0.35 BETA 4

New games supported:
--------------------

Block Block
Super Pang (KEEP 1 PRESSED WHILE BOOTING THE FIRST TIME)
Digger [Raney Eden]
64th Street [Luca Elia]       \
P-47 [Luca Elia]              | These don't work with the 68000 C core
Legend of Makaj [Luca Elia]   /
Crossbow [Aaron Giles]
Cheyenne [Aaron Giles]
Combat [Aaron Giles]
Clay Pigeon [Aaron Giles]
Chiller [Aaron Giles]
Top Secret [Aaron Giles]
Hit 'n Miss [Aaron Giles]
Who Dunit [Aaron Giles]
Showdown [Aaron Giles]
Power Spikes [Nicola Salmoria]
Zero Wing [Darren Olafson]
Hell Fire [Darren Olafson]
Guerrilla War [Phil Stroffolino]
Touchdown Fever [Phil Stroffolino]


New clones supported:
---------------------

Pang (original)
Buster Bros
Smash TV (revision 6 and 4) [Zsolt Vasvari]
alternate versions of MK and MK2 (they were already there, just not linked)


Other drivers changes:
----------------------

- It seems that the Fatal Fury 2 protection was still causing some problems in
  later levels. It should now be completely worked around. NOTE: YOU MUST
  DELETE FATFURY2.HI OR THE GAME WILL MALFUNCTION AFTER THE FIRST BONUS ROUND.
  [Nicola Salmoria]


Changes to the main program:
----------------------------

- [DOS] New -quadra and -triple video options. They are slower than the
  others, but provide interesting features. With -quadra the screen is
  quadrupled horizontally and tripled vertically, so a 256x256 game fits
  perfectly in a 1024x768 screen. -triple triples horizontally and doubles
  vertically, so it's perfect for Moon Patrol. [ole00@usa.net]

- Improved palette compression with color fades. [Nicola Salmoria]

- Improved the YM2610 emulation. [Tatsuyuki Satoh]


Source:
-------

- [DOS] Now compiled using Allegro 3.11. Unfortunately, contrary to what I
  had been promised, allegro.h provided with the library still fails to
  compile with MAME, so a fixed one is included.


==========================================================================


0.35 BETA 3

New games supported:
--------------------

Devil Fish [Chris Hardy]
Magical Spot II [Zsolt Vasvari]
Devil Zone [Mike Coates]
Turbo Force [Nicola Salmoria]
Space Intruder [Lee Taylor]
Tropical Angel [Phil Stroffolino]
Capcom World 2 [Steve S.]
Quiz and Dragons [Steve S.]
Warriors of Fate [Russell Nash]
Cadillacs and Dinosaurs [Russell Nash]
Punisher [Nicola Salmoria]
Slam Masters (not working) [Nicola Salmoria]
Muscle Bomber Duo (not working) [Russell Nash]
Ambush [Zsolt Vasvari]
Fire One [Olivier Galibert]
Street Fighter [Olivier Galibert]
Gondomania [Bryan McPhail]
Last Mission [Bryan McPhail]
Shackled [Bryan McPhail]
Captain Silver [Bryan McPhail]


New clones supported:
---------------------

Space Battle (= japirem) [Nicola Salmoria]
Amidar (Olympia) [Zsolt Vasvari]
10 Yard Fight (Vs. version set 1) [Zsolt Vasvari]
Asteroids Deluxe (version 1) [Julian Eggebrecht]
Zoo Keeper (set 2) [Nicola Salmoria]
Qix (set 2) [Nicola Salmoria]
Canyon Bomber (prototype) [Mike Balfour]
Magic Brush (= Make Trax) [Zsolt Vasvari]
Fitter (= Round Up) [Nicola Salmoria]


These drivers have improved GRAPHICS:
-------------------------------------

- Added the interesting parts to Gals Panic. [Nicola Salmoria]

- Fixed big sprites in Tokio, and unified it with Bubble Bobble.
  [Nicola Salmoria]

- Sprite zoom support in Aero Fighters. [Nicola Salmoria]

- 16-bit color support in the NeoGeo driver. It's enabled in a few games which
  were particularly affected by reduction to 256 colors. [Nicola Salmoria]

- CPS1 games are being worked on, they are temporarily slower but accuracy is
  improved.

