=======================================
"Ootake" version 3.04
   Copyright(C)2006-2022 Kitao Nakamura.
   Copyright(C)2004-2005 Ki.(PC2E code)
========================================

In English 
(e̓{Lq͉̂قɂ܂BCtrl+EndL[ōŐṼo[WAb
ve܂)

Hello. Thank you for downloading "Ootake".
It is emulator software of great machine "PC Engine"(TurboGrafx16).

As for "PC Engine", to demonstrate the abilities of individual parts to its
maximum, the sense was designed well. The basic processing speed was faster
than great machine "SUPER NES" and "GENESIS" that had gone out, and wonderful
machines with potential more than the spec table.

It was for that, and a lot of masterpiece software where the idea and zeal had
shut oneself up arose especially in Japan. After it becomes it, these..
elderly persons are sure to have the time that wants to play and becomes it 
absolutely. I want to play hot on such an occasion by a sense as possible as
near a real machine. Such a desire was produced having it.

----- About a necessary "ROM image" file -----
  "ROM image file" that sucked out the content of the "Hu-CARD(TurboChip)" to
  the personal computer is necessary for use.
  In the use of "CD-ROM2 SYSTEM CARD", it is possible to play by turning on
  the "PC Engine(TurboDUO) CD-ROM disk" to the drive of the personal computer.
  "ROM image" file becomes a breach of the Copyright Act when distributing it
  to the other. Therefore, please treat it carefully.
  The questions about the "ROM image file" are not accepted to the author.

----- System requirements -----
 "Windows XP/Vista/7/8/10(32bit/64bit)" and "DirectX9.0c(or more)". 
 (It doesn't operate in "Windows 98/Me".)
  At Window Mode, Windows8/8.1 has the display delay of about two frames
  compared with XP and Win7(classic display).
  Windows7 or lower or Windows10 is strongly recommended.

  Video card for "DirectX9.0c(or more)".
  Sound card for "DirectX9.0c(or more)". It is likely to become noisy in a
  part of "Onboard Sound" and the "USB Sound", etc. A sound card fast (It is
  few of latency) is recommended.

  Perhaps, CPU more than "1GHz-2GHz class" is necessary to play comfortably.
   - If your personal computer is not fast, push "Light(Fast)" button on the
     setting screen (appear with "Setting" button under the left after Ootake
     starts). Afterwards, push "Set" button. Then, operation becomes light(
     fast) set.

  To play by the sense of a real average machine, it is recommended to play by
  "JoyPad with a good reaction". The reaction of the pad to which the
  vibration function has adhered by an original driver might be late. Use the
  quick one that moves by the driver of the Windows standard to operate.

----- Directions -----
  This program is a freeware. The author is maintaining the copyright.
  This program is not guaranteed. I try to make sure there are no problems,
  but please use this by your self-responsibility.
  Business use of this program source code is prohibited.

----- HomePage -----
  https://www.ouma.jp/ootake/

----- E-mail -----
  ootake@ouma.jp
   - I am not good at English language.
   - Sorry. I think that it cannot reply by the convenience at time.

----- Start -----
  It starts from the Windows start menu. Or, please double-click "Ootake.exe"
  of the installed folder(default "C:\Program Files\Ootake"). 
  - If a game of CD-ROM is played, set CD-ROM in the drive before pushing the
    selection button.
  - If the "ZIP file" of rom-image is opened, "UNZIP32.DLL" is necessary.
    -> http://www.csdinc.co.jp/archiver/lib/main-e.html
  - If your personal computer is not fast, push "Light(Fast)" button on the
    setting screen (appear with "Setting" button under the left after Ootake
    starts). Afterwards, push "Set" button. Then, operation becomes light(
    fast) set.

----- How to use -----
  Please read "Manual(English)" from the Windows start menu clicking.

----- Uninstallation -----
  Please uninstall "Ootake" from "Control panel" of Windows. The save file and
  the configuration file remain. When you want to delete it, after
  uninstallation, by hand power, delete "Ootake" folder, please.
  When you want to move the environment to a new personal computer, copy
  former configuration file("Ootake.dat") after installing Ootake in a new
  personal computer.

----- Upgrade in a new version -----
  Please install new "Ootake" in the same place as old "Ootake". 
  Automatically, a new file is overwrited. 
  In the same way, the Downgrade can be done. - "The SaveState File preserved
  by a new version" might not be able to be loaded normally when the version
  is downed. Take care only there, please.

----- About attached source files -----
  This program was produced in changing and the shape given based on the
  source code of PC2E(The distribution has been ended now).
  On this occasion, respectfully in PC2E author's Mr. Ki and the PCE-emulator
  developers from old as thanks.
  The source files is in the "Source" folder in the installed folder.
  The development environment is "Visual C++ (Visual Studio 2022 Community)".
  "Visual Studio 2022 Community" is free for individuals.
  + "Visual Studio 2017 - Windows XP (v141_xp)" Platform Toolset is required.
    (For Windows XP Works)
  + "DirectX 9.0 SDK" library is required.
   - File "dinput.lib" (for interchangeability before DirectX 7) that exists
     only in an old version is also necessary. Download the file from the site
     of Microsoft. And, copy "dinput.lib" to the folder that passes.
      DirectX 9.0 SDK Update - (October 2004)
      http://www.microsoft.com/downloads/details.aspx?FamilyID=b7bc31fa-2df1-4
      4fd-95a4-c2555446aed4&DisplayLang=en
     * I strongly recommend the use of "dinput.lib" of 17.3KB(size) that the
       input reaction is the fastest.
       "dinput.lib" since "December 2004"(size of 157KB) has input delay.
       And, latest "dinput8.lib" has bigger input delay.
       + Unfortunately, the old version is currently unavailable.
         DirectX 9.0 SDK Update - (August 2006) <- Currently available
         https://www.microsoft.com/en-us/download/details.aspx?id=10368
     * The input delay of this Windows (DirectInput in recent years) is a
       problem that I would like you to think not only Ootake but also all the
       Windows game developers. If a fast, old library is used, it is not
       inferior to the machine only for the game. Normally, Microsoft
       Corporation should seriously think about this.
       https://www.ouma.jp/ootake/delay.html
       
  * Posted on 2020/03/18
    Currently, "xinput.lib" can be used instead of "dinput8.lib", and
    Microsoft recommends it now.
    Ootake also uses "xinput.lib", and the input-lag is very good.

  Attach the source code when you open the remodeling version and the
  succession version to the public. and, please contact me by E-mail.
  Business use is prohibited.

  Person who offered TOC database
  "Necstasy PC-Engine & PC-FX TOC database" Mr.Squaresoft74
   http://www.necstasy.net/
  Thanks.

