Mercurial > repos > blastem
diff README @ 2289:92449b47cce8
Integrate VGM player into main blastem binary
author | Michael Pavone <pavone@retrodev.com> |
---|---|
date | Sat, 04 Feb 2023 22:44:44 -0800 |
parents | 8aeac7bd9fa7 |
children | 62f316b76e9a |
line wrap: on
line diff
--- a/README Wed Jan 18 23:31:44 2023 -0800 +++ b/README Sat Feb 04 22:44:44 2023 -0800 @@ -9,7 +9,7 @@ NOTE: Prior to version 0.4.1, BlastEm was still using Unixy locations for config and save files. If you're upgrading from a previous version on Windows, you will need to move them manually. For config files, the relevant paths are in the -previous paragraph. For save files, move all the directories found in +previous paragraph. For save files, move all the directories found in %userprofile%\.local\share\blastem to %localappdata%\blastem Usage @@ -29,11 +29,11 @@ list of supported command line options on Linux or OSX type: ./blastem -h - + From within your BlastEm directory. On Windows type: - + blastem.exe -h - + Lock-On Support --------------- @@ -46,7 +46,7 @@ specify the ROM to be locked on using the -o option. As an example: ./blastem ~/romz/sonic_and_knuckles.bin -o ~/romz/sonic3.bin - + Please note that Sonic 2 lock-on does not work at this time. Configuration @@ -55,7 +55,7 @@ Configuration is read from the file at $HOME/.config/blastem/blastem.cfg on Unix-like systems and %localappdata%\blastem\blastem.cfg if it exists. Othwerise it is read from default.cfg from the same directory as the BlastEm -executable. Sections are denoted by a section name followed by an open curly +executable. Sections are denoted by a section name followed by an open curly bracket, the section's contents and a closing curly bracket. Individual configuration values are set by entering the value's name followed by a space or tab and followed by the desired value. @@ -107,8 +107,8 @@ back The pads subsection is used to map gamepads and joysticks. Gamepads that are -recognized, can have their buttons and axes mapped with semantic names. -Xbox 360, PS4 and PS3 style names are supported. Unrecognized gamepads can be +recognized, can have their buttons and axes mapped with semantic names. +Xbox 360, PS4 and PS3 style names are supported. Unrecognized gamepads can be mapped using numeric button and axis ids. The following button names are recognized by BlastEm: a, cross @@ -129,7 +129,7 @@ righty lefttrigger, l2 righttrigger, r2 - + The mice subsection is used to map mice to emulated Mega/Sega mice. The default configuration maps both the first and second host mice to the first emulated @@ -163,7 +163,7 @@ ui.save_state Saves a savestate to the quicksave slot ui.set_speed.N Selects a specific machine speed specified by N which should be a number between 0-9. Speeds are - specified in the "clocks" section of the config + specified in the "clocks" section of the config ui.next_speed Selects the next machine speed ui.prev_speed Selects the previous machine speed ui.toggle_fullscreen Toggles between fullscreen and windowed mode @@ -176,7 +176,7 @@ mode ui.toggle_keyboard_captured Toggles the capture state of the host keyboard when an emulated keyboard is present - + IO -- @@ -203,7 +203,7 @@ "vertex_shader" and "fragment_shader" define the GLSL shader program that produces the final image for each frame. Shaders can be used to add various visual effects or enhancements. Currently BlastEm only ships with the default -shader and a "subtle" crt shader. If you write your own shaders, place them in +shader and a "subtle" crt shader. If you write your own shaders, place them in $HOME/.config/blastem/shaders and then specify the basename of the new shader files in the "vertex_shader" and "fragment_shader" config options. Note that shaders are not available in the SDL fallback renderer. @@ -334,7 +334,7 @@ "remember_path" specifies whether BlastEm should remember the last path used in the file browser. When it is set to "on", the last path will be remembered and -used instead of "initial_path" in subsequent runs. If it is set to "off", +used instead of "initial_path" in subsequent runs. If it is set to "off", "initial_path" will always be used. "screenshot_path" specifies the directory "internal" screenshots will be saved @@ -364,7 +364,7 @@ in the previous section. $HOME The home directory of the current user. On most Unix variants, it - will be a subdirectory of /home. On Windows it will typically be a + will be a subdirectory of /home. On Windows it will typically be a subdirectory of C:\Users $EXEDIR The directory the BlastEm executable is located in $USERDATA This is an OS-specific path used for storing application specific @@ -453,7 +453,7 @@ BlastEm will halt at the beginning of your program's entry point and return control to GDB. This will allow you to set breakpoints before your code runs. -On Windows, the procedure is slightly different. First run +On Windows, the procedure is slightly different. First run blastem.exe ROM_FILE.bin -D This will cause BlastEm to wait for a socket connection on port 1234. It will appear to be frozen until gdb connects to it. Now open the ELF file in gdb @@ -468,12 +468,10 @@ BlastEm ships with a few small utilities that leverage portions of the emulator code. - + dis - 68K disassembler zdis - Z80 disassembler - vgmplay - Very basic VGM player - stateview - GST save state viewer - + Sync Source and VSync ----- @@ -509,9 +507,9 @@ hardware document has also come in handy. Eke-Eke - Eke-Eke wrote a great document on the use of I2C EEPROM in - Genesis games and also left some useful very helpful + Genesis games and also left some useful very helpful comments about problematic games in Genesis Plus GX - + Sauraen - Sauraen has analyzed the YM2203 and YM2612 dies and written a VHDL operator implementation. These have been useful in improving the accuracy of my YM2612 core. @@ -524,16 +522,16 @@ Bart Trzynadlowski - His documents on the Genecyst save-state format and the mapper used in Super Street Fighter 2 were definitely appreciated. - + KanedaFR - Kaneda's SpritesMind forum is a great resource for the Sega development community. - + Titan - Titan has created what are without a doubt the most impressive demos on the Megadrive. Additionally, I am very grateful for the documentation provided by Kabuto and the assistance of Kabuto, Sik and Jorge in getting Overdrive 2 to run properly in BlastEm. - + flamewing - flamewing created a very handy exhaustive test ROM for 68K BCD instructions and documented the proper behavior for certain BCD edge cases