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420 lines
24 KiB
Markdown
420 lines
24 KiB
Markdown
# a7800DS
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a7800DS is an Atari ProSystem 7800 console emulator for the DS/DSi.
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To use this emulator, you must use compatible roms with a78/bin format.
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Strongly recommend you use NTSC roms... PAL ones have more scanlines and will render
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more slowly and since the sound core is tied to scanlines, the sound will be wrong.
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All the debug on this port to the DS has been done with NTSC roms - seek them out!
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Do not ask me about such files, I only supply the emulator. A search with Google will certainly
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help you. The emulator was developed using Trebor's "7800 ProPack" of well-curated games.
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The emulator will auto-start in /roms/a7800 or /roms/a78 if those directories exist.
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Features :
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----------
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Most things you should expect from an emulator. Speed is excellent on the DSi and
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a little less great on the older DS-LITE. For the DS-LITE you can expect full speed on
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a very large chunk of the 7800 library. The more traditional games (think: Asteroids,
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Astro Blaster, Robotron, Food Fight, Centipede, Pac-Man Collection, etc) will
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all run great. The really big bankswitched games may struggle on the older
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DS-LITE/PHAT hardware - try the game and see!
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The emulator will support ROMs up to 1024K (1MB!) in size + the 128 byte .a78 header.
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All popular bank-switching schemes are supported including an extra 16K of RAM at 4000h.
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Pokey support at 4000h, 800h and 450h - change this in Configuration if it's not auto-detected.
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The new Banksets scheme is fully supported - this new banking/memory handling is designed
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for homebrew authors to provide increased ROM density and improved packing and access of
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graphics data vs code. This allows for games that would have been difficult or impossible
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without the scheme. See http://7800.8bitdev.org/index.php/Bankset_Bankswitching for more details.
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Add highscore.rom for 7800 High Score saving. This can be in /roms/bios, /data/bios
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or in the same directory as the emulator. It's worth the effort to track down the highscore.rom file!
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Copyright :
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----------
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A7800DS is Copyright 2021-2025 by Dave Bernazzani (wavemotion-dave).
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This emulator is based heavily upon ProSystem and that emulator was released
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in 2005 by Greg Stanton under the GNU General Public License and, as such,
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this derived work is released in the same manner. The original license text
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that Greg used is included here:
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```
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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```
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Philosophy :
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----------
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For this particular emulator, we use ProSystem as the base. That's always been a bit
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problematic in terms of accuracy - often resulting in small graphical glitches and
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other artifacts on screen. However, in the past year I've worked out many of those
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issues and most of the games look, sound and play great now. However, do not expect
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perfect emulation - if you're looking for a highly accurate emulator for the 7800
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ProSystem, this isn't it - try A7800 or JS7800 instead. But if you're looking to enjoy
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some classic 7800 console goodness on your DS/DSi then you've come to the right place!
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Known Issues and Limitations:
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----------
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- Lightgun is not supported.
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- Paddles are not supported.
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- PAL is not supported - use NTSC instead.
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- Souper mapper (Ricky & Vicky) is not supported.
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- Keystone Koppers and ARTI have slight sound issues as Pokey emulation is not perfect.
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- Only one Pokey is supported at 4000h, 800h or 450h (no Dual Pokey).
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- XM is not supported (beyond HSC and Pokey).
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--------------------------------------------------------------------------------
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How to use a7800DS :
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--------------------------------------------------------------------------------
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Place .NDS on your SD card and launch with Twilight Menu++ or Unlaunch.
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If you want to run on a flash cart place it as you would any homebrew pretty
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much anywhere on your flashcart SD card.
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When the emulator starts, click on the cartridge slot to choose a file. Use Up/Down
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to select a file, then use A to load it.
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Controls :
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* Direction pad : the joystick ...
