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Genesis Plus History


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All recent changes were backported from the GX version (Gamecube/Wii port),
maintained by Eke-Eke.
Please look at http://code.google.com/p/genplus-gx/ for more infos.

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[07/08/2011] version 1.6.0 (Eke-Eke)
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[Core/Sound]
---------------
* added YM2413 emulation in Master System compatibility mode.
* fixed SN76489 noise boost initialization.
* minor YM2612 core optimizations.

[Core/VDP]
---------------
* added accurate emulation of SG-1000, Master System (315-5124, 315-5246) & Game
Gear VDP.
* added support for all TMS9918 rendering modes.
* improved Mega Drive VDP timings accuracy in Master System Compatibility mode.
* fixed color palette initialization.
* fixed shifted sprites rendering in Mode 4.
* modified pixel rendering support (pixel depth is now forced at compilation time).

[Core/CPU]
---------------
* optimized 68k core (rewrote 68k interrupt handling, removed multiple CPU types
support & unused code) for 5~8% speed improvment

[Core/IO]
---------------
* added accurate emulation of Master System (315-5216, 315-5237, 315-5297) & Game
Gear I/O controllers.
* added Terebi Oekaki tablet emulation.
* improved Mouse emulation (fixes mouse support in Cannon Fodder).
* improved Justifier emulation (fixes gun support in Lethal Enforcers 2).
* improved 6-Buttons control pad emulation (fixes Duke Nukem 3D)
* modified lightgun emulation to use common key inputs for all devices.
* 2-buttons controller is now picked by default for Master System games.

[Core/MD]
---------------
* added copy-protection hardware emulation for some new dumped games (Tiny Toon
Adventures 3, Mighty Morphin Power Rangers & The Battle of Red Cliffs).
* added Game Toshokan in EEPROM database (verified on real cartridge).
* fixed Micro Machines 2 - Turbo Tournament EEPROM size (verified on real
cartridge).
* modified SRAM banswitch hardware emulation to be more compatible with some hacks.

[Core/MS]
---------------
* added Cyborg Z to Korean mapper database.
[Core/GG]
---------------
* added 93C46 EEPROM emulation (Majors Pro Baseball, World Series Baseball & World
Series Baseball 95).

[Core/General]
---------------
* added support for .mdx ROM format.
* added Game Gear & SG-1000 ROM support.
* added accurate emulation of SG-1000, Master System (I, II) & Game Gear hardware
models for 100% compatibility.
* updated to new Genesis Plus license (see http://cgfm2.emuviews.com/)
* removed DOS port
* various code cleanup.

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[31/03/2011] version 1.5.0 (Eke-Eke)
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[Core/VDP]
---------------
* added support for Master System compatibility mode (Z80 ports access mode), incl.
Mode 5 rendering.
* added Mode 4 rendering for both Genesis & Master System modes.
* added alternate BG planes rendering functions (should be faster on PPC
architectures).

[Core/IO]
---------------
* added support for Master System compatibility mode (Z80 ports access mode).
* added Master System peripherals emulation (Control Pad, Paddle, Sports Pad &
Light Phaser).
* added XE-1AP (analog controller) emulation.
* added Activator emulation.

[Core/Extra]
---------------
* added support for all known Master System cartridge mappers.
* added copy-protection hardware emulation for a few MD unlicensed games: fixes 777
Casino (crash when talking to bunny girls).
(NB: most of those unlicensed games seem to have been already patched by ROM
dumpers, main purpose is documenting them)
* added support for Top Shooter arcade board controller. (A=Shoot, B=Bet,
C/RIGHT=Coins, START=Start, hold UP on startup to enter service mode)
* improved King of Fighters 98 mapper emulation (registers address decoding is now
100% accurate)
* fixed Game Genie when several codes affect same ROM address.
* fixed EEPROM types for Brian Lara Cricket & NBA Jam TE (verified on real
cartridges)

[Core/General]
---------------
* added Master System compatibility mode emulation (automatically enabled when
loading ROM file with .sms extension).
* improved savestate stability & compatibility (support for old 1.4.x savestates is
preserved)
* various code cleanup & comments.