----- Upgrade history -----
  2006/07/09 0.50 completion
  - It is the first version of a formal opening to the public.
  2006/07-2009/01 v0.51-v1.69 released
  (Details are described in "Update.txt".)
  2009/01/31 2.00 released
  + This time, the development environment became "Visual C++". An attached
    source file is for "Visual C++". (The compilation method etc. was
    described at this file (Readme.txt) ahead. I described the input delay
    problem, too.)
  + Please let me do a talk important here. The source code in the part that I
    wrote might be not beautiful. It is a little shameful in reality.
    However, I think that "The source of the emulator has been opened to the
    public" is important. Because the transplant(Windows 7 and more, Mac and
    Linux, .etc) and development can be continued for a long time from now on.
    Even if I cannot develop Ootake, development might continue even for
    hundreds of years in the platform of the age. If the game of the
    masterpiece of "PC Engine(TG16)" has been played in those days, I am glad.
    It is energy that I develop Ootake.
  + There is a meaning of "Emulator that has opened the source to the public"
    there. Personally, I want to support "Emulator that has opened the source
    to the public" in emulators other than "PC Engine", too. 
    I think that it will be connected with the best result (The one to which
    the reproduction level is high and easy-to-use is completed, and
    development continues) in the future.
  + Though it is not certain whether to have considered this, many people
    support Ootake. This version v2.00 was able to be released thanks to them.
    Thank you really.
  Hereafter, it is a change point of v2.00.
  - It corresponded to Windows "DirectX 9.0c", and drawing by "Direct3D"
    became possible. In a lot of PC environments, I think that "Display Image
    Quality", "Display Speed (load reduction to the personal computer)", "Tone
    Quality of a built-in sound (stability of the tempo and the tone
    reproduction)", and "Input Reaction Speed of the JoyPad" improved.
  Improvement of "Display Image Quality"...
    The quality of bi-liner filtering (jaggy is made unremarkable) processing
    has improved by using Direct3D. Moreover, in "Windows Vista", the filter
    processing became possible, and it corresponded to "Aero", too.
  Improvement of "Display Speed"...
    A personal computer not fast might have come to work in some measure
    comfortably. Especially, the effect might be large in the personal
    computer equipped with the video chips other than made by NVIDIA(2D is
    originally high-speed).
  Improvement of "Tone Quality"...
    Accuracy by which the timing of 1/60 seconds is measured has improved by
    using Direct3D. As a result, processing of a built-in sound approaches the
    axis of the time of a real machine, and, it became a tone near real
    machine more.
  Improvement of "Input Reaction Speed"...
    A detailed setting was done, and it stuck to the limit of one frame more.
  - On the option screen of the start ("Option" button under the left after
    Ootake starts), some set items were added. Moreover, "Light(Fast)" button
    and "Default" button were set up.
   * If your personal computer is not fast, push "Light(Fast)" button.
     Afterwards, push "SET" button. Then, operation becomes light(fast) set.
     However, the screen might flicker when scrolling because it is not
     V-Sync(vertical synchronization). Therefore, set only the item of
     "V-Sync" (the 3rd from top) to "V-Sync 60Hz (Beauty,Default)" after
     pushing "Light(Fast)" button if it is possible.
  - "Direct3D" and "DirectDraw" menu were added to "Setting->Screen" menu.
    When "DirectDraw" is selected, it becomes the same drawing as the old
    version (v1.69 former). Moreover, the detail of each drawing method can be
    set. Please see the manual (Open it from "Info" menu) for details of a set
    item.
  - "PC Power Saving" setting of "Setting" menu was abolished. Because it
    entered the best CPU use state in default.
  - The speed and timing were brought close to a real machine more. In
    "World Stadium" and "World Stadium '91", when the ball hits the bat, the
    problem that one frame screen has fallen into disorder (generated by a
    recent version) was solved. I think that it approached a real machine by
    the timing of operation in a lot of other games.
  - The stability of the CD-ROM access processing has been improved.
  - Additionally, a detailed part has been improved and corrected.
  2009/02-2009/12 v2.01-v2.25 released
  (Details are described in "Update.txt".)
  2010/01/07 2.26 released
  - The timer interrupt processing was corrected. In "Legion", the problem
    that the tempo of BGM has slowed (generated from v2.20) was solved.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "FRAY CD - Xak Gaiden", the problem that the screen
    has fallen into disorder was solved.
  - In "Nemurenuyoru no Chiisana Ohanashi", the priority level of the screen
    was done as well as a real machine. Moreover, when starting, the mouse was
    automatically connected. (This mounting was done with v2.17. But, it did
    not function because there was a bug.)
  - In "AYA", the timing of the CD access was brought close to a real machine.
    As a result, sentences became legible.
  - In "Orgel", the timing of the CD access was brought close to a real
    machine. As a result, the problem that the screen advanced fast was
    solved.
  - In the ACT4 of "Valis IV", if playing by CD-FullInstall, the problem that
    the voice was not occasionally correctly played was solved.
  - "Un-Pause Window Inactive" was added to "Setting->Screen" menu. If the
    check on this menu is removed, when focus moves to the window of other
    applications, Ootake is paused. When the personal computer that room is
    not in the speed is used, remove this check.
  - At CD full installation ("CDROM->CD FullInstall" menu), "Number of all
    tracks" is displayed.
  - When playing CD-FullInstalled game, if resetting it with [F1]key, the
    state of controller setting (AutoFire setting etc.) is maintained.
  - When playing CD-FullInstalled game, the bug that "CD-ROM->(drive letter)"
    menu is not executed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2010/01/14 2.27 released
  - It corresponded to four split-screen display (This screen mode can be used
    by the tip of some games). * "Jack Bauer" doesn't appear there.
    [Power Drift]...In the title screen, push "RUN" while pushing
    "Lower-Right" + "SEL" + "1(I)" button. Next, select "ERIC" and push
    "2(II)" button.
    [World Court Tennis]...In "Pass" of the quest mode, bury all of the
    password with the "poo mark"(bottom, fourth from left). And, select "End".
    [Psycho Chaser]...In the title screen, reset game ("RUN+SEL" button) 35
    times. After that, push "SEL" while pushing "1(I)" + "2(II)" + "RUN"
    button.
    [Youkai Douchuuki]...In the title screen, push "RUN" while pushing "1(I)"
    + "2(II)" + "SEL". Input "SPEED-UP" and the message is displayed. And,
    reset game ("SEL+RUN" button).
  - The volume balances of ADPCM sound source have been adjusted.
  - The CD access processing part was corrected. In "Doraemon Nobita no
    Dorabian Night (CD)", the problem that the game screen has fallen into
    disorder (generated from v1.65) was solved.
  - In "Shadow of the Beast", the problem that the TurboButton(AutoFire)
    setting was not occasionally effective was solved.
  - When game reset was done with [F1] key after the setting was set to
    "three-button pad", the trouble that had occasionally entered the state
    that "six-button pad" is connected was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2010/01/21 2.28 released
  - Processing that played the CD-DA track was sped up (lightened). Moreover,
    the played timing was brought close to a real machine.
  - The CD access processing part was corrected. In "Draemon - Nobita no
    Dorabian Night (CD)", when the first boss is defeated, the problem that
    had stopped was solved (When the state before v2.27 is loaded in this
    game, it has trouble. please play from the start of this game). And, in
    the title screen of "Psychic Storm", the problem that the introduction
    part of the tune has fallen into disorder was solved.
  - It corresponded to the monochrome screen function (This screen mode can be
    used by the tip of some games). * While displaying monochrome screen, 
    the processing is a little heavy because it stuck to the image quality.
    If the personal computer not fast is used, select "Screen->TV Mode" menu (
    default), and use "FullScreen Mode".
    [Side Arms]...In the title screen, push "RUN" while pressing "Up" + "I(1)"
    +"II(2)".
    [Power Drift]...In the title screen, push "RUN" while pressing
    "Lower-Right" + "SEL" + "I(1)" button. Next, select "ERIC" and push
    "2(II)" button. Moreover, push "2(II)" button. By the way, it becomes
    "four split-screen + monochrome screen" if it pushes another times.
    [Heavy Unit]...In the title screen, push "SEL" while pressing "Left" +
    "I(1)" button. Choose the difficulty "HARD". And, push "I(1)" button 46
    times. And, push "II(2)" button 96 times. Push "RUN" button at the end.
    [Coryoon]...Choose the sound test on the title screen. Listen to the tune
    in order of "01, 04, 05, 06, 05, 06, 05, 06, 05, 06, 05, and 06". (the
    tune start is "II(2)" button. Only introduction OK.)
  - "MonoColor Mode" was added to "Screen" menu. It connects "PC Engine(TG16)"
    with the monochrome television. (Moreover, it has the extra function.
    Select with [Ctrl]key is pressed, and the Green Display mode can be used.)
  - Additionally, a detailed part has been improved and corrected.
  2010/01/27 2.29 released
  - The processing of "Monochrome Screen Function" mounted with v2.28 was sped
    up (lightened). I think that the bug that was slow operation in some
    personal computer environments was solved.
  - The processing when the volume was adjusted ([PageUp],[PageDown]key) was
    sped up. And, the interval of the adjustment was detailed (Change from
    5 to 4). (It can be fine-tuned with [Ctrl]key.)
  - When CD-DA is played, if the seek(access) to the same part is consecutive,
    it is processed at high speed. Moreover, the timing was brought close to a
    real machine. In "Draemon - Nobita no Dorabian Night (CD)", the problem
    that had been freezed after "Jaian" had been helped was solved.
    * "Draemon - Nobita no Dorabian Night (CD)"'s timing of the CD access is
      severe. Please play with CD full installation ("CD-ROM->CD FullInstall"
      menu).
  - The stop timing of ADPCM voice was corrected.
  - The access timing to the CD-DA track when the check on "Speed->Fast CD"
    menu is removed has been adjusted.
  - Additionally, a detailed part has been improved and corrected.
  2010/02/02 2.30 released
  - When the monochrome screen function was used with Non-Scanlined display
    setting, the bug that the screen was not correctly displayed was fixed.
  2010/02/11 2.31 released
  - In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug
    that the music track of some games was not able to be taken correctly was
    corrected.
    * The game that cannot be correctly taken is displayed (on left-top of the
      screen), "Bcd:(the game name)". In that case, please start the game from
      real CD-ROM again. And, please install again. When it was installed with
      v2.31(or more), it becomes a display of "Fcd:(the game name)".
  - In some games, the bug that a few seconds of the end of the CD-DA sound
    source are not played (generation from v2.11) was corrected.
  - The timing of VDC (video chip) processing was brought close to the
    movement of a real machine. In "Kakutou Haou Densetsu Algunos", at the
    BATTLE MODE, the problem (generation from v2.00) that had stopped was
    solved.
  - The speed and timing were brought close to the movement of a real machine.
    At the stage clear of "Parasol Star", the problem that the screen
    occasionally shook uncommonly was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/02/16 2.32 released
  - "Audio" menu was added to the main screen (the fifth from the right). The
    tempo of CD-DA (CD sound source) and ADPCM sound source can be fine-tuned
    by "Audio->Adjust CD-DA" menu.
    In the game of the visual scene that long CD-DA played (Opening of "Kaze
    no Densetsu Xanadu" etc.), the problem that the sound shifts can be solved
    without cutting the V-Sync setting.
    *[Adjusting method]...Please confirm the frequency of the display with
     Ootake started. The confirm method of the frequency is different each the
     PC-display. It is thought that there are "Information menu" etc. and
     select it. Two kinds of frequencies of "H" and "V" are displayed. Select
     a value that is the closest to the frequency of the "V"(Vertical
     frequency) at this menu.
     - The frequency might not be able to be confirmed on the display of the
       notebook computer. In that case, please look for the best frequency
       feeling while watching the operation of the game to which the sound
       shifts (Note that there is a game to which the sound originally shifts
       with a real machine, too.). Decrease the frequency if the sound is
       early, and increase the frequency if the sound is delayed.
     - This setting is separately preserved respectively by the window mode
       and each resolution of the full-screen mode.
  - In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug
    that the first voice track was not able to be taken correctly was
    corrected.
    * The game that cannot be correctly taken is displayed (on left-top of the
      screen), "Bcd:(the game name)". In that case, please start the game from
      real CD-ROM again. And, please install again. When it was installed with
      v2.32(or more), it becomes a display of "Fcd:(the game name)".
  - The processing of playing CD-DA was corrected. In "Cosmic Fantasy", the
    problem that the tune was not occasionally played (generation from v2.29)
    was solved.
  - The speed and timing were brought close to the movement of a real machine.
    In "Silent Debuggers", the problem that the status screen had shaken
    uncommonly (generated by v2.31) was solved. In the gambling scene of
    "Youkai Douchuuki", the problem that the screen has fallen into disorder
    by one frame (generated by v2.31) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/02/27 2.33 released
  - "CD-DA Delay Frame" was added to "Audio" menu. Whether how much display
    delay of the liquid crystal display of the personal computer exists is
    set. As a result, CD-DA(CD sound source) can be matched to graphic timing.
    (Default = The play timing of CD-DA is delayed by two frames.)
    Set it to 0 when you use the cathode-ray tube display without the display
    delay oppositely.
  - At the full-screen mode, when "Audio->Adjust CD-DA Plus 0.05Hz" was
    selected, if the resolution of full-screen changes, the bug with a not 
    correct display of the selective state was corrected.
  - When CD full installation ("CD-ROM->CD FullInstall" menu) is used, in the
    game that the music play across two or more tracks exists (moai stage of
    "Gradius II" etc.), the bug the track since the second is not played was
    corrected.
  - When the command line started, optional "/cd" for the CD-ROM start was
    added.
  - In the personal computer environment that removes the CD-ROM(DVD,BD)
    drive, the bug not to be able to play with the file that installed (
    "CD-ROM->CD FullInstall" menu) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2010/03/28 2.34 released
  - The setting of "+5,+10,+20 and +30" was added to "Screen->Brightness"
    menu. It is possible to adjust it according to the favor and the display
    environment. * The melody falls in some environments when lightening it
    too much. And it becomes easy to become tired when the game is played.
  - The image quality of the "Special Scanlined" at "x4" has been improved.
  - When "Gradius II" is started, the stereo setting start is done by the
    automatic operation. If the check on "Setting->CPU->Auto Improve Grapics &
    Sound (Gradius II)" menu is removed, or if soft reset (SELECT+RUN button)
    is done after it starts, it becomes a normal start (flicker mode &
    monaural setting).
  - In "Bonanza Bros." and the visual scene of "Black Hole Assault", the
    overlapping processing of the character was done as well as a real
    machine.
  - The speed and timing were brought close to the movement of a real machine.
    In "IQ PANIC", the problem that fell into disorder the screen and had been
    freezed when having entered the hut was solved. In the opening demo of
    "Farjius no Jakoutei", the problem that the screen occasionally fell into
    disorder was solved.
  - When "Jantei Monogatari" is started, a part of CD-ROM access processing
    becomes slowness near a real machine. The problem that the display
    occasionally fell into disorder  at the technique selection screen was
    solved.
  - When "Vasteel" is started, a part of CD-ROM access processing becomes
    slowness near a real machine. The voice problem of the visual scene was
    solved.
  - In "Yami no Ketsuzoku Harukanaru Kioku", if non-stretched screen mode
    setting is used, the switch is temporarily divided into the real stretched
    screen mode.
  - "Invalidate CD Install" was added to "CPU" menu. This is compulsorily
    operated with "Real CD-ROM". "CD Installed" file (
    "CD-ROM->CD (Full)Install" menu) is not used. (for operation test)
  - Additionally, a detailed part has been improved and corrected.
  2010/04/03 2.35 released
  - Processing that adjusts the balance of brightness and the gradation of the
    screen is improved, and the image quality of default has been readjusted.
  - "Setting->Screen->Scanline Density"(density of the horizontal scanning
    line) menu was moved to "Screen->Scanline Density", and the setting of
    "10%, 30%, 50%, 60%, and 70%" was added.
    * When the value of this "Scanline Density" is set small, the gamma value
      is optimized (bright). This can be set at "TV Mode" or "Horizontal
      Scanlined".
  - "Optimize Gamma" was added to "Screen->Scanline Density" menu. Remove the
    check if you do not want to optimize the entire brightness(gamma value)
    when the scanning line is displayed. Use by having put the check is
    recommended usually. Because it must not become difficult to see the
    character of the shade part.
  - The setting of "0.94" and "1.04" was added to "Screen->Gamma" menu.
    * Set "Brightness" greatly when you set Gamma small. Because it must not
      become difficult to see the character of the shade part.
  - The image quality of the "TV Mode" and "Horizontal Scanlined" at "x4" has
    been improved.
  - The speed and timing were brought close to the movement of a real machine.
    In "CITY HUNTER", the problem that the lower hem of the start demo
    occasionally fell into disorder (generated from a recent version) was
    solved.
  - When "Metal Angel 2" is started, a part of CD-ROM access processing
    becomes slowness near a real machine. The problem that the voice of the
    visual scene becomes interrupted was solved.
  - When "Metal Angel 2" or "Travelers!" is started, the message of CD
    installation("CD-ROM->CD FullInstall" menu) recommendation is displayed.