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* A : Fire button 1
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* B : Fire button 2
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* SELECT : SELECT Button
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* START : PAUSE Button
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* X : Configurable (default: Pan Screen Down)
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* Y : Configurable (default: Pan Screen Up)
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* L/R + DPAD : Used to Shift Offsets and Scale Screen to desired ratio
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* L + R + X : Hold for 1 second to swap LCD screens top/bottom
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Use stylus on buttons for other actions on bottom screen.
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The new SNES2Atari adaptor is supported as a controller type for the few new games
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that utilize it. This allows all of the DS buttons to map into the game - exactly
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as labeled (D-Pad plus ABXY, Left Shoulder, Right Shoulder and Start, Select).
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High Score Saving works if you have highscore.rom (exact name and case) in your
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roms directory where you load your games... also, you MUST press the HSC button
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if you want to snap the Saved Scores out to the flash card. It's not something
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I want to do as the game runs... so you must do it... the high scores will also
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auto-save if you quit the emulator or select a new game.
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Configuration :
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----------
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Generally you would use this to select a bankswitching scheme if the proper type wasn't auto-detected.
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The following schemes are supported:
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* NORMAL Anything 48K or less... fits into memory (0xffff downwards) without switching.
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* SUPERCART Games that are 128+K in size with nothing mapped in at 0x4000
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* SUPERCART_LARGE Games that are 144+K in size with the extra 16K bank 0 fixed at 0x4000
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* SUPERCART_RAM Games that are 128+K in size with extra 16K of RAM at 0x4000
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* SUPERCART_ROM Games that are 128+K in size with bank 6 fixed at 0x4000
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* SUPERCART_RAMX2 Games that are 128+K in size with extra 32K of RAM at 0x4000 (bankswitched in 16K chunks)
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* FLAT WITH RAM Games that are 16K or 32K in size and utilize 16K of RAM at 0x4000
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* BANKSETS Games that use the new Banksets handling (2x32, 2x48, 2x52, 2x128, 2x256 and 2x512 supported).
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* BANKSETS RAM Games that use the new Banksets handling with 16K of RAM at 0x4000 (same RAM for Maria and Sally).
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* BANKSETS HALT RAM Games that use the new Banksets handling with 16K of RAM at 0x4000 (Maria and Sally see different 16K RAM).
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* ACTIVISION Mostly for Double Dragon and Rampage by Activision
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* ABSOLETE Only for the F-18 Hornet game by Absolete Entertainment
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* FRACTALUS Only for the Rescue on Fractalus prototype (not a complete game but neat to see). This is EXRAM/A8.
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Frame Skipping can be OFF (show all frames), Moderate (Show 3/4 frames) or Agressive (only show 1/2 frames). The latter is
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only really needed for the DS-Lite/Phat where the faster DSi CPU isn't available.
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Don't touch the DMA Cycle Adjustment unless you understand it... and most people don't - sometimes including the developer :)
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Press START to save off your configuration - if you made changes you should re-load the game to ensure all settings are applied.
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Of Mice, Men and Screen Resolutions :
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The DS/DSi has a native screen resolution of 256x192. This is not ideal for the Atari 7800 where many of the games are 320
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pixels across and often more than 192 scanlines. The original Atari NTSC spec called for 192 vertical scanlines and a few
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of the early games (Asteroids, Ms. Pac-Man, etc.) did stick to that but most later games utilize more vertical scanlines.
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A typical NTSC TV can handle 230+ scanlines fairly well and so many of the Atari 7800 games utilize some number of extra
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scanlines to pack as much awesome gameplay as possible onto the screen.
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This is a problem for our hero, the DS/DSi. Fortunately the DS has the ability to scale/stretch as needed. But when doing
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so, there will be missing scanlines. For example, if the game utilizes 200 scalines but the DS can only show 192, there are
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8 scanlines that must go missing... if scaled down to 192 pixels to fit the screen, these extra scalines might be in the
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middle of the playfield which is not great. If you scale the screen up (using Configuration options or the L/R shoulder
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buttons in conjunction with the D-PAD to shift/scale the sceren), then some of the pixels (left or right, up or down) will
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be cropped off the screen. This might not be a big deal - sometimes the very top and bottom of a game are just clouds or
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ground that can be safely cropped without any loss in gameplay. For many games, the top 16 pixels are the score / lives
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remaining.