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[04/12/2010] version 1.4.1 (Eke-Eke)
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[Core/Sound]
---------------
* implemented Blargg's blip buffer in SN76489 core (all channels are now lineary
interpolated)

[Core/VDP]
---------------
* improved 2-cell vscroll emulation accuracy, as verified on real hardware (Gynoug,
Cutie Suzuki no Ringside Angel, Formula One, Kawasaki Superbike Challenge)
* improved VBLANK flag accuracy, as observed on real hardware.
* improved DMA operations accuracy, writes are now performed on a scanline basis:
fixes Gaiares (flickering title screen).
* improved DMA Fill timing accuracy.
* fixed DMA with bad code values: fixes Williams Arcade Classics (corrupted gfx
after soft reset).
* fixed horizontal resolution changes during HBLANK: fixes Bugs Bunny in Double
Trouble (2nd stage).
* fixed Vertical Counter in interlace mode 1, as observed on real hardware.
* fixed horizontal border width, as observed on real hardware.
* various code improvments & optimizations.

[Core/CPU]
---------------
* fixed state of Z80 registers on reset (sound issues with Defender & Defender 2 in
Williams Arcade Classics)
* implemented 68k undocumented flags behavior for DIVU/DIVS instructions (Bloodshot
/ Battle Frenzy)

[Core/Extra]
---------------
* improved emulation of copy-protection hardware found in some unlicensed
cartridges (Mulan, Pocket Monsters II).
* enabled simultaneous use of multitap & J-CART (Super Skidmarks 6-player mode)
* improved savestate format: added DMA, SVP, cartridge mapping & internal registers
state informations
* improved unlicensed ROM mappers emulation
* added Chinese Fighters III mapper support
* added Top Fighter mapper support
* fixed Barver Battle Saga mapper support
* fixed cartridge hardware soft-reset (Game Genie, SVP, ...)
* fixed Game Genie registers byte reads

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[06/30/10] version 1.4.0 (Eke-Eke)
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-----------------------------------------------------------------
[Core/Sound]

* completely rewrote sound processing/mixing: sound chips are now clocked with
exact output framerate
to ensure 100% smooth video & audio playback, with no lag or skipping, while
rendering an accurate number
of samples per frame and keeping PSG & FM chips in sync.
* improved PSG & FM chips synchronization with CPU execution (fixed point
precision).
* improved YM2612 core general accuracy (SSG-EG, CSM mode,...) (based upon Nemesis
recent tests on real hardware)
* improved YM2612 LFO emulation accuracy: fixes "Spider-Man & Venom : Separation
Anxiety" (intro)
* fixed YM2612 bug with Timer B: fixes "Langrisser Hikari II"/"Der Langrisser II"
(Sega logo)
* fixed YM2612 context saving/loading.
* fixed YM2612 state on reset.
* removed outdated & less accurate Gens YM2612 core
* added configurable YM2612 DAC resolution emulation.
* added configurable & faster FIR resampler (thanks to Blargg & AamirM), removed
libsamplerate support.
* added configurable Low-Pass filtering
* added configurable 3-Band Equalizer (thanks to Neil C).
* added an option to boost SN76489 Noise Channel.
* adjusted SN76489 cut-off frequency.

[Core/VDP]

* added support for CRAM writes during horizontal blanking (Striker, Zero the
Kamikaze Squirrel,...)
* added support for 2-Cell vertical scrolling in Interlaced 2 mode
* added support for some undocumented mode register bits
* added proper emulation of HV Counter latch: fixes Sunset Riders intro
* added pixel-accurate emulation of mid-line display on/off (Nigel Mansell World
Championship PAL, Ren & Stimpy's Invention PAL,...)
* improved FIFO timings accuracy: fixes Sol Deace intro
* improved sprite masking accuracy (thanks to Nemesis for his test program)
* improved sprites processing accuracy: fixes (un)masked sprites in Mickey Mania
(3D level), Sonic 2 (VS mode).
* improved HBLANK flag timing accuracy: fixes Mega Turrican (Sky level)
* improved horizontal blanking & HINT/VINT occurence timing accuracy, as measured
on real hardware.
* improved HCounter accuracy in 40-cell mode, as measured on real hardware.
* improved color accuracy in VDP highlight mode to match results observed on real
hardware

[Core/CPU]

* updated Z80 core to last version (fixes interrupt Mode 0 timing and some BIT
instructions).
* fixed some Z80 instructions timing.
* improved Z80 interrupt accuracy
* improved 68k accuracy (initial Reset timing + auto-vectored interrupts handling).
* improved 68k timing accuracy for DIVU/DVIS (thanks to Jorge Cwik) & MULU/MULS
instructions.
* improved Z80 & 68k cpu execution/synchronization accuracy by using Master Clock
as common reference (now run exactly 3420 M-Cycles per line).
* modified Z80 & 68k cores to directly use external cycle count instead of
intermediate counters.