    (For the voice problem solving. However, a little gap of voice happens at
     a real machine, too.)
  - In "Xak III", the problem that an uppermost line of the screen had
    flickered was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/04/10 2.36 released
  - Processing that took the timing of the sound playing has been improved (
    Optimized it to Win7 and Vista also) and sped up (Especially, at the
    Hu-Card games). I think that it became difficult to record the noise with
    a little buffer setting ("Setting->Audio->Buffer" menu), too. Therefore,
    when using it with Win7 and Vista, the size of the audio buffer of default
    was reduced.
  - The setting of VideoSpeedUp and CpuSpeedUp ("Speed" menu) is not loaded by
    default at the time of the LoadState(or Resume). (This prepared for the
    case to mistake-push the speed change shortcut key([Home][End][Delete])).
    * When "Load Speed at LoadState"("Speed" menu) is selected, the speed
      setting can be loaded(reflected) as much before v2.35.
  - The stop timing of ADPCM sound source was brought close to the movement of
    a real machine.
    In "Dragon Slayer Eiyuu Densetsu", I think that the tone quality of the
    drum sound improved.
    In "Side Arms Special(CD)", the problem that the sound effect occasionally
    fell into disorder (generated from v2.29) was solved.
    In "Ramma 1/2", The problem that the noise occasionally mixed with BGM (
    generated from v2.29) was solved.
  - The waiting time when the music track is played has been readjusted. With
    a high-speed personal computer environment, In "Snatcher" and "Kaze no
    Densetsu Xanadu 2", etc., the problem that had occasionally stopped was
    solved.
  - The play processing of ADPCM sound source has been improved. In "Jantei
    Monogatari 3" and "Ys 3", the problem that the voice becomes interrupted(
    generated from v2.15) was solved.
  - When "Jantei Monogatari 3" is started, a part of CD-ROM access processing
    becomes slowness near a real machine. The problem that the screen advanced
    early at the visual scene was solved.
  - The speed and timing were brought close to the movement of a real machine.
    In the visual scene of "Jantei Monogatari 3", the problem that the screen
    fell into disorder momentarily was solved.
  - When the Screenshot function is used at FullScreen, the bug that had not
    occasionally operated correctly was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2010/04/16 2.37 released
  - The volume balance of the wave memory sound has been readjusted.
    Especially, in the game with small volume ("Soldier Blade" etc.), I think
    that tone quality improved.
  - The entire volume balance has been readjusted.
  - "Buffer1152" and "Buffer1408" were added to "Setting->Audio->Buffer" menu.
    Use it when you fine-tune it. (A large buffer improves tone quality.
    However, the sound is delayed as the compensation. My recommendation is
    "Buffer1664" for tone quality. Reduce the buffer gradually when you feel
    the delay of the sound.
  - The speed and timing were brought close to the movement of a real machine.
    In the start demo of "Seiryuu Densetsu MONBIT", the problem of stopping (
    generated by v2.36) was solved. In the start of "Chase H.Q.", the problem
    that the screen has fallen into disorder by one frame (generated from
    recent Ver) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/04/22 2.38 released
  - "Configure Function Button" was added to "Input" menu. "Function Button"
    is a button to use a lot of functions with a Joypad. The following
    function can be used.
    + When [UP] or [DOWN] of a Joypad cursor key is pushed while pressing the
      Function Button, the volume can be adjusted. Moreover, when [RIGHT] or
      [LEFT] of a Joypad cursor is pushed, the volume can be fine-tuned. (This
      is the same function as time when [PageUp] or [PageDown] of a keyboard
      is pushed.)
    + When [I] or [II] button of a Joypad setting is pushed while pressing the
      Function Button, "On-off of the TurboButton(AutoFire)" can be switched.
      (This is the same function as time when [1] or [2] of a keyboard(
      full-keyborad) is pushed.)
    + When [SELECT] button of a Joypad setting is pushed while pressing the
      Function Button, "Screenshot" can be taken. (This is the same function
      as time when [PrintScreen] of a keyboard is pushed.)
    + When "VSpeedUp Button"(set at "Speed->Set VSpeedUp Button" menu) is
      pushed while pressing the function button, the mode of VSpeedUp(video
      speed up) can be switched. It is possible to use it also for
      "Confirmation of the speed magnification" by pushing twice. (This is the
      same function as time when [Insert] of a keyboard is pushed.)
    + When "Save&LoadState button for Function Button"(set at "Input->
      Configure Function Button->Configure Function Save&Load Buttons") is
      pushed while pressing the Function Button, SaveState or LoadState can be
      done. (This is the same function as time when [S][L] of a keyboard is
      pushed.)
    + In the further version-up, when [RUN] button of a Joypad setting is
      pushed while pressing the Function Button, the operation equal with
      "Recent" menu (select play game) is scheduled to be able to be done on a
      Joypad.
  - A vocal balance of the sampling sound of the wave memory sound source has
    been readjusted. I think that tone quality improved in the games using the
    sampling sound.
  - The speed and timing were brought close to the movement of a real machine.
    In Arcade Mode of "Xevious", when starting (also restarting), the problem
    that had occasionally stopped & that the right-bottom of the screen falls
    into disorder was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/05/01 2.39 released
  - "Write Memory" was added to "CPU" menu. While executing PCE(TG16)
    software, the operation test can be done by rewriting the content of
    memory(RAM,ROM) of PCE(TG16).
    + This "Write Memory" menu can be used to execute a so-called cheat
      command. For instance, BGM can be appreciated without being obstructed
      to the sound effect (attack sound and jump sound, etc.) by using the
      time limitation release and the invincibility command etc. (Within the
      range of the personal hobby)
    + On the other hand, a cheat command when using it by "Purpose to clear
      the game easy" is not recommended. Because, it becomes a game balance
      that the game production person doesn't intend, and the interest of the
      game is surely lost. Moreover, it becomes impossible to talk about the
      work with "person who enjoyed it by normal play". Therefore, I think
      that playing only by normal-play(non-cheat-play) will be consequentially
      happy (It can deeply enjoy playing the game).
    + "GAME OVER" should be welcome. Even if it cannot be cleared, the game is
      happy. I think that it is a most wonderful point of games (especially,
      in the retro games). Personally, if you can use this menu in the purpose
      of the research and development, I am glad.
    + The input method of command is
      "<address 6 digits[Hex]>:<value1-255[Dec]>".
      Add "+"(positive sign) at the end of the command if you want to keep
      writing the value (Invincibility command etc.).
      Add "0x" before the value if you want to input the value by the
      hexadecimal number.
  - The tone quality of the sampling sound (ADPCM and Wave Memory Sound) has
    been improved. Moreover, the entire volume balance has been readjusted. I
    think that the entire tone quality improved considerably, too.
  - The distance detection processing of the "PC Engine Mouse" has been
    improved. In "Hatsukoi Monogatari", the movement of the mouse cursor
    became smooth.
  - The speed and timing were brought close to the movement of a real machine.
    In the start demo of "Metal Angel", the blinking problem of the screen was
    solved. In "Toilet Kids", the problem that the borderline of the status
    display has fallen into disorder was solved. 
  - In "Splatter House" and "Shubibinman 2 (Shock Man)", when the TurboButton(
    AutoFire) speed setting is High, the problem that the AutoFire doesn't
    function was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/05/08 2.40 released
  - The pronunciation balance of the wave memory sound source has been
    deliberately adjusted. In the stage 2 of "Daimakaimura (Ghouls'n Ghosts)"
    etc., the problem was solved that the sound had shut somewhat oneself up
    compared with the version before (generated by v2.39). As a result, I
    think that tone quality improved more.
  - The speed and timing were brought close to the movement of a real machine.
    In "Dynastic Hero", the problem that the screen has fallen into disorder (
    generated from recent Ver.) was solved. In the opening demo of "Tengai
    Makyou II", the problem that the lower side of the screen fell into
    disorder momentarily was solved. In "F1 Circus '92", the problem that the
    order display fell into disorder momentarily was solved.
  - When "DE-JA" is started, a part of CD-ROM access processing becomes
    slowness near a real machine. In the visual scene, the problem that the
    screen shakes was solved. * Sometimes falling into disorder when the
    screen is rewritten is similar to a real machine.
  - When you start the file of the image of the system card directly by not
    "CD-ROM" menu start but "Hu-Card" menu, operation changes into the CD-ROM
    mode (CD-DA Play, Save-filename at each game).
  - Additionally, a detailed part has been improved and corrected.
  2010/05/13 2.41 released
  - The entire volume balance has been adjusted.
  - The speed and timing were brought close to the movement of a real machine.
    In the start demo of "City Hunter", the problem that the lower side of the
    screen has fallen into disorder by one frame (generated by v2.40) was
    solved. I think that the timing has approached a real machine in even
    other games.
  - "Force V-Sync (All Hz)" was added to "Setting->Screen" menu. When the
    check is put in here, the V-Sync setting is permitted regardless of the PC
    display environment. Use it with an old video card etc.
  - Additionally, a detailed part has been improved and corrected.
  2010/05/21 2.42 released
  - The speed and timing were brought close to the movement of a real machine.
    In the ending demo of "Lodos Tou Senki", the problem that the surface of
    the picture occasionally fell into disorder (generated by a recent
    version) was solved. I think that the timing has approached a real machine
    in even other games.
  - When a "hes(sound)" file is started, it is started with a hardware state
    of the CD-ROM2 specification. As a result, I think that a game using
    ADPCM sound (drum etc.) became available. (However, the difficulty of the
    ripping in ADPCM use might be high.) * In this change, the hes file of a
    size that is larger than 4Mbits (512Kbyte. doesn't contain the header)
    cannot be used. Perhaps, I do not think that there is a necessity, but if
    you use hes file that is larger than 4Mbits, make the extension ".pce".
  - It prepared for the case where the CD-ROM access error by hardware, OS and
    driver's slumps. As a result, when the hardware error happens, Ootake will
    be able to be closed safely.
  - Additionally, a detailed part has been improved and corrected.
  2010/05/29 2.43 released
  - "Adjust CD-DA Auto Set" was added to "Audio" menu. The timing value of the
    CD sound (CD-DA and ADPCM) is set automatically to match the sound to the
    picture. The frequency of your display (rewrite frames a second) is
    measured for that.
    * The set completion is about 60 seconds. This setting is OK if it sets it
      only once first. If you newly buy a display and a video card of your PC,
      execute this menu again.
    * Set it respectively in the window mode and the full-screen mode. (The
      timing value changes by the display resolution. The setting is
      individually preserved.)
    *  Ootake also doesn't match to a game to which the sound doesn't match
       with a real machine.
  - In the PC environment that cannot use V-Sync setting (doesn't flicker when
    the screen drawing), the method of the speed regulation of a game has been
    improved.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "Kaze no Densetsu Xanadu 2", the problem that the
    lower side of the screen occasionally fell into disorder (generated by a
    recent version) was solved. I think that the timing has approached a real
    machine in even other games.
  - Operation by the System-Card image-file that RAM area is included is
    enabled, too.
  - When DirectDraw (draw setting for old video card) is used, if the Windows
    key is pushed, the bug to which Ootake had occasionally stopped was fixed.
  - Additionally, a detailed part has been improved and corrected.
  2010/07/07 2.44 released
  - The fontsize of the message display was changed (when the size of the
    window is used with x3 and x4). 
  - With also Vista/Win7, "Setting to which the sound buffer was done by the
    software process (It is advantageous in tone quality)" was made a default
    configuration.
  - The speed and timing were brought close to the movement of a real machine.
    In "Star Breaker", when going out of the first town, the problem of
    stopping (generated by a recent version) was solved.
  - The bug that there is one extra space in the head of the recognition game
    name of "Nexzr Special - Summer Carnival '93 (J)" was corrected. In this
    game, if you done "CD (Full)Install" or "Save State", please cut space at
    the file name head by hand power. * If you done "CD FullInstall", please
    correct "Folder name" and "File name of the CUE file that exists in that".
  - When "Populous (Hu-Card version)" was started, the bug that an extra
    message was displayed (generated from v2.42) was corrected. 
  - Additionally, a detailed part has been improved and corrected.
  2010/07/19 2.45 released
  - "Step Setting" was added to "Volume" menu. The accommodation amplitude of
    the volume control (At [PageUp][PageDown] key or Function Button ("Input->
    Configure Function Button" menu)) can be set.
  - The speed and timing were brought close to the movement of a real machine.
    In "Star Breaker", at going to building in and out, the problem of
    stopping (generated by a recent version) was solved. In "Splash Lake", the
    problem that the screen sometimes falls into disorder by one frame was
    solved.
  - The drawing processing part of the video chip was brought close to the
    movement of a real machine. In "Splash Lake", the problem that the screen
    had shaken when the stage began was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/07/30 2.46 released
  - When CD sound source (CD-DA,ADPCM) was played, the bug that the noise had
    been occasionally recorded by the environment and the tune (generated from
    v2.32) was corrected. I think that tone quality improved.
  - The drawing processing part of the video chip was brought close to the
    movement of a real machine. In "Star Breaker", at the event of the house
    (top-right) of "AREMU Town" (this event is recommended to the gentleman),
    the problem that the screen has fallen into disorder (generated from
    v2.14) was solved.
  - The timing of the CD access was brought close to the movement of a real
    machine. In the visual scene of "Uchuu Senkan Yamato", the problem that
    the voice occasionally uncommonly became interrupted was solved.
  - Additionally, a detailed part has been improved and corrected.
  2010/10/03 2.47 released
  - The speed and timing were brought close to the movement of a real machine.
    In stage 5 of "Mad Stalker", the problem that the screen has fallen into
    disorder was solved.
  - The processing that decides a vertical start position on the screen has
    been improved. In the visual scene of "Mad Stalker", the problem that the
    upper part of the screen cut was solved.
  - Additionally, a detailed part has been improved and corrected.
  2011/01/16 2.48 released
  - When [RUN] button of a Joypad setting is pushed while pressing the 
    "Function Button (setting at "Input" menu)", a game can be selected
    from the recent opened games.
  - After loading the state (Chiefly at the resume), the bug that drawing of
    the screen occasionally fell into disorder (generated by v2.47) was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2011/01/22 2.49 released
  - "Configure Pause Button" was added to "CPU" menu. Set this if do pause
    with a JoyPad.
  - In a certain PC environment, The problem that screen saver and monitor
    power saver of Windows had not been occasionally stopped was corrected.
  - The drawing processing part of the video chip was brought close to the
    movement of a real machine. In the opening demo of "Travel Epuru", the
    problem that drawing has fallen into disorder (generated from v2.14) was
    solved. In "Youkai Douchuuki", the problem that the upper part of the
    screen was cut (generated from v2.45) was solved.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "Travel Epuru", the problem that drawing on the
    screen falls into disorder by one frame was solved.
  - With the screen mode of "Non-stretch", when switching from full-screen to
    the window mode, the bug to which the position of the window shifted was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2011/02/08 2.50 released
  - When CD-ROM of "Star Parodia" was CD Full-Installed("CD-ROM" menu), the
    problem of freezing it was solved.
    * Because CD-ROM of "Star Parodia" is recorded to the full outside, the
      reading error might happen easily at even v2.50. In that case, change
      CD-ROM drive setting to a quiet access or a slow access with a
      manufacturer tool etc..
  - At "CD-ROM -> CD FullInstall" menu, the bug that the noise had been
    occasionally recorded at the end of track 1(Track01.wav) was corrected.
  - The drawing processing part of the video chip was brought close to the
    movement of a real machine. In "World Circuit", the problem that
    background color of the title screen is a black was solved.
  - The speed and timing were brought close to the movement of a real machine.
    In the stage 8's demo of "Spriggan Mark II", the problem that the screen
    occasionally fell into disorder (generated by a recent version) was
    solved.
    In the battle scene "Tengai Makyou 2" and "Linda3", the problem that the
    background screen had flickered (generated by a recent version) was
    solved. * In "Tengai Makyou 2", uncommonly flickering has with a real
    machine similarly.
    In "Metal Angel", the problem that the opening demo screen has fallen into
    disorder (generated by a recent version) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2011/02/23 2.51 released
  - At "CD-ROM -> CD FullInstall" menu, the bug that track 1 is not correctly
    taken (generated by v2.50) was corrected.
    * If the image that installed with v2.50 is started, it is displayed at
      the left-top of screen, "Bcd:". There is no problem in the operation of
      the game. However, neither track 1 nor TOC information are correct.
      Therefore, please try to "CD FullInstall" menu again with v2.51.
  - The volume balance of ADPCM voice has been adjusted.
  - The speed and timing were brought close to the movement of a real machine.