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Most games have scaling defaults that look good enough. Some games will cut off a few pixel lines at the top and bottom - but
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they will still be perfectly playalbe. However there are some thigns you can (and should!) do to help.
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Recent versions of the emulator have a magnifying glass icon that will zoom and center the display to 1:1 of the actual 7800 output.
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This will crop some pixels off the sides and top/bottom but is useful to temporarily zoom up to enter things like high scores
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where the text may be hard to read when shrunk down.
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More importantly, you can utilize the X and Y buttons as a pan down/up. This is massively useful for games that have a score at
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the top of the display (Galaxian, Space Invaders, Popeye, bonQ, etc). Here you can stretch up the screen in the Y direction so
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that it is nearly 1:1 and shift the score off the top of the screen. Then, during gameplay, you can tap the X button to temporarily
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pan the display down so the score comes into view briefly... and it will magically shift back up after a half second. You can do
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this while you are playing - usually when you lose a life you can tap the X button to quickly glace at your score. This gives
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more useable scanlines for actual gameplay. Think of this like you're at the arcade and you have to glance up to see your
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score when focused on the field of play. It takes a little getting used to but this mechanism really helps map the more complicated
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game graphics onto the small sceren. Of course youc an always scale the screen down to it's totally visible - but there will be
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some loss of scanline information. Experiment and determine what works best for you.
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And remember - once you get your screen settings the way you want, be sure to go into the GEAR icon and hit START to save out
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your current configuration (which includes your screen offset/scaling tweaks on a per-game basis).
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--------------------------------------------------------------------------------
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Credits:
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--------------------------------------------------------------------------------
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* Thanks Wintermute for devkitpro and libnds (http://www.devkitpro.org).
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* Greg Stanton for ProSystem source code (https://home.comcast.net/~gscottstanton/) an Atari 7800 emulator.
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* zx81 (http://zx81.zx81.free.fr/serendipity_fr/) for PSP A7800 version (that helped to understand ProSystem).
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* raz0red (http://www.twitchasylum.com/forum/viewtopic.php?t=519) for WII7800 (that helped me to fix some timing problems).
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* The folks at AtariAge who helped weed out many of the old ProSystem Maria rendering and timing issues.
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* The MAXMOD audio library is Copyright (c) 2008, Mukunda Johnson (mukunda@maxmod.org). See https://github.com/devkitPro/maxmod
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--------------------------------------------------------------------------------
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Original Author:
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Alekmaul
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alekmaul@portabledev.com
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http://www.portabledev.com
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Updates by wavemotion-dave: https://github.com/wavemotion-dave/A7800DS
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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History :
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--------------------------------------------------------------------------------
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V5.0 : 21-Feb-2025 by wavemotion-dave
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* Kangaroo mode fixed and fully implemented. Cleans up some small graphical glitches on a number of games.
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* Composite Artifacting implemented for Tower Toppler and Jinks.
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* Sound handler fixed so that drop-outs of sounds are eliminated (or at least greatly minimized).
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* The X button on the NDS is now configurable to a range of joystick/console buttons.
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V4.9 : 17-Feb-2025 by wavemotion-dave
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* High Score (HSC) auto-save improvements - no longer write the backing .hsc file if the write didn't actually change HSC data.
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* Improved Sally emulation accuracy and optimization pass to render the games 3-4% faster.
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* Improved Pokey emulation - missing sounds on games like Ballblazer are now much better.
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* Improved memory emulation for more accurate mirror handling - 7800 Utility cart now shows this as a PASS.
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* Improved memory caching to help with the really big games (those 512K or larger).