[Core/Extra]

* added Game Genie hardware emulation (Game Genie ROM is now fully supported).
* added Action Replay hardware emulation (Action replay ROM is now fully
supported).
* added S&K "Lock-On" hardware emulation (you can "lock" any games to Sonic &
Knuckles).
* added Cartridge "hot swap" feature.
* added missing EEPROM support in some games.
* added accurate TMSS emulation (VDP lock-out)
* fixed Realtec mapper emulation: fixes missing sound in Balloon Boy / Funny World.
* fixed lightgun auto-detection: fixes default cursor position in Lethal Enforcers
II.
* lots of code cleanup, bugfixes & optimization.

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[12/14/08] version 1.3.0 (Eke-Eke)
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* YM2612 bugfixes (MAME core):


.fixed EG Decay->Substain transition when SL & DR are minimals: fix tracks #3 and
#9 in "Mega Turrican"
.fixed a bug in SSG-EG emulation code: fix Level 1 music in "Alisia Dragoon"
.modified SSG-EG Decay End Level: fix some sound effects (ChainSaw, Zap...) in
"Beavis & Butthead"
.improved Detune overflow accuracy: fix very high frequency sounds in many games
.fixed registers 0x20-0x26 Reset state: fix intro music in "B.O.B"
.reverted incorrect fix with KEY ON: fix "Flamethrower" sound effect in "Alien 3"
and many others
* adjusted HCounter values: fixes line flickering in "Sonic 3D" bonus stage
* adjusted VINT timing: fixes hang-up in "V.R Troopers"
* improved HBLANK flag accuracy: fixes line flickering in "Gouketsuji Ichizoku"
* fixed broken Z80 access to WRAM: fixes hang-up in "Mamono Hunter Youko"
* modified JCART emulation: fixes corrupted tracks logo in "Micro Machines 2"
* added Blargg's NTSC Filters support (NTSC video artifacts emulation)
* optimized VDP rendering core, rewrote 68k interface (memory handlers, cycle
execution, interrupts): greatly improved emulation speed

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[08/26/08] (Eke-Eke)
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* YM2612(MAME): fixed LFO phase update for CH3 special mode: fix sound effects in
Warlock & Aladdin (thanks to AamirM)
* YM2612(MAME): fixed EG attenuation level on "KEY ON": fix Ecco 2's splash sound
* YM2612(MAME): fixed SSG-EG emulation: fix Bubba'n Stix (Track 5) and many others
* YM2612(MAME): replaced sample interpolation with libsamplerate support, High
Quality mode is now more accurate
* implemented cycle-accurate HINT timings: every timing sensitive games/demos are
now *finally* working fine
* fixed a bug affecting CRAM/VSRAM DMA timings
* fixed Sprite Attribute Table address mask for VRAM writes
* improved accuracy of 68k access to Z80: fix music in Pacman 2 when entering PAUSE
menu
* disabled "Address Error" emulation when UMK3 hack is loaded: fix game crashing
after a round ends up
* added support for some more unlicensed games: Pocket Monster, King of Fighter 98,
Soul Blade (credits to Haze)
* improved Menacer emulation: fix lightgun support in Body Count & T2: The Arcade
Game
* added Konami Justifier emulation: fix lightgun support in Lethal Enforcers 1 & 2
* added Sega Mouse emulation (Populous 2, Body Count, Shangai 2, Fun'n Games, ...)