    In the Quest mode of "Fainal Lap Twin", when the hero enters the house,
    the problem that the screen has fallen into disorder by one frame (
    generated from v2.07) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2011/05/05 2.52 released
  - The volume setting processing of the wave memory sound chip was brought
    close to the movement of a real machine. In "Hanii in the Sky", when the
    game was paused, the problem that the noise rings was solved.
  - "Caputure" menu was added. Input-Recording function, Screenshot function
    and WAV-Sound Output function was moved from "File" menu to this menu. I
    think "AVI-Movie Output function" will be added here in the near future.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "Wrestle Angels", the problem that the screen
    disappeared (generated by a recent version) was solved. In the Quest
    mode of "Fainal Lap Twin", when the hero enters the house in continent,
    the problem that the screen has fallen into disorder by one frame was
    solved.
  - Additionally, a detailed part has been improved and corrected.
  2011/05/06 2.53 released
  - The volume setting processing of the wave memory sound chip was fixed. The
    bug that BGM had not played in some games (generated by v2.52) was solved.
  + In East Japan, many people died by the earthquake and the tsunami. May
    they rest in peace. We Japanese have expressed gratitude for help of the
    all over the world. We revive without fail. Thanks.
  2011/05/14 2.54 released
  - V-Sync (function to redraw screen smoothly) processing has been improved.
    The tempo of a built-in sound source (carve of a detailed rhythm) is
    steady, and it has approached a real machine. And, when the window of
    Ootake was brought to the upper part of the screen in some personal
    computers, the bug of V-Sync was solved.
  - The message display processing has been improved. The overall operation
    lightened in some measure. And, when the desktop is used by a classic
    style with WindowsXP, the bug that the label of the window blinked (
    generated from v2.50) was corrected.
  - The speed and timing were brought close to the movement of a real machine.
    In "Final Lap Twin", when the hero enters the course in the field, the
    problem that the screen occasionally fell into disorder by one frame (
    generated from v2.07) was solved. In the stage 3 of "Dragon Saber", when
    the wall moves, the problem that the display of one line falls into
    disorder was solved. I think that the timing approached a real machine in
    other games, too.
  - Additionally, a detailed part has been improved and corrected.
  2011/05/21 2.55 released
  - The library of VisualStudio2008 (tool that developed Ootake) was renewed
    a little newly. As a result, I think that the tone quality of the sound
    improved.
  - The speed and timing were brought close to the movement of a real machine.
    In the visual scene of "Tenshi no Uta 2", the problem that the screen
    stops (generated by v2.54) was solved.
  - The volume setting processing of the wave memory sound chip was fixed. In
    "Atomic Robo-Kid Spacial", the problem that BGM had not played (generated
    from v2.52) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2011/05/29 2.56 released
  - The speed and timing were brought close to the movement of a real machine.
    In the visual scene of "Tenshi no Uta 2", the problem that the screen
    stops (with some PC environments) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2011/06/08 2.57 released
  - When "Takahashi Meijin no Shin Boukenjima" is started, the sprite display
    limitation is emulated. The enemy character of stage 2-3 (squid) dives in
    the sea as well as a real machine.
  - Additionally, a detailed part has been improved and corrected.
  2011/06/12 2.58 released
  - The volume balance of the built-in sound, CD-DA sound and ADPCM sound has
    been adjusted.
  - The speed and timing were brought close to the movement of a real machine.
    In the dance scene of "Takahashi Meijin no Shin Boukenjima", the problem
    that the sound noise is recorded was solved. I think that the speed
    approached a real machine in other games, too.
  - Additionally, a detailed part has been improved and corrected.
  2011/08/03 2.59 released
  - When playing with a keyboard, if Right-Key and Left-Key (Or, Up-Key and
    Down-Key) is pressed at the same time, only "Direction pushed at the end"
    is input. As a result, the action game play with the keyboard became
    smooth (Especially, at right and left turn move etc.).
    And, In "Image Fight 2", when Right-Key and Left-Key was pressed at the
    same time, the problem that the ship did warp was solved.
    (When you want to permit pressing simultaneously, you can set it by
    "Setting->Input" menu.)
  - The speed and timing were brought close to the movement of a real machine.
  - Additionally, a detailed part has been improved and corrected.
  2011/08/29 2.60 released
  - Processing of the access of the memory of the "Arcade Card" was improved.
    In "Garou Densetsu 2", the problem that the physical strength meter of CPU
    did not decrease more than the definite value was solved. * Thanks for
    anonymous information mail about this improvement.
    In "Garou Densetsu 2", ADPCM voice under the game played correctly.
  - The volume setting processing of the wave memory sound chip was fixed. In
    "Heavy Unit", the problem that the sound stops (generated from v2.52) was
    solved.
  - The speed and timing were brought close to the movement of a real machine.
    In "Metal Angle 2", the problem that the start demo did not operate (
    generated by recent ver.) was solved.
  - In "Sherlock Holmes" series, the image and the voice have been matched.
  - Additionally, a detailed part has been improved and corrected.
  2011/09/21 2.61 released
  - When "Function Button (can set by "Input" menu) was set as the same button
    as SELECT or RUN, the function was made not to be performed even if it
    pushed the function button independently.
    As a result, "Assigning Function-button to SELECT-button" is possible. (
    For a joypad with few buttons)
  - The speed and timing were brought close to the movement of a real machine.
    In "Dragon's Curse (Adventure Island)", at the time of a screen change,
    the problem that a frame of screen was disordered (generated by recent
    ver.) was solved.
  - When "Ramma 1/2" is started, the sprite display limitation is emulated.
    In opening demo, the priority of screen became right.
  - Additionally, a detailed part has been improved and corrected.
  2011/11/07 2.62 released
  - The maximum of the volume adjustment (PageUp,PageDown and
    FunctionButton+UpDown) was changed to 120 from 100.
    * Only the time of a play on Hu-Card game is effective for 101-120.
      At playing CD-ROM game, 101-120 is the same volume as 100. (To stop
      saturation of sound)
    * When a check is put on the "File->Set Resume" menu, preservation and
      restoration of volume setting can be done.
  - Processing of ADPCM sound was improved. The sound quality improved. In the
    visual scene of "Jantei Monogatari 2", the problem that sound was
    difficult to catch improved.
  - A volume balance of "wave memory sampling sound" was readjusted. I think
    The quality of the voice (mainly Hu-Card game) was improved.
  - A volume balance of the whole sound was readjusted. I think it approached
    a real machine.
  - With some PC environment, at full-screen of 640x480 (Direct 3D), the
    problem that the screen upper part flickered was corrected.
    * With some PC environment, when overscan territory is indicated at
      640x480(Direct3D), there is a possibility which flickers. In that case,
      choose the "Setting->Screen->DirectDraw(Old)" menu.
  - The speed and timing were brought close to the movement of a real machine.
    In the visual scene of "Jantei Monogatari 2", a problem that a screen was
    in disorder was settled.
  - Additionally, a detailed part has been improved and corrected.
  2011/12/18 2.63 released
  - The performance of these days' PC improved. So the default setting was
    made high-definition setting.
  - At the menu space of "Save State" and "Load State", "the elapsed time from
    the game start" is indicated.
    * If the save file is started with the old version (before v1.14), the
      elapsed time isn't indicated.
    * If the game is reset by [F1] key, it's possible to reset the elapsed
      time. Or, after state file of the old version is read, if you carry out
      the "File->Set Resume" menu, the elapsed time is reset.
  - A severe indication restriction mode of Sprite (at width 336 pixel mode)
    was mounted.
    * When the check is put at "CPU->Perform SpriteLimit" menu, it's
      effective. In "R-TYPE Complete CD", a flicker of sprite (character)
      becomes the same motion (intense flicker more the "R-Type I" of Hu-CARD)
      as a real machine.
  - The speed and timing were brought close to the movement of a real machine.
    In "Metal Angel", the problem which cannot start a game (from v2.58) was
    solved.
  - Additionally, a detailed part has been improved and corrected.
  2012/01/29 2.64 released
  - At setting of "Option" button in the start window, "MiddleLight" button
    was added. If your PC power isn't enough, please use this.
  - At "TV Mode" and "Horizonal Scanlined" mode (Setting->Screen menu), the
    image quality setting of default was changed. The density of scanlines was
    changed to 70% from 30%.
  - At 640x480FullScreen, Horizonal Scanlined (& TV Mode) and Full-Stretched
    Mode, the image quality was improved. * At this mode, a stretch of screen
    isn't performed. The FullScreen is drawn with drawing of overscan area.
  - The speed and timing were brought close to the movement of a real machine.
    In "Circuslide", the problem that BGM occasionally fell into disorder was
    solved.
  - The processing of switching to full-screen has been improved. (
    correspondence to older PC environment)
  - Additionally, a detailed part has been improved and corrected.
  2012/03/04 2.65 released
  - "Windows Auto V-Sync (Time-Lag exists)" was added to "Setting->Screen"
    menu. Use this with a PC environment to which V-Sync(flicker cancellation)
    doesn't function well.
    * A little display delay happens when this setting is used. With a PC
      environment without the problem, please select "V-Sync (59-61Hz)".
    * Only Direct3D-mode(default) is effective.
  - "V-Sync Timing Adjust (for Old PC)" was added to "Setting->Screen" menu.
    With old PC etc., if the upper side of the screen flickers, try this menu.
  - A detailed volume balance of the Wave-Memory-Sound has been adjusted. I
    think that I was able to improve tone quality.
  - The processing part of the Wave-Memory-Sound has been improved. In "F1 
    Triple Battle", "Fire Pro Wrestling Series(1-3)" and "Formation 
    Soccer'90" etc., the tone has approached a real machine.
  - The speed and timing were brought close to the movement of a real machine.
    In "Flash Hiders", at the victory or defeat settlement, the problem that
    one frame of the screen darkens (generated by a recent version) was
    solved.
  - When "Screen->FullScreen Customize->FullScreen Resolution Auto Change"
    menu is used, when the screen is switched by the automatic operation,
    the bug that had slowed (generated by v2.64) was corrected. And, it was
    sped up a little.
  - When "Load State" is done, the bug that the size of the window did not
    uncommonly fit (generated by v2.64) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2012/06/29 2.66 released
  - The shortcut keys was added. [Alt]+[1-4]...The size of the window is
    switched when playing a game. * If the window size of x4 or x3 is set, the
    power of PC is necessary to some degree.
  - The shortcut keys was added. [Alt]+[Enter]...Full screen and the window
    mode change.(same [F12])
  - Some volume balances when playing a CD-Game have been adjusted. I think
    that the tone quality of the CD-DA sound improved, too.
  - When "PC Engine Mouse" is connected ("Input->Mouse" menu), it corresponded
    to operation with "Multi-Tap" ("Input->Multi-Tap" menu).
    If "Multi-Tap" menu is turned on, it becomes the following.
     [1P connecter]...Mouse, [2P connecter]...#1Joypad
     As a result, in the shooting game of "Tokimeki Memorial", it is possible
     to play comfortably.
  - The speed and timing were brought close to the movement of a real machine.
    In the stage 3 of "The Kung-Fu (China Warrior)", the problem that the
    raster scroll occasionally flickered was solved.
  - With the setting of "CPU->Perform SpriteLimit" menu, the bug that had not
    occasionally functioned correctly (generated from v2.63) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2012/11/30 2.67 released
  - The movement of "6-Button Pad" has been improved. In "Emerald Dragon", the
    problem that the III-VI button of 6-Button Pad did not occasionally work
    was solved.
  - With a fast CD-ROM access PC environment, in the last stage of
    "Tengai Makyou II", the problem that the voice occasionally became
    interrupted was solved.
  - With a fast CD-ROM access PC environment, in "Ranma 1/2", the problem that
    the display of the visual scene occasionally fell into disorder was
    solved.
  - With a fast CD-ROM access PC environment, in "Mugen Senshi Valis", the
    problem that had occasionally stopped was solved.
  - Additionally, a detailed part has been improved and corrected.
  2013/01/15 2.68 released
  - The movement of "6-Button Pad" was fixed. In the casino scene of "Emerald
    Dragon", the input problem was solved. In "Linda3", the input problem (
    generated by v2.67) was solved.
  - The speed and timing were brought close to the movement of a real machine.
    In the stage 8 demo of "Spriggan mark2", the problem that the screen
    occasionally fell into disorder (generated by a recent version) was
    solved.
  - Additionally, a detailed part has been improved and corrected.
  2013/05/08 2.69 released
  - It corresponded to operation with "Windows 8".
  * In "Windows 8", classic display method of desktop (
    Windows7's Aero invalidity) was abolished. As a result, it has the display
    delay of about two frames compared with XP and Win7(classic display).
    Therefore, the difficulty of the shooting game especially becomes hard.
    The operated happiness decreases, too.
    If you want to enjoy playing games, the current state strongly recommends
    the personal computer of "Windows 7" to be selected.
    I want to transmit the importance at this display time lag to the staff of
    Microsoft. However, it is not easy to transmit it. I do not give it up
    because it is very precious for games.
  - Additionally, a detailed part has been improved and corrected.
  2013/09/21 2.70 released
  - The sound processing has been improved. And, the balance of the overall
    sound has been readjusted. Perhaps, I think that tone quality went up
    in a lot of PC environments.
  - "DirectSound7", "DirectSound9", and "XAudio2" were added to the Audio
    menu. This selection changes tone quality (Because the mixing processing
    method changes). Encouraging is "DirectSound7 Static" (default from
    v2.70. the compatibility of it with the wave memory sound is good.)
    * This is a change only at playing. The WAV data of the capture(Output
      WAV file) is the same.
    * Please update DirectX to the latest one if the error goes out when
      "XAudio2" is selected.
      http://www.microsoft.com/en-us/download/details.aspx?id=35
  - In Baseball Games, the ball count is displayed in order of BSO (BALL,
    STRIKE, and OUT). (the display positions is swapped in real time with
    Ootake)
    Correspondence Games: "Power League (World Class Baseball (U)) Series",
    "World Studium Series", "The Pro Yakyuu Series", "Korega Pro Yakyuu 
    Series", "Naxat Studium", "Eikan ha Kimini", "Baseballer", and
    "ROM ROM Stujium".
    * It is possible to release it by "CPU->Swap STRIKE & BALL" menu.
  - The timing of the CD-DA sound and the image display was brought close to
    the movement of a real machine. Execute "Audio->Adjust CD-DA->
    Adjust CD-DA Auto Set" menu once when you want to match it to the optimum
    value of timing.
  - The speed and timing were brought close to the movement of a real machine.
    In the title screen of "Aurora Quest - Otaku no Seiza", the problem of the
    pad input was solved.
    In the stage 5 of "Rayxanber II", the problem that had occasionally
    stopped was solved.
    In "Mugen Senshi Valis", the problem that had not occasionally started
    with some PC environment was solved. 
    In the talk scene of "Ys IV", the timing accuracy of the voice and the
    picture has risen.
  - In "Rayxanber II", "Ginga Fukei Densetsu Sapphire", and "Eikan ha Kimini",
    There is a problem that noise has entered tune begining of some music
    tracks. (perhaps, it was a mistake of the CD-ROM production at the sale
    that time). Ootake v2.70 beautifully performs these.
  - When playing at full-screen, the bug that [R]key(display of the game that
    had been played recently) did not work was corrected.
  - In some PC environments, in the dialog that selects the full-install CD
    games, the problem that "install" folder had not been occasionally
    developed was solved.
  - In "Rayxanber II", the problem that TurboButtun(AutoFire) function was not
    occasionally effective was solved.
  - In the opening demo of "Tenchi Muyou! Ryououki", the problem to which the
    screen was advanced early was solved.
  - In the winning message of "Garou Densetsu II", the problem to which the
    screen was advanced early was solved.
  - In the demo of "The Pro Yakyuu Super '94", the problem that the lower
    right of the screen occasionally fell into disorder was solved.
  - When "Battlefield '94 in Tokyo Dome" is started, PCE's 6-button pad is
    connected by the automatic operation.
  - Additionally, a detailed part has been improved and corrected.
  2013/09/22 2.71 released
  - With Windows8, when the dialog was displayed, the bug that the error had
    occasionally gone out by some PC environment was fixed.
  - When using it in an old PC environment (model to which a graphic chip did
    not support shader 3.0), the bug of which the initialization error of
    Direct3D had gone out was fixed.
  - With a little power PC environment, at the reload of a game, the bug that
    the first sound did not occasionally play a little was fixed.
  + The execution file for "Windows 98/Me" was opened to the public. The
    operation test is not done. Please see "Readme98.txt" in the ZIP file
    about details and notes, etc.
    https://www.ouma.jp/file/Ootake271-for98.zip
    This v2.71 is the last file for Windows98/Me.
  2013/09/23 2.72 released
  - With Windows8, when the file-select-dialog was displayed, the bug that the
    error had occasionally gone out was fixed.
  - With Windows8, when CD-Install function is used, the problem that
    character of progress display overflows was fixed.
  2013/10/12 2.73 released
  - When a game is started, the phenomenon of the screen's shining in white (
    with real machine, this phenomenon is different according to each
    connected television) is reproduced.
  - With a little power PC environment, at the reload of a game, the problem
    of consuming time was solved(reduced).