- Improved Star Fire. [Olivier Galibert]


These drivers have new or improved SOUND:
-----------------------------------------

- Samples support in Cosmic Guerilla. [Mike Coates]

- New sample support in Tac/Scan. [Jim Hernandez]


These drivers have HIGH SCORE support:
--------------------------------------

- Ghost Busters, Maze Hunter, Canyon Bomber. [Roberto Fresca]

- Last Duel, Mad Gear, M79 Ambush, Lode Runner 2 & 3, Lot Lot, Dead Eye.
  [Howie Cohen]

- Speed Rumbler, Liquid Kids, Growl. [Eugenio De Renzi]


Other drivers changes:
----------------------

- Support for the ORIGINAL version of Bubble Bobble, with 68705 code from a
  pirate board. Wizards *do* throw stones in this version. [Nicola Salmoria]

- Removed the protection in Fatal Fury 2. [Eugenio De Renzi]

- Emulated the protection (TMS32010) in Twin Cobra, which is now fully
  playable. [Quench]

- Fixed the protection in Frisky Tom. [Andrew Prime]

- Properly emulated the 68705 protection in The Electric Yo-Yo, Kram, Space
  Dungeon, Zoo Keeper. [Nicola Salmoria]

- Simulated the 8751 protection in F1 Dream, but it seems to work on Macs
  only (endian issue?). [Eric Hustvedt]

- Improved Birdie King 2 which is now playable. [Zsolt Vasvari]

- Fixed speed in Oscar. [Bryan McPhail]

- Super Real Darwin is fully working. [Bryan McPhail]


Source:
-------

- A couple of bug fixes in the 6808 core. [Brad Oliver]

- TMS32010 emulator. This is used by Twin Cobra. [Quench]

- New experimental TileMap code, used by Ninja Gaiden and Ghosts and Goblins.
  This makes the driver code cleaner and gives a major performance boost in
  the video rendering. DON'T USE IN NEW CODE UNTIL FURTHER NOTICE!!
  [Phil Stroffolino]

- [DOS] X86 asm Z80 core. [Juergen Buchmueller]


==========================================================================


Note: the CPU cores are still in a state of flux. Most of the problems in 35b1
have been fixed, however some still remain (e.g. Gauntlet doesn't accept
coins and Exterminator crashes).

0.35 BETA 2

New games supported:
--------------------

Radical Radial [Nicola Salmoria]
Cosmic Guerilla [Mike Coates]
Pig Newton [Mike Balfour]
Head On 2 [Nicola Salmoria]
Canyon Bomber [Brad Oliver]
Sky Diver [Brad Oliver]
Gals Panic [Nicola Salmoria]
Super Real Darwin [Bryan McPhail]
Lode Runner II (also renamed ldrun2p -> ldrun4) [Nicola Salmoria]
Lode Runner III [Nicola Salmoria]
Aero Fighters [Nicola Salmoria]
Three Wonders (preliminary) [Paul Leaman]
Street Fighter II' Champion Edition [Paul Leaman]
Street Fighter II' Hyper Fighting [Paul Leaman]
Lot Lot [Nicola Salmoria]
Atari Baseball [Brad Oliver]
Ikari Warriors [Jarek Parchanski]
Victory Road [Jarek Parchanski]


New clones supported:
---------------------

Circus Charlie (Centuri) [Valerio Verrando]
The King of the Dragons (Japan) [Nathan Barber]
Knights of the Round (Japan) [Nathan Barber]
Captain Commando (USA) [Nicola Salmoria]
Captain Commando (Japan) [Nathan Barber]
Final Fight (USA) [Nicola Salmoria]
Street Fighter 2 (US rev A) [Paul Leaman]
Street Fighter 2 (US rev B) [Paul Leaman]
Street Fighter 2 (US rev E) [Paul Leaman]
Varth (Japan) [Nicola Salmoria]
Top Secret (= Bionic Commando) [Maurizio Clementini]
Ghost Busters (3 players) [Bryan McPhail]
Gravitar (version 3) [Nicola Salmoria]
Space Firebird (Gremlin) [Thierry Lescot]
Space Bird (= Space Firebird) [Thierry Lescot]
Space Demon [Zsolt Vasvari]
Popeye (set 2) (not working due to encryption) [Nicola Salmoria]
Capcom Bowling (set 2) [Nicola Salmoria]
Centipede (bootleg with AY8910 instead of Pokey) [Zsolt Vasvari]
Alien Invaders 2 [Lee Taylor]
Space Invaders (TV Version) [Lee Taylor]
Space Invaders Colour (CV Version) [Lee Taylor]
Space Invaders (SV Version) [Lee Taylor]
Solar Fight (= Ozma Wars) [Nicola Salmoria]
The Main Event (version F) [Nicola Salmoria]
Break Thru (Japan) [Bryan McPhail]
Jack the Giant Killer (set 1) [Brad Oliver]
Defender (Green label) [Nicola Salmoria]