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[07/16/08] (Eke-Eke)
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* adjusted (again) HINT timings: fix Double Dragon 2 (game freezed), hopefully does
not break anything else
* fixed broken EEPROM support for Codemaster games
* modified input update timings: fix Dungeons & Dragons * Warriors of the Eternal
Sun (thanks to Notaz)
* added support for "Ultimate Mortal Kombat Trilogy" hack (max. size supported is
10MBytes)
* added (VERY) preliminar support for PICO roms (credits to Notaz for his
documentation)
* improved YM2612 emulation (credits to Nemesis for his tests on real hardware):
.implemented phase overflow emulation: improved fix for special music instrument
used in Comix Zone, Flashback, Ariel, Shaq Fu...
.improved SSG-EG emulation in MAME core (also based on additional code from Alone
Coder)
.improved Timers emulation accuracy
.improved Enveloppe Generator accuracy
.fixed Channel 3 CSM mode emulation
.implemented sample interpolation in MAME core to emulate the chip at original
frequency (HQ YM2612 mode, from gens)

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[06/01/08] (Eke-Eke)
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* improved HCounter accuracy: fix graphic glitches in "Striker (Europe)"


* improved HINT timing accuracy: fix flickering in "Zero The Kamikaze Squirrel
(USA)"
* improved rendering accuracy when backdrop color is modified during HBLANK (Road
Rash I/II/III)
* fixed broken Game Genie support

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[04/19/08] (Eke-Eke)
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* modified VINT timings a little bit: fix lockup during Desert Strike's intro
* corrected 68k interrupts handling: fix graphic glitches in Darius II/Sagaia

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[04/06/08] (Eke-Eke)
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* updated SVP core: fix some perspective issues in Virtua Racing (thanks to Notaz)
* added internal SAT update during VRAM Fill: fix unmasked sprites during
Battletech's intro
* fixed m68k core issues with gcc 4.2.3: fix Xperts, Lemmings 2, M1 Abrams Battle
Tank
* forced YM2612 Enveloppe update: fix intro music in Batman&Robin (thanks to Aamir)

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[03/01/08] (Eke-Eke)
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* added SVP emulation: Virtua Racing is now emulated (big thanks to Notaz and
TascoDeluxe)
* fixed VDP registers behaviour when VDP Mode 4 is enabled: fix Bass Masters
Classic Pro, Captain Planet & The Planeeters
* corrected a bug in DMA Fill operation: fix James Pond 3, Rockman World/Megaman
Willy Wars (corrupted VRAM)
* corrected typo errors in CPU cycle counters update: fix optiom screen music in
"College Slam" and probably others games.
* added preliminary support of undocumented YM2612 bug: fixes soundtracks of Shaq
Fu, Spiderman, Comix Zone, Ariel and some others
* added support for mappers & copy protection devices used in many
unlicensed/pirate cartridges (see cart_hw.c for details)
* rewrote memory handlers for better modularity and some (little) speedup
* reduced Savestate size

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[01/07/08] (Eke-Eke)
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* fixed interleaved rom detection: roms with .smd extension should now work fine
* fixed a recently introduced bug in VDP registers writes: fixes bad colors in Toy
Story (intro)
* updated list of games using EEPROM: added Sports Talk Baseball (internal memory
check fixed) and Brian Lara Cricket
* fixed VINT flag update when VINT is disabled: fixes NCAA College Football
* adjusted DMA timings in H32 mode: fixes flickering in Out of this World, Kawasaki
Superbike Challenge & Formula One
* adjusted line rendering and HBLANK timings: fixes flickering in Nigel Mansell's
World Championship Racing, Deadly Moves/Power Athlete
* fixed unmapped ROM reads through Z80 Bank: fixes Zombie High (Proto)
* added support for custom ROM/RAM mapping used by Game no Kanzume Otokuyou

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[12/28/07] (Eke-Eke)
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* many sourcecode cleanup and optimization