  - At "Recent" menu, [HES] mark adheres to "ZIP file that compressed HES
    file", too.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "Farjius no Jakoutei", the problem that one frame
    screen has fallen into disorder was solved.
  - Additionally, a detailed part has been improved and corrected.
  2013/10/12 2.74 released
  - The bug of "speed and timing processing" (generated by v2.73) was fixed.
  2013/11/22 2.75 released
  - "Power-On Black Screen Effect" menu was added to CPU menu. When this menu
    is checked, the state of a television at power-on (the screen display
    passes about one second) is simulated. (default)
  - "Configure Sprite&BG Buttons" menu was added to CPU menu. This is a
    function for the developer. The button (keyboard is also available) that
    switches non-display of sprite and BG is set.
  - With Windows8, the bug that the file dialog occasionally stopped was
    corrected.
    * As for Window Mode of the Windows8 environment, the delay of the display
      (two extra frames with Win7/Vista invalidated Aero case) happens.
      because the drawing buffer(Aero with win7/vista) was not voidable.
      If possible, please play with Windows7/Vista/XP when you enjoy an
      action or a shooting game.
      For Windows8.1, I schedule "Direct3D low-latencypresentation API
      function" of DirectX11.2 to be used in the far future. I want to cancel
      Input Lag.
  - The speed and timing were brought close to the movement of a real machine.
    In the start demo of "Asuka 120% Maxima", the problem that one frame
    screen falls into disorder was solved. In the demo of "The Kung-Fu", the
    problem that the upper part of the screen flickers was solved(reduced. 
    with even real machine it sometimes has the flicker).
  - Additionally, a detailed part has been improved and corrected.
  2015/12/31 2.76 released
  - With Windows8 and later, the bug that the file dialog occasionally stopped
    was corrected.
  - In "Super Darius", timing of BGM and Graphics has been fitted at the
    Ending Staff Roll.
  - Additionally, a detailed part has been improved and corrected.
  2016/03/01 2.77 released
  - The "Option" button on the startup screen has been changed to the
    "Setting" button. With "Setting" button, you can do basic(important)
    settings.
    In these settings, I think the "Function Button (auto-fire, audio volume
    control setting, etc.)" and the "Resume Mode (auto save state and each
    game settings) are very convenient.
  - If the "Function Button" is set to the same place as the PCE button(I,II,
    RUN, SELECT), the operation of the PCE button takes precedence.
  - At the time of the state save and load, "elapsed time from the start of
    the game" will be displayed.
  - In "Dead of the Brain 1&2", the problem that the display of the message is
    disturbed, has been corrected.
  - In the curb brawl of "FirePro Jyoshi - Dome ChoujouKessen", the display at
    the top of the screen line, has been corrected.
  - With Windows8/10, the Full-screen mode is set to default. Because, there
    is a large display delay at the window mode of Windows8/10.
  - At the Full-screen mode, when performing the volume settings and save
    state, it is smooth the display of the screen message.
  - At the Full-screen mode, improved "white screen display at the time of
    game start-up".
  - Additionally, a detailed part has been improved and corrected.
  2016/04/29 2.78 released
  - Image quality setting of "Screen -> Mode" menu has been added(changed)
    some quality selection. Along with this, "TV Mode (Ctrl + F11)" menu and
    "Setting -> Screen -> Setting Direct3D" menu has been removed.
    The following is a picture quality that can be selected.
     Special Scanlined	The scanning line is put in the screen on lengthwise
			and crosswise. Neither burr (jaggy) nor scumble stands
			out when the screen is expanded. It is easy to see the
			string and the character.
     TV Scanlined	The horizontal scanning lines are put on the screen.
			And a few shadeing off is put. As a result, the
			atmosphere of a real machine that outputs the video to
			the television is reproduced. - Processing lightens
			because	the enlargement processing is done with
			hardware. It is likely not to be reproduced well
			according to the kind of the video card.
     Horizontal		
	    Scanlined	The horizontal scanning lines are put on the screen.
     Horizontal		This is a sharp screen than "Horizontal Scanlined".
	  Scanlined 2	Jagged exists.
     Horizontal		This is a sharp screen than "Horizontal Scanlined 2".
	  Scanlined 3	Jagged exists.
     Horizontal		This is the mode for speed priority. It is a sharp
	  Scanlined F	screen, but the jagged exists. - Processing lightens
			because	the enlargement processing is done with
			hardware.
     Non-Scanlined	This is a screen display that doesn't put the scanning
			line.
     Non-Scanlined 2	This is a sharp screen than "Non-Scanlined".
     Non-Scanlined TV	This is a smooth screen than "Non-Scanlined".
  - Additionally, a detailed part has been improved and corrected.
  2017/03/31 2.79 released
  - For low-end PC (PC not so fast), the function which can automatically
    optimize the setting was added.
    * Even with Intel Atom(Z8350 for Tablet PC, Stick PC) CPU, Ootake operates
      pretty comfortably at window size up to x2 (full screen 800x600).
    Here is the optimization method.
    ==========================================================================
    Push "Setting" button on the start screen (bottom left on the screen) ->
    Push "Set CD-DA Play Timing" button (top button) -> OK button ->
    Push "High Quality PSG (Defalt)" button (top button).
    Optimization is completed in 60 seconds if your PC has enough speed.
    In the case of a low-end PC, the fact that power is insufficient is
    displayed and the setting is automatically lowered. Then, press the OK
    button and wait 60 seconds again to complete the optimization.
    ==========================================================================
  - When Intel built-in graphics is used, it starts with the setting which is
    lighter(Light PSG. fast) than the default setting.
  - Add "Message Time 100% - 20%" to the setting menu(above the game screen).
    It is possible to adjust the display time of system messages.
  - Supports V-Sync at refresh rate "120 Hz" display output.
    * For 120Hz compatible display for gamers.
  - Add "Full Screen 120Hz" to the Screen menu. When this is selected, it can
    be displayed at 120Hz with full-screen mode.
    * With the Window mode, if the desktop display is 120Hz, V-Sync will be
      performed automatically at 120Hz even if this is not selected.
  - The operation of the PCE built-in sound (wave memory sound) has been
    brought close to the real machine. In "Cyber Night" and
    "Fire Pro-Wrestling" series, the problem of sound has been solved.
  - Improved Joypad initialization function. If the controller is not
    functioning correctly, please initialize the pad settings once by clicking
    "Input -> Initialize Pad # 1 - # 5 (fourth from bottom)" menu.
  - Fixed a bug that shortcut keys such as Screenshot did not work when
    reproducing the game play with "Capture -> Play Record (F6 key)" menu.
  - Additionally, a detailed part has been improved and corrected.
  2017/04/16 2.80 released
  - The operation part of the joypad is brought close to the operation of the
    actual machine. In "Magicoal", the problem that two people play could not
    be played was solved.
  - The timing of the operation is brought close to the operation of the
    actual machine. In "The Legendary Axe II", the problem that the screen was
    dark one frame at the start demo was solved.
  - "HES BigAudioBuffer (Frame Skip)" was added to the Audio menu. When this
    is checked, if the HES file (program for PCE's built-in sound, extension
    is ".hes") is opened, it is started with BigAudioBuffer mode(sound is
    delayed but stable processing with a large buffer and omitting the
    drawing).
  - Additionally, a detailed part has been improved and corrected.
  2017/08/05 2.81 released
  - [Customize "save" Folder] was added to the [File] menu. You can set the
    location where the Save State (and Resume save) files are placed. Use this
    if you want to share saved files with two ir more PCs.
  - [Customize "install" Folder] was added to the [CD-ROM] menu. You can set
    the location where the file of CD-FullInstall(Import CD-ROM data and music
    to PC). * When this is set to a location other than the default,
    [CD Uninstall] on the [CD-ROM] menu can not be used. (Please delete it
    manually if you want to delete it.)
  - The operation of the PCE built-in sound (wave memory sound) has been
    brought close to the real machine. In "Super Volleyball" and
    "Image Fight", the problem that extra sound was generated was solved. In
    "Xevious - Fardraut Densetsu", when PAUSE was released, the problems that
    sound became thin (Occurred from v2.79) was solved. In "Fire Pro Wrestling
    series", "Formation Soccer '90" and "F1 Triple Battle", etc., the sound
    approached the real machine.
  - The timing of the operation is brought close to the real machine. In
    "Parasol Stars", at the stage clear, the problem that the screen shakes
    rarely was solved. In "Private eye dol", the problem that the upper side
    of the demo scene was disturbed by one frame (occurred in recent version)
    was solved.
  - It corresponds to "Trigger Button" of the game pad for Windows. 
    Specifically, L2 and R2 buttons can also be used when PS4 pad etc. are
    connected to PC.
  - For the sake of simplicity, [CD Install (CD speed-up)] on the [CD-ROM]
    menu has been abolished. Please use [CD FullInstall] (install Data and
    Audio track) menu.
  - Additionally, a detailed part has been improved and corrected.
  2017/08/17 2.82 released
  - With Windows8/10 when "Play Installed CD" is selected, fixed the problem
    that Ootake stopped.
  - When "Sorcerian" is started, the title screen is launched immediately.
    (launched with [I] button pressed) If you do not need this, please uncheck
    [Adjust BGM Repeat (Sorcerian)] of [Setting->Improve] menu.
  - [Auto Skep Opening (Sorcerian)] was added to [Setting->Improve] menu. If
    this menu is checked, when "Sorcerian" is started, the title screen is
    launched immediately.(launched with [I] button pressed)
    By default this is off. + When this menu is checked, if you reset the game
    with [SELECT]+[RUN], you can see the opening demo.
  - In "Sorcerian", when the party returned to the castle, fixed a problem
    where BGM was disturbed.
  - The operation of the PCE built-in sound (wave memory sound) has been
    brought close to the real machine. In "Xevious - Fardraut Densetsu", when
    PAUSE was released, the problems that sound became thin was solved.
  - When "Gotzendiener" is started, it is starts with Multi-Tap removed. The
    problem that the motion was unstable has been solved. (This problem will
    occur in the same way on the real machine)
  - Additionally, a detailed part has been improved and corrected.
  2017/09/03 2.83 released
  - The interrupt operation of ADPCM sound has been brought closer to the real
    machine. "Kuusou Kagaku Sekai Gulliver Boy" can be worked! And, "Yuna
    HuVideo-CD (Resale version extra CD)" can be worked. Please use [CDROM->
    CD FullInstall] menu to make movies move smoothly. + Hiro, Thank you for
    helpful information.
  - The interrupt operation of CD-DA sound has been brought closer to the real
    machine. In "the Manhole", at the room with CD-DA sound BGM, the problem
    freezing was solved. And, "Crazy Hospital" can be worked.
    + Changed "the Manhole" recognition title name from "The Manhole (J)" to
      "the Manhole (J)".
  - The wait operation at the time of CD-ROM access is brought close to actual
    machine. Some games that uses "GAMES EXPRESS CD CARD" now works.
    "CD Mahjoung Bishoujo Chuushinha", "Hi-Leg Fantasy", "AV Tanjou",
    "Bishoujo Jyanshi Idol Pai" and "CD Hanafuda Bishoujo Fan Club" can be
    worked (Startup confirmed). I think that "CD Bishoujo Pachinko" and
    "CD Pachisuro Bishoujo Gambler" can probably be worked. And, in "Ys IV",
    when the "Old System Card" is used, the freeze problem solved. + Hiro,
    Thank you for helpful information.
  - The play operation of CD-DA sound approached the real machine. In "Steam 
    Heart's", the problem that BGM did not sound was solved. + Hiro, Thank you
    for helpful information.
  - The play operation of ADPCM sound approached the real machine. In
    "Seisenshi Denshou", the problem that voice audio was interrupted was
    solved. In "Pastel Lime", I think that the problem of disorder of images
    and sounds was solved.
  - In "Seisenshi Denshou", the speech display speed has been brought close to
    the real machine.
  - In "Ys I & II", when Ys1 was cleared, the production of "A quiet time" (
    CD-ROM access time) was reproduced.
  - In "Tengai Makyou II", at the Demo of the opening stage, the production of
    "A quiet time" (CD-ROM access time) was reproduced.
  - In "Shin Onryou Senki", the problem that the message was skipped (caused
    by v2.80) has been resolved.
  - "Play with Other System Card 2" in the "CD-ROM" menu as "Play with Games
    Express CD Card" has been renamed.
  - "Play with Other System Card 1" in the "CD-ROM" menu as "Play with Old 
     System Card" has been renamed.
  - "Setting->Tool->TG16 ROM-image Bit Convert" menu was fixed and improved.
  - Additionally, a detailed part has been improved and corrected.
  2017/09/10 2.84 released
  - When "CD-ROM disc is switched" while playing CD games with CD-ROM drive,
    the game you switched automatically will be activated. Also, if you take
    out the CD-ROM during the game, the game will be paused automatically for
    safety.
  - "CD access status (seek & read)" is displayed when playing a CD-ROM game.
     Currently it is only in window mode, it is displayed on the right side of
     "Ootake" at the upper left of the window. If you are using a PC with low
     power, or unnecessary, uncheck "View CD Read Access" menu on "CD-ROM"
     menu (the third row from the top).
  - The play process of ADPCM sound approached the real machine. In
    "Cobra II", at the desert town motorcycle ride scene, the stopped problem
    (occurred from v2.83) was solved.
  - The play operation of ADPCM sound approached the real machine. In
    "Seisenshi Denshou", the problem that voice audio was interrupted was
    solved.
  - In "Ys book I&II (U)", when entering the Tower of Darm, with environment
    where CD-ROM access is fast, the problem that Gorban's voice sound was
    interrupted was solved.
  - When "Tokimeki Memorial" is started, the decision button of the mouse is
    automatically set to left click. If you do not need this, uncheck the
    "Setting-> Improve-> Auto Set Left Click (Tokimeki Memorial)" menu.
  - When "1552 Tenka Tairan" is started, mouse mode is set automatically.
    (omitting the SELECT button press on the start screen) If you do not
    need this, uncheck the "Setting-> Improve-> Auto Use Mouse (1552 Tenka
    Tairan)" menu.
  - Additionally, a detailed part has been improved and corrected.
  2017/09/20 2.85 released
  - The access time when setting CD access to low speed (unchecking "CD-ROM-> 
    Fast CD" menu) approached the actual machine speed more.
  - On the title screen of "Super Darius", pressing [Down]+[RUN] button of
    Controller-1 will activate "26 Times Boss Fight mode". * The command of
    the original is "[Down]+[SELECT]+[RUN] of controller-1 while pressing [Up]
    +[I]+[RUN] of controller-2". Ootake is responsible for pressing
    controller-2 and [SELECT] button.
  - In "Super Darius", at the time of start, at the time of boss appearance, 
    game over, ending etc., the timing of playing CD-DA sound has been brought
    closer to that of the real machine.
  - When the boss of "Super Darius" appeared, the time from when the siren
    rang to when the boss appeared became the same time as the actual machine.
    (Adjusted CD-ROM access time)
  - In "the Manhole", fixed the problem that the game stopped when you played
    with a fast CD access PC environment. (At rabbit room etc.)
  - The timing of playing CD-DA sound has been brought closer to that of the
    real machine. In "Steam Hearts", solved the problem that BGM's utterance
    was delayed when PAUSE was released during the game.
  - When "Sotsugyou II" is started, the 6-button pad is connected
    automatically.
  - When "Super Real Mahjong P2&3", "Super Real Mahjong P5", "Mahjong Sword",
    and "Ginga Ojousama Densetsu Yuna 2" is started, the 6-button pad is not
    connected. * Because it seems that there are more people that 2-button
    pad setting are easier to operate.
  - When "Dennou Tenshi" is started, the PCE-mouse is connected automatically.
  - "Brandish", "Princess Maker 2", "Super Real Mahjong P2&3", and "Bishoujo 
    Senshi Sailor Moon Collection" is started, "Memory Base 128 (Save Kun)"
    will be removed. * for saving quickly
  - "Flash Hiders", "Private Eyedol", "Vasteel II", "Eikan ha Kimini", and 
    "Formation Soccer '95" is started, The Arcade Card will be invalid.
    * Long reading will be counterproductive. In the case of Ootake, access is
      fast, so even if it is invalid it is about as fast.
  - In some games, when the CD-DA sound is playing, the problem that "display
    of CD access" was intense was solved. (Access to the subchannel area is
    ignored)
  - With some Windows 10 environments, when "Audio-> XAudio2" menu had been
    selected, the problem that Ootake crashed (problem of XAudio2) was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2017/10/06 2.86 released
  - "Configure Open Button" was added to "Input-> Configure" menu. You can
    change the shortcut key for opening the game file ([O] key and [P] key) to
    any key.
  - "Configure" was added to the top of the "Input" menu, and the menu was
    tidied up. * However, this is still complicated. Although it may become
    next year, I will make a special form for controller setting.
  - "Adjust Old CD-ROM2 Speed (Super Darius)" added to "Setting-> Improve"
    menu. When this is checked, in "Super Darius", at the game start and the
    boss appearance etc., the CD access time is adjusted to the wait time
    equivalent to that of the first (old white machine) CD-ROM2 System. When
    this check is removed, the wait time will be as short as PC Engine Duo (
    default).
  - When a game for ARCADE Card is played, if Resume-Mode ("File-> Set Resume"
    menu) is set, if "CD-ROM-> Play with Non ARCADE Card" menu is executed,
    the bug that the game stopped (occurred from v2.85) was fixed.
    * I think that this is a rare case, but if this trouble makes it
      impossible to continue the game, please play the continuation from state
      save data. Or, please reset using [F1] key, load from backup RAM (save
      data in the game) and continue the game.
  - Additionally, a detailed part has been improved and corrected.
  + Thank you very much for your reporting and encouragement. In this version,
    there are few changes and the source change is slight. For a while (at
    least for the Japanese autumn horse racing season), I will take a break.
    I am pleased if this v2.86 becomes a stable version. But, if urgent
    trouble or things worked on the previous version did not work, I will fix
    it soon and update it.