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* All but two games on the DSi are now rendered without any form of frameskip. Older DS-Lite/Phat reduces frameskip due to new optimizations.
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V4.8 : 15-Feb-2025 by wavemotion-dave
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* High Score (HSC) now auto-saves the .hsc file after it is written by the game. The HSC button is gone.
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* Smoother console button operation so that a press is registered more consistently and with better debounce.
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* Improved magnifying glass icon debounce so that it registers more consistently and with better debounce.
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* New game icon to align with the other emulators in the Atari lineup on the DS.
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V4.7 : 11-May-2024 by wavemotion-dave
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* X and Y buttons now shift the screen down/up by 16 pixels so you can position the score off-screen and use these to pan up/down to see it.
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* Fix for Supercarts so that they start in bank 0 (Legend of Silverpeak should now load)
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* Internal database tweaks for the latest homebrews and ports.
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* Other minor tweaks and improvements as time permitted.
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V4.6 : 06-May-2024 by wavemotion-dave
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* Each game that utilizes a High Score Cart (HSC) gets its own 2K .hsc file
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* Improved High Score Cart (HSC) emulation - improved initialization of the SRAM contents.
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* Sanity checks added so that carts marked as 'NORMAL' (or selected as such) but are larger than 48K will not corrupt memory.
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* New magnifying glass icon to ZOOM (and center) the display 1:1 with real 7800 output. This will crop on a DS/DSi since it only has 256x192 but very useful to toggle the 1:1 zoom for High Score Entries, etc.
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* Support for .a78 V4 headers (will fall back to V3 if not available)
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V4.5 : 18-Nov-2022 by wavemotion-dave
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* SNES2Atari adaptor supported.
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* Improved display output to smooth over the fonts a bit.
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* Small tweaks to internal database to ensure everything looks as good as possible.
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V4.4 : 14-Nov-2022 by wavemotion-dave
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* New palette options from the Trebor 'Pro Pack' of colors. COOL, WARM (default), and HOT allow you to shift the color temperature slightly on a per-game basis.
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* Improved sound channel mixing so as not to halve the volume when mixing POKEY + TIA.
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V4.3 : 11-Nov-2022 by wavemotion-dave
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* Full support for the new Banksets scheme including the upcoming Attack of the Petscii Robots game!
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* Added the stable "illegal" opcode support for the 6502 CPU to ensure all games run properly.
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* New Maria cycle handling is more accurate than it's been in any previous version. More games run closer to perfect.
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* Improved rendering and a bit more optmization to make almost every game playable on the older DS-Lite.
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V4.2 : 06-Nov-2022 by wavemotion-dave
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* Added support for bankswitched RAM (32K of RAM swiched in 16K chunks). This makes the Ex version of 1942 playable.
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* Added alternate way of handling bankswitched RAM the same way as the DragonFly cart or SN board: via writes to 0xFFFF.
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* Fix graphical glitch for Ballblazer (just hiding it off screen).
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* Numerous small updates to the internal cart database to ensure game run with the proper settings (mostly High Scores)
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* New 8x density on the High Score Cart - transparent to the user but provides more slots so the HSC won't fill up.
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* Flat 32K plus RAM cart type supported.
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* Pokey @800 supported for upcoming homebrews.
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V4.1 : 02-Nov-2022 by wavemotion-dave
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* Overhaul Maria cycle stealing - all games now use the proper cycle stealing with much closer to accurate timing. This fixes games like One-on-One and Kung Fu Master.
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* Other minor cleanups and tweaks as time permitted.
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V4.0 : 01-Nov-2022 by wavemotion-dave
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* Overhaul the audio system to use the MAXMOD streaming library to eliminate sound 'zingers'
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* Other minor cleanup and tweaks as time permitted.
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V3.9 : 29-Oct-2022 by wavemotion-dave
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* More optmization and more games playable on the DS-Lite.
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* Highscore A7800.SRAM file moved to /data (move yours manually) - this allows the same high score file even if your roms are in different directories.