* completely rewrote EEPROM emulation: now support all known EEPROM types (24C01-
24C65) and mappers (Sega, Acclaim, EA, Codemasters)
used in a few games (now use internal game database) as external RAM. This should
at least fix save support in the following games:
. NBA Jam (alternate Acclaim mapper)
. College Slam, Frank Thomas Big Hurt Baseball (24C65 type)
. NHLPA Hockey 93, Rings of Power (EA mapper)
. Micro Machines serie, Brian Lara Cricket 96/Shane Warne Cricket (Codemasters
mapper)
* external RAM is now initialized to 0xFF by default: fix Micromachines 2, Dino
Dini Soccer
* fixed SRAM 16-bits memory handlers: fix some Sega Sports and EA Sports games
(NFL95, NBA Action 95, NHL97, NHL98,...)
* modified WRITE_xxx & READ_xxx macros for better portability and faster memory
access on BIG ENDIAN platform
* completely rewrote BIG ENDIAN support in render.c and vdp.c: rendering should be
a little faster
* rewrote ROM bankswitch emulation (Super Street Fighter II): ROM access are
faster, using memory pointers instead of reading ROM copy from ARAM
* fixed leftmost Window/PlaneA column render and implemented Window bug (as
described by Charles Mc Donald)
* improved "Sprite Limit" and "Sprite Collision" detection accuracy
* modified RGB565 Color Palette to use the full available color range (0-31;0-63)
* implemented "cycle accurate" HV Interrupt timings: fix Sesame's Street Counting
Cafe, Legend of Galahad (intro)
* improved VDP access timings accuracy (added FIFO emulation): fix Double Clutch
* improved DMA timings accuracy: fix Winter Olympics (E), Arch Rivals and probably
more
* fixed HCounter again: Road Rash serie (I,II,III) don't need timing hacks anymore
* fixed VCounter in Interlaced 2 mode: fix Combat Cars "VS-Mode"
* improved Interlaced 2 mode (double resolution) rendering: Sonic 2, Combat Cars
("VS-Modes") look far better
* added TMSS BIOS support (optional)
* rewrote part of the YM2162 MAME's core: fixed internal FM timers handling,
removed non-YM2612 emulation code and unused multiple cpu support
* implemented "cycle accurate" FM timers & sound samples rendering
* improved Z80 Interrupt timing accuracy: fix Sonic 3 music slowdowns
* updated Z80 & 68000 cores to last MAME versions
* improved Soft Reset emulation: X-Men 2 and Eternal Champions (random character
selection) now work more like on real hardware.
* added full overscan emulation (vertical & horizontal borders) for "pixel perfect"
aspect ratio (tested against a real genesis)

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[07/20/07] (Eke-Eke)
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* corrected TeamPlayer support: fix multiplayer in Gauntlet 4 (Sept. version),


Pengo and a lot of others
* added J-Cart support: enable multiplayer in Codemasters games (Pete Sampras,
Micromachines games, Super Skidmarks)
* added serial EEPROM autodetection: fix games with bad SRAM informations in header
(NBA Jam TE)
* added SVP faking: display 2D graphics in Virtua Racing (the game is however still
unplayable)
* added support for more internal IO registers: fixe some unlicensed games (Wisdom
Tree games...)
* added preliminary support for unmapped protection device: fix some unlicensed
games with special built-in hardware (Squirell King, Lion King 2...)
* added "Soft Reset" combo (in game, use L+Z triggers): this should be like
pressing the RESET button on a real Genesis and this is required
in some games to enable special features or even complete the game (ex: X-Men).

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[06/21/07] (Eke-Eke)
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* added Multitap support (EA 4-Way Play and Sega Teamplayer): allowed up to four
players in games supporting those peripherals
* added partial Sega Menacer lightgun support (use Analog Stick): automatically set
when detecting the 6-in-1 Menacer game

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[05/18/07] (Eke-Eke)
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* you can now switch between FM cores without reseting the game. FM registers
value are automatically restored when switching.
* removed the previous VINT timings modification because it brokes some games
(Rocket Knight, Thunderforce III,...)
* added automatic Timing configuration (VDP latency, VINT timing & alternate Line
Timing) at game loading, based upon specific romname detection.
This means you can still modify some of these options afterwards but they are now
automatically set/unset when loading a game which need
special timing fixes. These fixes are also automatically desactivated when the
current game doesn't need them.
For information, games that are actually detected and need special timings to run
properly are:
.Legend of Galahad & Road Rash series (single line not rendered properly)
.Sesame Street Counting Cafe (don't boot)
.Chaos Engine/Soldiers of Fortune (graphic glitches on scrolling)