  2017/11/08 2.87 released
  - At the top of the "Input" menu, the current pad connection status is
    displayed on one line, such as "Connect [x-Button Pad]". If you place the
    mouse cursor over it, the menu for changing the connection pad appears.
  - "3-Button Pad (I+II)" added to the pad selection of the above menu. If
    this is selected, pressing [IIIr] button will result in pressing [I]+[II]
    button at the same time. In addition, [IIIs] button becomes [RUN] button.
    It can be used for jumping of [I]+[II] in "Double Dragon II", and for
    simultaneous bullet shooting of [I]+[II] in "Super Darius" and "Darius 
    Plus", and so on.
  - [Alt] key can be assigned to PCE controller setting. Therefore, when you
    want to open the menu, please use [Esc] key, the button by "CPU-> 
    Configure Pause Button" menu, or mouse click.
    Also, when [Shift] key is pressed five times, the fixed key setting dialog
    will not be displayed. As a result, [Shift] key can be assigned to PCE
    controller setting.
  - When setting PCE controller from the [Setting] button (lower left of the
    initial green screen), PCE controllers #2-#5 are initialized (keys not
    set). If your controller setting is not stable, please set it here.
  - The number of save states can be used to a maximum of 80.
    (increased from 50 to 80)
  - In the visual scene of the end of "Tenshi no Uta II", the problem of
    stopping was solved (occurred in recent version. adjustment of CD access
    timing). I was able to check the operation without problem until ending
    with this version.
  - When entering the first tower in "Tenshi no Uta II", the problem that
    large noise exists on the head of some audio tracks (* this noises exists
    with a real PC Engine) was solved. In Ootake, this obvious unnecessary
    noise is cut and played cleanly.
    * This problem is probably caused by a CD-ROM production mistake at that
      time (the sound of the end of the previous track is mixed at the
      beginning of the track).
      In "Tenshi no Uta II", "Rayxanber II", "Eikan ha Kimini" and "Ginga
      Fukei Densetsu Sapphire", this problem happens. Ootake solves it. If you
      uncheck "Setting-> Improve-> Cut Inaccurate CD-DA Track Head Noise"
      menu, this solving will be invalid (noise appear like real PC Engine).
  - When specifying ".cue file" as an argument from the command prompt, the
    bug that could not be opened (occurred from v2.81) has been fixed.
  - Additionally, a detailed part has been improved and corrected.
  2018/05/03 2.88 released
  - The display delay is removed by 1 frame.
  - "Plus 2 frames delay" of Windows Aero(Windows Vista and 7) and Windows
    8(8.1)/10 is also removed. Depending on the PC environment, together with
    the above, 3 frames delay is removed.
  - "Remove Lag 3F", "Remove Lag 1F", "Remove Lag 0F" was added to "Screen"
    menu. You can toggle whether or not "the display delay reduction
    processing" described above.
    When "Remove Lag 0F" is selected, the same display delay as v2.87 or
    earlier version of Ootake will be obtained. Switching "3F" or "0F" on Aero
    (Win7/Vista) or Win8/10, I think that delays(lag) can be experienced with
    shooting games and sports games.
  + In addition, I am planning to describe this delay reduction technology on
    the Ootake official website soon.
    https://www.ouma.jp/ootake/
  - XInput compatible game pad can be used. By using Microsoft's driver,
    it was able to use it so far. In this version upgrade, if the input
    responds of XInput earlier, it will take precedence.
  - Backup RAM (Ten no Koe 2) file has been formatted to save only the
    required 2KB. I think that this is probably interoperable with the save
    data of Mednafen(wonderful emulator!). You can also read the 8KB file(
    "<game name>_bram.dat") saved in the past version and the backup RAM file(
    8KB) of another older PCE emulator.
  - Fixed a bug (occurred in v2.87) in which buttons IV to VI sometimes did
    not work depending on the environment in 6-button pad compatible games.
  - The timing approached the operation of the real machine. In
    "Terraforming", the problem that the screen collapsed (occurred from
    v2.81) has been resolved.
  - In VS 2008 in my development environment, the setting at the time of build
    prioritized the operation speed.
  - Additionally, a detailed part has been improved and corrected.
  2018/05/18 2.89 released
  - Fixed a bug that the display-lag countermeasure implemented in v2.88 was
    not working in many PC environments of Windows 8/10/Aero.
    + In the case of operation on Win8/10 or Aero, Windows automatically
      performs V-Sync processing. therefore, 1 frame delay buffer is included.
      So, compared to WinXP or non-Aero Vista/7, one frame delays appears
      absolutely. Still, compared to Ootake2.87 or earlier, I succeeded in
      shortening the delay of about 1 to 2 frames.
    + With the most excellent Win7(non-Aero setting), it is about 1 frame lag
      compared to the real PC Engine. * It is the result I measured by
      connecting to the same liquid crystal display(about 1 frame lag).
    + A common low-cost PC game pad (you need to press the four-way key deeply
      ) has "physical delay on its game pad itself". Please use an easy to
      operate game pad like a consumer game machine. Examine the net
      information and you will find a good game pad. Incidentally, controller
      of PS4(sony) can also be used with Ootake.
  - In "Space Harrier", "Power Drift", HES files etc, (a game with many
    reference times of controller), fixed a bug that the operation was
    extremely heavy (occurred in v2.88, processing was heavier when XInput
    compatible game pad was disconnected).
  - When "3-Button Pad" is connected, hold down the "Function Button" and
    press the [IIIr] button, you can start another game from the recent
    history. You can also shoot screenshots with the [IIIs] button while
    holding down the "Function Button". ("Function Buttons + RUN or SELECT"
    can also be used as before)
  - When "6-Button Pad" is connected, hold down the "Function Button" and
    press the [III] button, you can start another game from the recent
    history. You can also shoot screenshots with the [IV] button while
    holding down the "Function Button". ("Function Buttons + RUN or SELECT"
    can also be used as before)
  - Additionally, a detailed part has been improved and corrected.
  2018/06/02 2.90 released
  - When "R-TYPE Complete CD" is started, press [RUN] button for a long time(
    until irem's logo appears), and the mode to automatically skip the demo
    scene will be set.
    * If you normally press [RUN] button, it will start up normally. If you
      want to completely cut off this function, please uncheck "Setting->
      Improve-> Auto Skip Demo [start keep RUN] (R-TYPE Complete CD)" menu.
  - From Ootake v2.88, the bug of processing "Backup RAM (Ten no Koe 2) file
    was formatted to save only the required 2KB" was fixed.
    * The timing of saving the "bram file" is the moment when either "Close
      Ootake", "Open other games","Save State" was done.
    * Even with the above timing, if the contents to be saved are exactly the
      same as the last time (eg in RPG does not have equipment or experience
      value update at all), the bram file will not be updated. In that case,
      if you want to be able to load the "bram file (2047 bytes) saved with
      Ootake v2.88 & v2.89" in Mednafen, please add 1 byte (value 0) at the
      end with binary editor etc and save it as "2048 bytes". I'm sorry for
      troubling you.
  - Improved processing of inputting the game pad. Even with low power PC, I
    think that several games ("Power Drift", "Space Harrier" etc.) have come
    to work comfortably.
  - Additionally, a detailed part has been improved and corrected.
  2018/07/29 2.91 released
  - The processing timing of the internal sound source (wave memory sound) has
    been adjusted. I think that it approached the sound of the real machine.
  - As a result of the above adjustment, the problem that Ootake may not move
    smoothly if the power plan of the control panel and the graphic driver
    setting are "power saving" mainly when using notebook PC of Windows10 was
    solved.
  - The speed and timing approached the operation of the real machine. In the
    "Power Drift" demo screen (during no operation), the problem that raster
    scroll was flickering for one frame was solved.
  - Additionally, a detailed part has been improved and corrected.
  2019/11/24 2.92 released
  - Added "Show Audio Channel Graph" to "Info" menu. During game play Sound
    Volume Graph of each channel (6 channels + ADPCM + CDDA) can be displayed.
    + Green graph        ... Wave Memory sound
      Pink graph         ... Noise sound
      Yellow graph       ... DDA Sampling sound
      Orange graph       ... LFO Modulation sound
      White (2nd right)  ... ADPCM (CD Game only)
      Purple (1st right) ... CD-DA (CD Game only)
      * A channel whose graphs are "divided into left and right halves" is a
        channel that is playing with Stereo Sound.
      * You can also switch the display position and hide it by pressing [9]
        and [0] (numeric keypad is disabled) on the keyboard.
  - Fixed the processing timing of the built-in sound source (wave memory
    sound source). In "Xevious", an issue that sometimes caused the number of
    sounds to be low (occurred from recent versions) has been resolved. Also,
    I think that the tone has approached that of a real machine.
  - Added "Size x5" to the "Screen" menu. * The enlargement process is heavy
    on older PC. In that case, please use full screen mode without overdoing
    it.
    By the way, when the distance to the display is short, "Size x3" size is
    more beautiful and still fits in the field of view, so it is recommended
    to play comfortably. "Size x5" is useful for small displays such as small
    4K displays and when you want to play a little away from the display.
  - Added "TV Scanlined 2 (Blur, Fast)" and "Non-Scanlined TV 2 (Blur for 
    x4x5)" to the "Screen-> Mode" menu. If you are using a large window size
    or full screen, you can play on a large blurred screen if you use these at
    full HD or higher resolution. I think that this large blur is effective
    when playing on large LCD TV.
  - Fixed an issue that the aspect ratio of the game screen display was
    slightly incorrect.
  - The speed and timing were brought closer to a real machine. In "Quiz 
    Tonosama no Yabou", resolved an issue (occurred from v2.51) that caused
    the screen to shake at the start of the quiz questions. In "Star Parodia",
    resolved an issue that the display of the rainbow scene before the first
    boss was a bit confusing (occurred from recent versions).
  - When using in a multi-display environment, coordinate correction
    processing is no longer performed even when the Ootake's window protrudes
    from the screen.
  - With some PC environments, in full screen mode, fixed an issue that caused
    V-Sync to not synchronize well and left tearing at the top of the screen.
    If this doesn't work, try unchecking the "Screen -> V-Sync -> 
    V-Sync Timing Adjust" menu.
  - Organized the contents of "Audio" menu and "Setting->Audio" menu. The
    audio buffer amount is indicated in frame time units.
  - Removed "Direct Draw" setting in "Setting->Screen" menu. From this
    version, only Direct3D drawing is supported.
  - The Aero function is automatically turned off (display delay is reduced) 
    when used with Windows7. In addition, the "Screen->Disable Aero" menu
    deleted in v2.88 has been restored.
  - Fixed a bug that the tempo of the sound may not be stable for about the
    first second immediately after opening the game ROM image file with some
    PC environments.
  - Fixed a bug that the game name was not displayed correctly when "&" was
    entered in the game name at the "Recent" menu.
  - Other minor details have been modified and improved.
  2019/11/26 2.93 released
  - Fixed sprite display processing bug. In "Ys III", fixed a bug that the
    start screen was missing.
  2019/12/25 2.94 released
  - "*About Windows Display-Lag" was added to "Screen" menu.
    Displays the Windows (video card control panel) setup method for "realizing
    low display-lag" with V-Sync.
    The following is the contents.
    ////
    Windows settings are required to run Ootake with the same operational
    feeling as a real machine. If the Windows graphic driver is set to perform
    vertical synchronization (V-Sync), it will interfere with the Game's
    V-Sync and cause "Display Lag".