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* Fix for One-on-One.
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* Fix for voices in Jinx.
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* Cleanup of code - removed unused functions and vars. Switched to a memory-lite sprintf().
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V3.8 : 26-Oct-2022 by wavemotion-dave
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* Massive optmization of the Maria rendering to help the DS-Lite run more games.
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* Fix for Rampage
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* Fix for Rescue on Fractalus
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* Fix for F-18 Hornet
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* Fix for Double Dragon
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* Fix for Basketbrawl
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* Better A78 header parsing for improved game detection
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* New Moderate Frameskip to show 3/4 frames (not as aggressive as the old 1/2 frameskip)
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* Support for 1024K (+128 byte header) games. Only a few tech demos available so far.
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* Removed most of the old hacks for DS-Lite as the speed is good enough to render those games properly.
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V3.7 : 23-Oct-2022 by wavemotion-dave
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* Optmization across the board for faster and smoother performance.
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* Gained enough speed that we have restored full HQ sound for the DS-Lite.
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* bonQ fixed graphical glitches.
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* Keystone Koppers fixed graphical glitches.
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* Latest homebrews added to the internal database.
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* New configuration menu so you can tweak settings - new homebrews won't need a new A7800DS.
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* Better A78 v3 header support so more games run right.
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V3.6 : 04-Jun-2022 by wavemotion-dave
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* Fix for XM detection so the newest Pac-Man Collection (PMC-XM) works!
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* Minor database cleanups so all the more recent games run.
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V3.5 : 12-Feb-2022 by wavemotion-dave
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* Across the board cleanup of code. Copyright notice added.
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* Fixed High-Score save on Time Salvo
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* Slight memory optmization for reduced memory footprint.
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V3.4 : 6-Feb-2022 by wavemotion-dave
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* Frameskip rendering improved by more than 10% - making more DS-LITE games playable!
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* Minor improvements to touch-screen key handling and other code cleanups.
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V3.3 : 4-Feb-2022 by wavemotion-dave
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* Squeezed out another frame of performance.
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* Super Skateboardin' graphics fixed.
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* DSi eliminates frameskip on 80% of the library.
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* Updated 50 entries in the internal database - more new homebrews run.
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V3.2 : 1-Feb-2022 by wavemotion-dave
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* A 5-8% speedup across the board through a number of small optimizations in core areas.
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V3.1 : 31-Jan-2022 by wavemotion-dave
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* Now using more VRAM for bank swapping and partial DMA transfer to speed up large games.
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* Reverted part of the sound core to improve sound quality.
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* File selection cleanups to scroll less fast and be generally easier to see.
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V3.0 : 06-Nov-2021 by wavemotion-dave
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* Reworked sound output core so it's now zinger-free!
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* Refresh of bottom screen - improved font and button debounce.
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V2.9 : 03-Nov-2021 by wavemotion-dave
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* Fixed loading of large SUPER CART roms.
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V2.8 : 02-Nov-2021 by wavemotion-dave
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* A bit of speed - enough to eliminate the old DS-LITE version.
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* A few new homebrews added to the internal database.
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* Optmized sound buffers for (very) slightly better performance.
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* highscore.rom can now bin in /roms/bios or /data/bios
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* Cleanup code as time permitted.
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V2.7 : 02-Apr-2021 by wavemotion-dave
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* New support for the latest homebrews: Galaxian final
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* Added ability to swap screens using L+R+A
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V2.6 : 02-Apr-2021 by wavemotion-dave
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* Faster directory/file listing.
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* Support for the latest homebrews: Galaxian and Popeye
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* Improved scaling and offset handling using L/R + Arrow Keys to match other emulators.
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V2.5 : 15-Jan-2021 by wavemotion-dave
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* Added .A78 header naming search and as a backup filename search to help
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properly identify the game being loaded so that the right settings can be applied.