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[05/08/07] (Eke-Eke)
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* VINT timings are now a little more accurate: fixes Sesame's Street Counting Cafe
* SN76496 MAX_OUTPUT back to normal
* modified FB_WNOISE value in SN76496 core according to John Kortink's last
informations
* added support for Maxim's PSG core, same as used in SMSPLUS (it becomes the
default PSG core)
* updated FM core to the latest MAME version
* corrected DAC output level (fixes voices and some special FX being too low)
* added support for Gens YM2612 (FM) core (MAME's one still remains default FM
core)
* added configurable preamplification for each sound cores (see Emulator Options)
* added some other configurable sound options (boost overall volume, FM improvment
for Gens YM2612)

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[04/11/07] (Eke-Eke)
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* corrected MAX_OUTPUT value in SN76496 core: fix PSG sound (SFX) volume

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[03/17/07] (Eke-Eke)
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* added an option to enable alternate line rendering timing (fix single line error
in Road Rash series and Legend of Galahad's Intro)
* Color RAM update now always reset color 0 to border color (fix color glitches in
Mortal Kombat,...) (thanks to Noop's for the idea)

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[03/09/07] (Eke-Eke)
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* modified HV counter tables (fix graphic glitches in Skitchin's sky, Lotus 2 Recs,
Panorama Cotton, Dashin Desperados & maybe more)
* completely rewrote DMA timings emulation so that it works for all games (no more
cpu freezing)
* added all DMA tranfer rates handling for each three DMA modes and added dma busy
flag emulation
* modified interrupts handling on VDP register #0 and #1 writes (fix Lemmings
status bar)
* added VDP RAM write latency (fix Chaos Engine/Soldier of Fortune gfx glitches)
* modified FM timers handling a bit (fix Vectorman2 music)
* corrected Sprite Limit rendering (fix Sonic 1 & Micromachines 2 title screens)
* corrected IO Registers writes (fix Decap' Attack controls, no more need for
alternate input)
* corrected 6 Buttons Pad emulation (fix 6buttons detection in Mortal Kombat 3,
Comix Zone and other 6-buttons compatible games)
* modified sound mixing a bit according to Generator sourcecode (FM and PSG ratios
seems more correct)

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[02/07/07] (Eke-Eke)
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* fixed fm timers (fix missing music in Castle of Illusion, Quackshot, Undead Line,
Wonderboy in Monster Lair, Cal 50, Turbo Outrun, Thundeforce 4 and maybe more)
* added complete EEPROM emulation (save support now works fine in Wonderboy5,
Megaman Willy Wars, NBA Jam...) (credits to Notaz, adapted from Picodrive code)
* added preliminar dma timing emulation (fix bottom screen in Legend of Galahad)
(credits to Notaz, adapted from Picodrive code)
* hack: clear Vint pending after Hint (INT level 4) acknowledge (fix Fatal Rewind)
* hack: modify read_bus16 to return a random value (fake fetch) (fix Time Killers)
* modified cpu execution timings, with more correct hblank and interrupts timing
(fix ISS Deluxe, Double Dragon 2 and certainly more) (Based on Gens code)
* modified busreq mechanism: better synchro between z80 & 68k (no need to dejitter
anymore) (Based on Gens code)
* added sprite collision detection (fix Strider 2)
* modified dma fill operation for big endian platform (fix Contra Hardcorps gfx
garbage)

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[05/25/03] (Charles MacDonald)
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* Fixed a typo that made Z80 banked access to the VDP registers always fail.

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[05/17/03] (Charles MacDonald)
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* Modified the rendering code to handle unaligned longword access to memory.

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[04/20/03] (Charles MacDonald)
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* Modified 68000 emulator to prevent 'tas.b $mem' from writing data back
after a read (fixes Gargoyles).
* Fixed bug in 68000 emulator to swap order of words written for address
register indirect pre-decremented writes (fixes Jim Power graphics).
* Added support for 240-line displays (for Super Skidmarks).
* Rewrote part of the interrupt handling (fixes some raster effects).
* Removed sprite collision detection code (never really worked).
* Optimized sprite rendering inner loop.
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[04/13/03] (Charles MacDonald)
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* Finished up memory map for VDP DMA V-bus reads.
* Fixed handling of 68000 writes to I/O chip at even addresses.
* Fixed bit 7 handling of control register in I/O chip.
* Finished up Z80 memory map.
* Added code to handle Genesis hardware lock-ups.
* Removed some faulty code from the 68000 memory map handlers.

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[03/22/03] (Charles MacDonald)
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* Completed implementation of Z80 banked memory handlers.

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