    <Setting method on Windows for Eliminate Display-Lag>
    Right-click on an empty area of the desktop and open Settings (Control
    Panel) of the video chip maker(NVIDIA, AMD, Intel) and set "Vertical sync"
    in "3D(game) settings" to "Off".
    * These settings can be made for each game with NVIDIA and AMD.

    With GeForce, if Windows10/8, set "Low Latency Mode" to "Off" at the same
    time (necessary to reflect the vertical sync off).
    For Windows7(Non-Aero) and earlier, it is recommended to set "Low Latency
    Mode" to "Ultra" to further reduce the display lag.

    "Ultra" at "Low Latency Mode" is recommended for Win7(non-Aero).
    On the contrary, please pay attention that "Off" at "Low Latency Mode" is
    recommended for Win10/8 (in case of Ootake).
    * This situation may change depending on future driver updates.
    ////
  - The program has been optimized so that even the "PC with power saving
    settings"  will not lose processing and will operate like a real machine.
    * In addition, if you use "MSI AfterBurner (video card utility software)"
      which is considered to be used by a large number of users, if power
      saving is set, processing will periodically drop and Ootake is not
      working smoothly (The same problem exists for games with a low GPU load
      other than Ootake).
    * In the case of using AfterBurner or in a PC environment where the
      processing drops even with v2.94 this time, set the power saving setting
      in the control panel of the video card driver (for GeForce "Manage 3D
      Settings"->"Power management mode"), try setting to not save power (
      "Prefer maximum performance"). By the way, AfterBurner's similar
      software "ASUS GPU Tweak II" works comfortably without the Ootake
      processing drop even if the PC was set to power saving (With even MSI's
      video card works well).
  - Made the gamepad settings easier. Directional pad is common setting for
    all 2-button, 3-button and 6-button pad settings, and only button setting
    is set for 2-button, 3-button and 6-button pad respectively.
  - Corrected left and right black belt processing in horizontal 352 dot mode.
    In the scene of "Ijuin appearance" of "Tokimeki Memorial", the problem
    that white flash processing was spread too much was solved.
  - When "R-TYPE Complete CD" is played so that flickering of sprites is not
    reproduced (default), the black band display on the left and right sides
    of the screen is visible without being hidden (similar to the HuCard
    version). In addition, "R-TYPE (U)" has been operated in the same way (
    I had an overseas person check the operation. Thank you).
  - Added "FullScreen 240Hz" to the "Screen->FullScreen Customize" menu.
  - Added (Revived) "DirectDraw (Old)" to the "Setting-> Screen" menu. Drawing
    with DirectDraw was deleted in v2.92, but this time it has been restored.
    Although it is an old drawing method for PC of the age of Windows95, it is
    still useful when using "low resolution full screen". Use it when you want
    to display dot-by-dot with cathode ray tub (CRT). In addition, when
    drawing DirectDraw, the display of "Sound Graph (Info-> Show Audio Channel
    Graph)" and "x5 times display" added in v2.92 are not supported. With
    DirectDraw, even when new functions are added in the future, new functions
    are probably not supported due to development time.
  - When resume loading each game, "Window non-stretch setting at the last
    play" is also restored. Basically, most games are well made to the 4:3
    ratio, so it's not recommended unless personally enough, but if you have a
    game that is easier to play with dot-by-dot, use it Please do it.
  - When overscan area display switching (F11 key) is performed in the window
    mode, centered the window (center position adjustment) for both horizontal
    and vertical.
  - When switching from full-screen display to window display, if the
    resolution setting for full-screen display was set low (default), fixed a
    bug that reduced the size of the window display.
  - Fixed a problem that V-Sync was not perfect and tearing occurred depending
    on some PC environment when playing in the "x4" window size.
  - Other minor details have been fixed and improved.
  2020/02/07 2.95 released
  - "Windows Pad Order" has been added to the pad setting screen. When
    connecting two or more Windows Gamepads, you can set which pad is assigned
    with the highest priority. Use this when the second and subsequent pads
    are connected, and the priority of the pad that was originally changed is
    lowered and the setting is shifted.
  - "Overscan TV Mode" has been added to the "Screen" menu. Since v2.92, the
    aspect ratio is displayed more accurately, but black belts are displayed on
    the left and right in the 256 dot horizontal mode. When this menu is
    selected, the black belt display part can be eliminated and the left and
    right full window display (similar to Ootake before v2.91) can be made.
    However, 6 dots at the bottom of the screen are hidden to maintain the
    aspect ratio.
    Originally, "6 dots at the bottom of the PC Engine screen" is rarely used
    for important displays, and most games can be displayed without any
    problems. I think that many old CRT televisions for home use had a display
    in this range. Use it when you want to play in that atmosphere or when you
    want to capture with the left and right filled when capturing the screen.
    You can also switch this by pressing the [F11] key.
  - "Adjust TV Top-Position" has been added to the "Screen" menu. In
    "Overscan TV Mode", you can adjust the vertical display start position. It
    can also be adjusted by pressing the [Ctrl]+[F11] keys multiple times.
  - The shortcut key of the overscan area display was changed from [F11] key to
    [F12] key. [Ctrl]+[F12] key can also be used to display the overscan area
    of top only.
    * [F11] key switches overscan TV mode.
    * If you want to switch to full screen, press [Alt]+[Enter] key.
    Also, when displaying the overscan area, only the top and bottom areas are
    displayed by default.
  - When pressing [F12] key while pressing [Ctrl] key, only the top part is
    displayed in the overscan area.
  - "Start Overscan TV Mode" has been added to "Setting->Screen" menu. Use this
    mode when you want to switch to overscan TV mode (the viewing range is as
    narrow as an old home TV) from startup.
  - Cleaned up the "Capture" menu. Also, screenshot size and drawing method are
    displayed in the menu.
  - "Overscan display state" is not restored during normal state loading. It
    restores only when loading resume(Turn on the "File->Set Resume" menu).
  - When switching overscan area display ([F11] key) in window mode, if the
    window is below the center of the desktop screen, the window position after
    switching is adjusted to the bottom side.
  - In the audio graph display ([9],[0] keys), in some games, the yellow graph
    remained even when the DDA sampling sound was muted. This problem has been
    corrected.
  - Fixed the problem that the pad was not reflected when changing the gamepad
    while Ootake was running when setting the gamepad.
  - "1366x768" was added to the FullScreen resolution setting menu field.
  - "FullScreen 640x480 60Hz" in the "Screen" menu (for switching to full
    screen mode with any PC environment) has been changed to
    "FullScreen 800x600 60Hz". Also, at the time of execution, the drawing
    method is returned to the default(Direct3D).
  - When switching to full screen ([Alt]+[Enter] key), the screen is switched
    stably even in a PC environment where the available memory is low.
  - Fixed a bug (from v2.92) that it display was shifted in a game that can
    play with 4-split display.
  - The speed and timing have been made closer to those of the real machine.
    In "Chibi Maruko Chan", solved the problem that the display of the raster
    interrupt part was distorted when clearing the stage.
  - Fixed a bug that recording of the play record function (
    "Capture->Play Record" menu) was not performed correctly at some games.
  - Other minor details have been fixed and improved.