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed the sprite/playfield and playfield/playfield priorities in Bad Dudes /
  Dragon Ninja and Sly Spy. [Bryan McPhail]

- Fixed the title screen in P.O.W. [Bryan McPhail]

- Fixed gaps in the start/finish line in Neo Drift Out. [Nicola Salmoria]

- Attempt at emulating some raster effects in the NeoGeo games. The IRQ2
  handling is still 99% unknown, however you can see the field in Super
  Sidekicks 3 and 4. This is largely unaccurate, and VERY slow. Hit F1 to
  toggle the emulation on or off (by default it's on). [Nicola Salmoria]

- Almost accurate colors in Galivan. [Nicola Salmoria]

- Improved row scrolling in Street Fighter 2, plus several other fixes to the
  CPS1 games. [Paul Leaman]

- Fixed sprite colors in Euro League. [Nicola Salmoria]

- Fixed sprites disappearing abruptly in TMNT end of game credits. [Nicola
  Salmoria]

- Fixed the green and white flags in Championship Sprint / Super Sprint, and
  maybe other Atari System 2 sprites as well. [Nicola Salmoria]

- Fixed sprite flipping in Jack the Giant Killer end sequence. [Brad Oliver]

- Fixed (?) the title in Galaxian Part X. [Nicola Salmoria]

- Accurate colors in Mariner. [Gerald Coy]


These drivers have new or improved SOUND:
-----------------------------------------

- Added support for the 7751 sound chip in Monster Bash. Two samples are still
  needed (discrete circuits). [Mike Balfour]

- Good progress in sound emulation of the Exidy games (Venture, Pepper 2, etc.)
  [Dan Boris]

- Fixed the YM2203 in Ghost Busters. [Bryan McPhail]

- Speech in TMNT. Sound should now be 100% complete. [Howie Cohen]

- uPD7759 support in Golden Axe, Shinobi, Passshtb, Alien Syndrome,
  Altered Beast. [Howie Cohen]

- Emulated speech in Sinistar. Samples are no longer used. [Alex Pasadyn]

- Sound in The Main Event. [Nicola Salmoria]

- Sound fade timer ports in the CPS1 games (see Willow's Test mode for an
  example). [Paul Leaman]


These drivers have HIGH SCORE support:
--------------------------------------

- Side Pocket, Rolling Thunder. [Dave W.]


Other drivers changes:
----------------------

- Emulated the protection in Seicross, Radical Radial, Frisky Tom. However
  Frisky Tom is still not playable (hangs when you fall). [Nicola Salmoria]

- The hang in Tapper should REALLY be fixed this time. [Juergen Buchmueller]

- Emulated the protection in Knights of the Round and Carrier Air Wing.
  [Paul Leaman]


Changes to the main program:
----------------------------

- [DOS] The key to change frameskip is now F9 instead of F8. [Nicola Salmoria]


Source:
-------

- New 68000 C core. For testing purposes, this is also being used in the DOS
  version instead of the asm core. [Karl Stenerud]
  Differences:

  1. Faster.  This code is, barring ram fetch time, almost twice as fast as the
     existing C core in MAME.  I've done extensive speed profiling on both
     engines.  The only problem now is the slow memory access in MAME due to
     bankswitching et al.

  2. Emulation more correct.  I found many bugs in the MAME engine (and many,
     many more in mine for that matter) when I pitted them head-to-head.
     I have run random instructions from each opcode class at least 10 million
     times, comparing the resultant CPU states, and have left it running random
     instructions for 1 billion iterations.  In every case, I have adhered to
     the specs defined in M68000PM/AD REV. 1.

  3. Disassembler is correct.  The current M68000 disassembler in mame has a
     tendency to disassemble instructions that have an invalid EA mode.

  4. Cycle counting is 99.9% correct.  The only instructions which don't have
     correct cycle counts are divs, divu, muls, mulu, and they're not worth
     counting correctly. (I'm not about to waste emulation time counting 0-1 and
     1-0 sequences).

