADDRESS - Advance to address | |
276 n - Advance to next instruction | |
277 c - Continue | |
278 p[/(x|X|d|c)] VALUE - Print a register or memory location | |
279 di[/(x|X|d|c)] VALUE - Print a register or memory location each time | |
280 a breakpoint is hit | |
281 q - Quit BlastEm | |
468 | 282 |
283 The -d flag can be used to cause BlastEm to start in the debugger. | |
284 Alternatively, you can use the ui.enter_debugger action (mapped to the 'u' key | |
1014 | 285 by default) to enter the debugger while a game is running. To debug the menu |
286 ROM, use the -dm flag. | |
468 | 287 |
536 | 288 GDB Remote Debugging |
289 -------------------- | |
290 | |
291 In addition to the native debugger, BlastEm can also act as a GDB remote | |
292 debugging stub. To use this, you'll want to configure your Makefile to produce | |
293 both an ELF executable and a raw binary. Invoke an m68k-elf targeted gdb with | |
294 the ELF file. Once inside the gdb session, type: | |
295 | |
1066 | 296 target remote | BLASTEM_PATH/blastem ROM_FILE.bin -D |
536 | 297 |
298 where BLASTEM_PATH is the relative or absolute path to your BlastEm | |
299 installation and ROM_FILE.bin is the name of the raw binary for your program. | |
300 BlastEm will halt at the beginning of your program's entry point and return | |
301 control to GDB. This will allow you to set breakpoints before your code runs. | |
302 | |
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303 On Windows, the procedure is slightly different. First run |
1066 | 304 blastem.exe ROM_FILE.bin -D |
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305 This will cause BlastEm to wait for a socket connection on port 1234. It will |
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306 appear to be frozen until gdb connects to it. Now open the ELF file in gdb |
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307 and type: |
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308 |
1066 | 309 target remote :1234 |
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310 |
536 | 311 Trace points and watch points are not currently supported. |
312 | |
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313 Included Tools |
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314 -------------- |
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315 |
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316 BlastEm ships with a few small utilities that leverage portions of the emulator |
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317 code. |
1066 | 318 |
319 dis - 68K disassembler | |
320 zdis - Z80 disassembler | |
321 vgmplay - Very basic VGM player | |
322 stateview - GST save state viewer | |
323 | |
1013 | 324 VSync |
325 ----- | |
326 | |
1014 | 327 This section includes information about using VSync with BlastEm. As mentioned |
328 above, the code is currently designed to only sync to audio and has some issues | |
329 with VSync as a result. That said, if your computer is fast enough and you | |
330 don't care about turbo mode, it can generally made to work. | |
331 | |
332 The native refresh rate of an NTSC Genesis is approximately 59.92 Hz which is | |
333 probably not the native refresh rate of your monitor. Fortunately, it is | |
334 most likely lower than your refresh rate. As long as this is true, VSync will | |
335 generally work as long as your computer is fast enough to cope with the time | |
336 lost waiting for VSync and the audio buffer is large enough to not run out of | |
337 samples during that delay. Latency will suffer a bit and you'll get a doubled | |
338 frame, but things will be fine. | |
339 | |
340 If you enable VSync and you're getting audio dropouts, first try doubling the | |
341 audio buffer setting. If you still experience dropouts, it's possible your | |
342 computer is not fast enough or that your monitor's actual refresh rate is in | |
343 fact lower than that of the emualted console. Not much can be done about the | |
344 former (apart from disabling VSync), but the latter can be dealt with by | |
345 lowering the default speed slightly in the "clocks" section. | |
346 | |
347 A future release will support VSync in a less hacky fashion. | |
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Fixed an ommission in the CHANGELOG added basic description of extra utilities to README
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348 |
1066 | 349 Special Thanks |
350 -------------- | |
351 | |
352 My work has been made much easier by the contributions of those in the Genesis | |
353 community past and present. I'd like to thank the people below for their help. | |
354 | |
355 Nemesis - His work reverse engineering and documenting the VDP and | |
356 YM-2612 has saved me an immeasurable amount of time. I've | |
357 found both his sprite overflow test ROM and VDP FIFO | |
358 Testing ROM to be quite helpful. | |
359 | |
360 Charles MacDonald - While it hasn't been updated in a while, I still find his | |
361 VDP document to be my favorite reference. His Genesis | |
362 hardware document has also come in handy. | |
363 | |
364 Eke-Eke - Eke-Eke wrote a great document on the use of I2C EEPROM in | |
365 Genesis games and also left some useful very helpful | |
366 comments about problematic games in Genesis Plus GX | |
367 | |
368 Bart Trzynadlowski - His documents on the Genecyst save-state format and the | |
369 mapper used in Super Street Fighter 2 were definitely | |
370 appreciated. | |
371 | |
372 KanedaFR - Kaneda's SpritesMind forum is a great resource for the | |
373 Sega development community. | |
374 | |
375 I'd also like to thank the following people who have performed compatibility | |
376 testing or submitted helpful bug reports | |
377 | |
1069
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Updated special thanks
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378 micky, Sik, Tim Lawrence, ComradeOj, Vladikcomper |
1066 | 379 |
468 | 380 License |
381 ------- | |
382 | |
383 BlastEm is free software distributed under the terms of the GNU General Public | |
384 License version 3 or higher. This gives you the right to redistribute and/or | |
385 modify the program as long as you follow the terms of the license. See the file | |
386 COPYING for full license details. | |
387 | |
785
0e5f14d9a579
Prep for 0.3.0 release
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388 Binary releases of BlastEm are packaged with GLEW and SDL2 which have thier own |
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Prep for 0.3.0 release
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389 licenses. See GLEW-LICENSE and SDL-LICENSE for details. |