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Revisions
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* v 0.40 beta 2 (01/21/2001)

- Put a cap on direct input error handling during game play
- Rewrote some window handling routines for full screen
- Fixed a bug in the window size menu-check handling
- Initialized the task variable to zero correctly, hopefully this fixes problems people experienced with save states doing odd stuff!

* v 0.40 beta 1 (01/06/2001)

- Implemented audio updates 4 times per frame via queue, might slow down performance so I waited this long to do something drastic like this, sounds great tho
- 16-bit audio and mixing
- Raw PCM emulated nicer now..
- Noise and Pulse volume enveloping corrected I hope
- Tri counters fixed? (Thanks to Matt Conte for the doc on nesdev a while back)
- Pulse freq sweeps rewritten finally, put this off a long time
- DPCM rewritten from scratch, big difference in beat style
- Vertical scroll problem fixed in TMNT
- Changed the scanlines back to 262, this makes a game I know not work right but I feel having correct timing is the right way to go
- Another NSF loading problem fixed
- Sunsoft Mapper fixes and speedups
- Implemented an accurate real-time zapper read handler, didnt realize necessary..
- Small transparency fix for some games (Windowed only)
- Added ability to load external palettes or keep default, 3-byte RGB triplets
- Integrated NSF support into the j6502 main cpu core, via small hack
- Rewrote sign flag, and IP handling in j6502, speedup
- Window 3X mode added
- Added an option for NES 8-pixel clipping emulation
- Sprite0 hits tweaked a little
- Rewritten Game Genie from scratch, max codes is 64 per game
- Rewritten PPU Rendering, which removed MMX/ASM speedups, still fast tho
- Rewrote direct draw frame locking technique, dangerous when jnes crashes..
- Removed 24bpp rendering support, useless, slow etc, use 16/32
- Rewritten entire banking system for cpu and ppu, speed boost
- Added a recent menu into the interface, quite nice
- Rewrote every mapper, less memory used, faster speed, save state friendly
- Rewrote sound graph, more friendly to direct draw these days
- Rewrote bitmap capture code from scratch, faster and nicer.
- Finally released the partial MMC5 support, not the most accurate emulation, but it is good enough to play Castlevania III US well, which is good enough..
- Tweaked save states to save the new structures as well
- Rewrote ppu mapper tile handling, works right now, no hack
- Started allocating and releasing large chunks of memory nicely
- Direct Input 2-Player code rewritten, smaller, easier to maintain, as well as the option to completely? tweak the devices
- Changed quick-save to F7 key, F6 was too close to F5 really, you could hit it accidently
- Added save slots selection to the Cpu menu, it might of been confusing because it was previously only accessible on the keyboard

* v 0.30a (01/04/2000)

- PCM exception problem solved
- NSF Banking fixed

* v 0.30 (12/25/99)

- Internal NSF Player
- Added nsf files to command line load
- Added NINA-1 Emulation (iNES #34)
- Fullscreen Triple Buffering
- Improvements to PCM decoding
- Solved an mmc3 IRQ problem
- Fixed sprite priorities a little more
- Fixed zapper in 24/32 bpp
- Screen captures work in 8bpp
- Performance enhancements
- Keyboard reading now includes the numkeys for d-pad.
- DirectX dialog more informative
- Fixed the CPUID problem on Cyrix CPU's
- Removed surface fills at the beginning of frame, this
  reduces DirectDraw overhead for old hardware

* v0.26c (10/26/99)

- Corrected registry alignment issues
- Saves last directory to registry

* v0.26b (10/23/99)

- PCM channel improvements
- Higher quality audio generation
- Direct Input interface fixes

* v0.26a (10/20/99)

- Direct Input enumerator supports multiple
  gamepads that are under the same name.
- Corrected the new dpcm buffering for games
  that use large buffers with low frequencies.
- Implemented zapper into the via the mouse, 
  preliminary but works in a few games

* v0.26 (10/09/99)

- Added Konami VRC4 Emulation (iNES #21)
- Added Konami VRC2b Emulation (iNES #23)
- Added Konami VRC4b Emulation (iNES #25)
- Added Konami VRC6 Sound Emulation,
   Thanks to Kevin Horton for his docs
- Improved PCM channel emulation
- Minor MMC1/MMC3 mirroring change
- Tweaked MMC3 IRQ
- Fixed 4-window vram
- Support for Controller #2
- Put back correct palette reading
- Fixed game genie length detection
- Major 6502 core optimizations
- MMX enhanced PPU emulation
- DirectSound is now used again
- Dialog for input devices with button config
- Background Sleep is now an option
- Sound output graph

* v0.21 (08/25/99)

- Added MMC4 Emulation (iNES #10)
- Added Sunsoft Mapper #4 (iNES #68)
- Tweaked MMC3 IRQ Slightly
- MMC1 Bankswitching changed
- PPU moved into seperate assembly files
- Fixed a long time Vertical scroll bug
- Minor GameGenie save fix
- Modified the Direct Input Axis mode
- Documentation updated for Sidewinders
- Fixed small windowing problem.
- Removed DirectSound, switched to a 
  hopefully more reliable audio method
- Vsync removed as a result of timing.
- FPS meter disabled in full screen
- Lots of other options were taken out
- Keyboard reading works on NT4 SP4 (DX3)

* v0.20 (08/20/99)

- Fixed triangle frequencies and hold note
- Fixed flag sets when RTI<->NMI<->BRK happens
- Well, RCR/RCL doesn't set ZF
- Added MMC1 512/1024 kb ROM support
- Added Konami VRC6 (iNES #24)
- Added Nintendo MMC2 (iNES #9)
- Better MMC3 IRQ
- Improved Sprite priorities and hits
- Improved Frequency Sweeping
- Preliminary RAW PCM sound emulation
- Noise channel enveloping fixes
- DPCM Irq's Disabled
- Changed save state format to save all audio
  data, added padding for future modifications
- Game Genie Emulation is now alot better
- Support for trained roms
- Sprite priority in 24-bit are better
- Small speed-up in 16-bit rendering

- Windows 98 SE compatible
- Rewritten interface, structured better
- Record wave save dialog box
- Read-only files open now
- Frames per second counter available for full screen
  mode only if Vsync is turned on.
- New Stretch mode added to full screen
- Fixed bitmap writing in RGB555 mode
- Wait for Vsync only affects full screen video mode
- Timing uses new higher performance method
- All threading and program halt problems are fixed

* v0.10 (08/05/99)
- Initial release