  5. > 32 bit friendly.  I've taken care to ensure maximum portability without
     sacrificing speed.  The result is conditional compiling dependant on your
     architecture.  I've also implemented and tested a compatible solution for
     architectures that lack 8, 16, or 32 bit signed storage types.

  6. The code is carefully laid out to be readable. (I beg to differ - NS)

- Fixed some bugs in the I8039 emulation. [Brian Stern]

- Z8000 emulator. [Juergen Buchmueller]

- NEC uPD7759 emulation. This is used by TMNT, System 16, and others.
  [Juergen Buchmueller, Mike Balfour, Howie Cohen]

- CVSD emulation, used for speech in Sinistar and in the 34010 games (Smash TV
  etc.). [Larry Bank, Alex Pasadyn]


==========================================================================


0.35 BETA 1

Note: the configuration save format has changed. You may just as well delete
all of the cfg/*.cfg files, since they won't be loaded. Old .inp files will not
work either.
The good news is that the default key assignments can now be modified, so you
don't have to change them for all the games. The code is a quick hack put
together in fifteen minutes, but it's bettern than nothing. It will be improved
in future versions.


New games supported:
--------------------

Rolling Thunder [Jimmy Hamm, Phil Stroffolino, Ernesto Corvi]
Pocket Gal [Bryan McPhail]
Battle Lane Vol. 5 (preliminary) [Paul Leaman]
Turtle Ship [Victor Trucco]
Mariner [Zsolt Vasvari]
Atari Football [Mike Balfour, Patrick Lawrence, Brad Oliver]


New clones supported:
---------------------

Sector Zone (= Seicross) [Nicola Salmoria]
Carnival (cocktail) [Nicola Salmoria]
Pac Man (Hearts) [a zillion people]
City Connection (set 2) [Thierry Lescot]
Burger Time (DECO set 1) [Nicola Salmoria]
Sly Spy (set 1) [Nicola Salmoria]
Wild Fang (= Tecmo Knight) [Thierry Lescot]
Crazy Kong (Orca bootleg) [David Winter]
Gate of Doom (set 2) [Thierry Lescot]
Zig Zag (Dig Dug hardware) [Nathan Barber]
Black Dragon (bootleg, hacked) [Nicola Salmoria]
Exciting Soccer (alternate music) [Thierry Lescot]


These drivers have improved GRAPHICS:
-------------------------------------

- Fixed Psychic 5 and Toki title screens. [Jarek Parchanski]

- Proper support of the playfiled/sprite priority and palette system in Return
  of the Jedi. [Nicola Salmoria]

- Accurate colors in Spelunker II. [Nicola Salmoria]

- Fixed Heiankyo Alien colors. [Zsolt Vasvari]

- Fixed NeoGeo palette - it's 5 bits per gun, not 4. Of course this makes the
  reduction to 256 colors even more difficult. 16-bit video modes will be
  supported in a later version. [Nicola Salmoria]

- Added a kludge to avoid leftover sprites in Rally-X. [Larry Bank]

- Fixed missing background behind the three towers in Metal Slug level 1.
  [Nicola Salmoria]

- Fixed missing line in the tank's shot in Metal Slug intro. [Nicola Salmoria]

- Fixed the Swimmer side panel background color. [Gary Walton]


These drivers have new or improved SOUND:
-----------------------------------------

- Fixed shoot sound in Juno First. [Nicola Salmoria]

- Added PCM samples to Ninja Kid II. [Jarek Parchanski]

- Added the 007232 to TMNT. Another sound chip is still missing to get 100%
  sound. [Howie Cohen]

- Sound in Psycho-Nics Oscar. [Nicola Salmoria]

- Partial sound in The Real Ghostbusters. The YM203 doesn't seem to work
  correctly. [Nicola Salmoria]


These drivers have HIGH SCORE support:
--------------------------------------

- Road Fighter, Iron Horse. [Howie Cohen]

- Lizard Wizard. [M.C. Silvius]

- Space Tactics. [Zsolt Vasvari]


Other drivers changes:
----------------------

- Analog joystick support in Sinistar and Blaster. [Nicola Salmoria]

- Worked out the Super Punch Out protection. [Tatsuyuki Satoh, Ernesto Corvi]

- Hacked the protection in Super Sidekicks. [Battlepriest]

- Fixed two players games in Phoenix, and the protection in Pleiads (which
  made game resets not work). [Zsolt Vasvari]