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V2.4 : 8-Jan-2021 by wavemotion-dave
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* Improvement in bank switching allowing most games to run 60FPS.
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V2.3 : 6-Jan-2021 by wavemotion-dave
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* Fixed large cart support so 512kb games run fine.
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* Fixed voice in Frenzy/Berzerk.
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* Fixed graphical glitches in Alien Brigade.
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* Optmized bank switching so more big games run smoothly.
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* Added default difficulty switches for the few games that need them.
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* Lots of cleanups as time permitted.
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V2.2 : 5-Jan-2021 by wavemotion-dave
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* More memory tweaks - faster processing of memory for another 5% speedup.
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V2.1 : 3-Jan-2021 by wavemotion-dave
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* Now using DTCM and VRAM for some key memory areas to speed up the emulator almost 10%
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V2.0 : 1-Jan-2021 by wavemotion-dave
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* Pokey and TIA sound core reworked to provide sound that is worth listening to.
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* Please run on a DSi, DSi-XL/LL or 3DS. You won't be happy with the performance on a DS-LITE/PHAT.
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V1.9 : 31-Dec-2020 by wavemotion-dave
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* Robotron now works with with Twin-Sticks!
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* Minor cleanup and polish to end the year...
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V1.8 : 23-Dec-2020 by wavemotion-dave
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* Major improvements to CPU core to get about 10% speed boost across the board.
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More games playable at full speed on DSi and above. Special DS-LITE build
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included that supports only the smallest and most basic games (but at near
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full speed).
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V1.7a : 21-Dec-2020 by wavemotion-dave
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* Full Pokey Support at both 450 and 4000. XM RAM mapping at 4000 so games
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like Serpentine will run properly now. Undocumented opcodes for the Sally
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processor now implemented so games like Popeye will run fine.
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V1.7 : 20-Dec-2020 by wavemotion-dave
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* After much thought and debug, I've ditched Kangaroo mode. As near as I can
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tell it's used on only a couple of games and not for gameplay - and it costs
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more DS-CPU time than it's worth. There is no harm other than a potential
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graphical glitch which I've not noticed and that CPU time is precious.
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V1.6b : 19-Dec-2020 by wavemotion-dave
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* Fixed bug causing black rectangles on some games - thanks to Wii-7800!
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V1.6 : 17-Dec-2020 by wavemotion-dave
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* Minor cleanup. Rebranding to PHOENIX EDITION.
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V1.5 : 15-Dec-2020 by wavemotion-dave
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* Overhaul of scaling and X/Y offsets so that more games look pixel perfect.
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* More homebrews run... compatibility table added to the back end of this doc.
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* More robust handling of High Score Cart and saving of files.
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V1.4 : 13-Dec-2020 by wavemotion-dave
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* Implemented Hiscore Saving per the HSC cart. Put the 4k highscore.rom (don't ask)
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where your ROMs live. If found, it will enable saving of high scores
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on all 9 original games (Asteroids, Joust, Centipede, Xevious, Dig Dug, Galaga,
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Food Fight, Ms Pac-Man and Robotron) as well as most of the newer homebrews.
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V1.3 : 12-Dec-2020 by wavemotion-dave
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* Backported some fixes and emulation timing improvments from Prosystem 1.3g
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plus the Wii version. Renders a few more games playable.
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* Fixed region for Froggie and Beef Drop - they now look right and play
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at full speed.
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* Minor other improvements as time permitted.
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V1.2 : 10-Dec-2020 by wavemotion-dave
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* More speed improvements. Fixed some 320 pixel games. Improved sound.
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V1.1 : 09-Dec-2020 by wavemotion-dave
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* Brought back to life... cleanup and about a 50% speed improvement, better
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screen rendering/scaling and slightly improved UI features.
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V1.0 : 24/05/2011
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* Initial release based on my a320 version (which is based on Prosystem 1.0.3)
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* Compiled with last version of Devkitpro/libnds, so DSi compatible \o/
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