Genital v1.0

posted in Emulator Release by swampgas on Dec 16th, 2000

Bart Trzynadlowski writes: After months of work and 2 rewrites, Genital v1.0 is now available :) Tons of new stuff has made it for this release: December 14, 2000: Version 1.0 ** Features that made it: ** - Improved VSync polling - Added a custom save state format, GNS: Genital Save State, user can toggle between GST and GNS formats for up to 20 save states - Completely restarted and finished Genital68K; removed Starscream - Wrote a very good, custom debugger - Messages now display in the correct position if a resolution other than 320x200 is chosen at start up - Rewrote Mode X code. It's now much, much faster. Big thanks to Kuwanger for his input - Rewrote command line system and added config file support - Added shadow/highlight mode support - Rewrote and fixed control port decoding (Fixes EA logo, Desert Strike, etc.) - Emulated the invalid horizontal scroll setting (untested) - Added support for .GEN ROM files - Added support for Super Street Fighter II - Major source tree restructure and rewrite (based on the now defunct "Disco" Sega CD emulator source tree which was inspired by c2emu) - Now correctly handles lines with display turned off (also fixes "sticky messages") - Internal access mode data cleared when VDP registers are written (fixes Sonic 3D intro color bug and Golden Axe II Sega logo) - Added a grayscale effect - Minor tile rendering optimizations - Fixed up country detection and setting code - Added VDP register #1 M1 bit support -- DMA no longer works until M1=1 - Removed Menacer support since it didn't work w/ commercial games (try Genital v0.3 to use it with the Menacer 6-in-1 Gamepak) - Slightly optimized VDP port access - Wrote a much faster Mode 0x13 blitter in assembly language - Added backup RAM support through Genital Backup RAM (GNR) files - VBlank now occurs at the end of line 224 (fixes Bubble and Squeak, but breaks Desert Strike) - Added H counter emulation (Road Rash 3 works fine) - Made a smaller and slicker font - Fixed "Memo" field in ROM information display - Hacked together some SVP groundwork to make Virtua Racing run (without polygons -- the actual SVP chip is not yet emulated) - Rewrote address space access handlers in assembly to take advantage of Genital68K resulting in a major speed boost - Major VDP status register fix regarding VB, HB, and DMA bits (fixes speed problems in Granada, Altered Beast, After Burner 2, Turbo Outrun, Ranger-X, Arcus Odyssey, etc.) - DMA flag now always indicates ready - Fixed up interlace 2 odd/even flag kludge - Added VDP PAL flag emulation - FIFO flags now always indicate empty - DMA registers are now updated after transfer (fixes Batman & Robin color bug in first level) - Added support for re-definable keys - Lots of little tweaks and changes here and there - Massive overall compatibility and speed boost - Changed terms of use (no longer public domain) ** Features that were removed before the release: ** - Preliminary Sega CD driver (the much-rumored "Mystery Sega CD Emulator") - SH-2 emulator - Preliminary Sega 32X driver - Support for .32X ROMs Some quick notes to users: The Sega CD and Sega 32X drivers were eliminated in the second rewrite and will not be worked on any more. The Sega CD driver could display the BIOS screen, the 32X driver didn't do much (just some basic memory map stuff, and SH-2 emulation.) Also, in order to get Virtua Racing running, make sure horizontal interrupts are enabled. The game will sit at a black screen when it starts up, not sure why, but press Start (default key for this is ENTER) a few times and the game will start running. Since the actual SVP chip isn't emulated, no polygons will be drawn, only the 2D stuff. Big email. Grab a copy from the Genesis Emulators.