Changes to the main program:
----------------------------

- Support for the Namco System 1 sound system. [Ernesto Corvi]

- [DOS] Widened the frameskip range. It now is 0-11, meaning the number of
  frames to skip out of 12. For example, if the game normally runs at 60 fps,
  "-frameskip 2" will make it run at 50 fps, and "-frameskip 6" at 30 fps.
  Also, if a frame takes more than the allotted time to display, the lost
  time can be recovered in the following frames. Moreover, improved the way
  audio streams are handled, so they stay more in sync with the video. There
  should never be any more audio breakups EVER (as long as your system can
  keep the game running at 100% speed).
  All of these changes together mean that it is now possible to run at much
  higher frame rates than before (if your system is fast enough).
  [Nicola Salmoria]

- [DOS] Implemented auto frameskip. It dynamically adjusts the frameskip
  setting to display the maximum possible frames without dropping below 100%
  speed.
  It is on by default; to turn it off, specify an explicit frameskip value,
  e.g. "-frameskip 0". Autoframeskip only works well if your machine is fast
  enough to run the game at 100% speed. If it isn't, you had better use a
  fixed frameskip.
  NOTE: you must delete mame.cfg (or manually change the line "frameskip = 0"
  to "frameskip = auto") for the auto frameskip to become the default.
  [Nicola Salmoria]

- [DOS] "vmame" modes 320x480 and 400x600, which speed up scanlined VESA modes
  for some games and graphic cards which support these resolutions.
  Currently, these modes will not be autodetected, that is, the commandline
  options "-320x480" or "-400x600" have to be used.
  [Nicola Salmoria, Michael Cunnanan]

- [DOS] Joysticks are now selected by a symbolic name (e.g. "-joystick wingex"
  for Wingman Extreme) instead of a number. For the list of names, look into
  readme.txt. Numbers are still supported, but may not be in future releases.
  SNES gamepads on parallel ports are supported now, provided you have some
  additional hardware (the "official" Snespad-Support site is
  http://snespad.emulationworld.com). [Bernd Wiebelt]

- [DOS] For cosmetical reasons, added support for VESA3, which can be selected
  by putting "vesamode=vesa3" into mame.cfg. It is highly unlikely that you'll
  get any speed improvement. [Bernd Wiebelt]


Source:
-------

- New function cpu_getcurrentframe() which returns the number of the video
  frame currently being played. It can be used by drivers to control effects
  which spawn over multiple frames (e.g. blinking) without using static
  internal counter (which would require a custom interrupt handler to avoid
  problems when the game is paused). [Nicola Salmoria]

- Frame skipping is entirely handled by the OS dependant code.
  osd_skip_this_frame() no longer has the "recommend" parameter.
  Also, replaced osd_update_display() and osd_update_audio() with the single
  osd_update_video_and_audio().
  IMPORTANT: osd_update_video_and_audio() is called *every frame* by the main
  core. It's its responsability to know whether the frame has to be skipped.
  osd_skip_this_frame() is used by the main core only to know if it can avoid
  calling drv->vh_update(). [Nicola Salmoria]

- New Z80 emulator. [Juergen Buchmueller]

- Fixed several bugs in the I86 emulator. [Juergen Buchmueller]

- New CPU interrupt system. The functions cpu_set_irq_line() and
  cpu_set_nmi_line() can be used to precisely control the status of the CPU
  physical lines, instead of using the limited control granted by
  cpu_cause_interrupt(). [Juergen Buchmueller]

- Konami 007232 sound chip emulator. This is used by TMNT. [Hiromitsu Shioya]

- The driver input ports are now 16 bit. This allows for higher resolution
  analog inputs (Arkanoid 2). Also, the 68000 based games no longer have to
  read and mix two 8 bit ports to get a 16 bit value. [Brad Oliver]

- [DOS] Now compiled with Allegro 3.1. Unfortunately the standard allegro.h
  doesn't compile with the pedantic compiler setup we are using, you'll have to
  use the provided fixed version instead. [Bernd Wiebelt]

- Added a horrible dirty hack to allow opcode encryption on CPUs other than
  the main one. It's really ugly and needs a rewrite, but it's enough to get
  sound in Pocket Gal and The Real Ghostbusters. [Nicola Salmoria]

- Exported info_cpu_name(), info_sound_name() and other similar functions from
  info.c so they can be used by usrintf.c and by anyone else who needs them.
  [Nicola Salmoria]