  2020/03/20 2.96 released
  - This is a notice to those who have built and used the Ootake attached
    source code file. The version of "Visual Studio" in the development
    environment has been changed from 2008 to 2019(Community). The attached
    source project file is for 2019 and cannot be read in 2008. Microsoft's
    VS2019(Community version) can be used free of charge for personal
    development.
  - "Start Adjust TV Top-Position" was added to "Setting->Screen" menu. You
    can set the default vertical display start position when using the old TV
    display mode ([F11]key, narrow range display). In addition, the default
    value was set to [Pos 1](lines for the upper one dot and the lower five
    dots are not displayed).
    * When using the resume mode ("File->Set Resume" menu), the vertical
    display start position is saveed for each game, and it takes precedence.
  - When pressing the shortcut key of "Screen size switch" during pause, the
    game will remain paused even after switching the screen.
  - Fixed a bug that the buttons did not respond when connecting the second
    and subsequent joypads.
  - After setting shortcut keys such as the fast-forward button ("Speed->
    Configure VSpeedUp Bttuon" menu), the problem that the joypad operation
    was not accepted until Ootake was closed once and started up again was
    fixed.
  - Speed and timing are closer to the actual machine. Solved the problem that
    the status display sometimes fluctuated in "Dungeon Explorer".
  - Fixed a bug that Ootake stopped when the number of CD-ROM drives increased
    or decreased due to virtual CD software, etc.
  - The screen fluctuates when pressing the [F11] key to enter overscan TV
    mode in "Ryuuko no Ken" (software that has low resolution at the top of
    the screen and high resolution at the bottom of the screen) was fixed.
  - Other minor details have been fixed and improved.
  2020/03/21 2.97 released
  - Solved the problem that when running Ootake v2.96 released yesterday on
    "Windows7", an error stating "The program could not be started because
    there is no XINPUT1_4.dll" appeared and could not be executed. (The XInput
    library used in Visual Studio 2019 has been changed to the
    "xinput9_1_0.lib" that can be used on Windows7)
    In addition, it corresponds to work on WindowsXP/Vista.
  2020/08/30 2.98 released
  - Fixed the problem that the tempo of sound sometimes became fast for a few
    seconds immediately after opening a ROM image file when using the display
    refresh rate of 120Hz.
  - It supported the operation with the display setting of refresh rate 240Hz.
    If the display setting of the Windows desktop is set to 240Hz, Ootake will
    also automatically operate at 240Hz. * At window mode
  + Operation at 240Hz significantly reduces the time it takes for the Windows
    desktop to refresh the screen (overlap the desktop with the screens of
    Ootake and other applications and draw at a non-flickering timing).
    Therefore, the operation delay when playing with Ootake is reduced and it
    is very close to the feeling of the actual machine.
  + When using a 144Hz display, V-Sync does not work and the screen may wavy
    when scrolling, so I recommend setting to 120Hz and playing.
  - It also supports operation at refresh rates of 180Hz, 300Hz and 360Hz.
    * I haven't tested it because I don't have a display of 300Hz or higher,
      but I think it's ok. If you have any problems, please let me know.
  - "Full Screen 180Hz" and "Full Screen 240Hz" were added to the "Screen -> 
    FullScreen Customize" menu. By default, it switches to 60Hz in FullScreen.
    If you have a display of 120Hz or more, you can play with low latency by
    setting here. If you have a display of 300Hz or higher faster than 240Hz,
    select "Full Screen 240Hz" (Ootake is optimized for 240Hz operation, so
    240Hz operation is the best operation).
  - "MaxSize" was added to the "Screen" menu when playing in full screen. You
    can make the "game display screen" smaller even when playing in full
    screen. It can also be set by holding down [Alt] on the keyboard and
    pressing [1] to [5].
  * When playing close to the display (most PCs think so), I think it's often
    easier to play with a size smaller than the full size screen. This is
    because there is little movement of the field of view, and in the case of
    a retro game, the coarseness of expansion is not noticeable and the image
    quality is good.
  * In Windows 8 or later, full screen mode has about 1 frame less delay than
    window mode. Therefore, it is also recommended to play in full screen mode
    in shooting games. In addition, when playing on a liquid crystal display
    of 240Hz or higher, you can play with low latency close to full screen
    even in window mode.
  - Full screen selection The default resolution has been adapted to recent
    PCs (wide display). [640x480, 800x600, 1024x768, 1366x768, 1920x1080,
    1920x1200]
  - "Same Desktop (same resolution as the desktop)" has been added to the
    selected resolution of full screen. * Depending on the display, selecting
    the same resolution as the desktop (1920x1080 for a full HD LCD display)
    will reduce the display lag.
  - The aspect ratio of the game screen has been finely adjusted to bring it
    closer to the actual ratio. Also, the aspect ratio of the window is kept
    at 4:3 even when the overscan area is displayed ([F12]key).
  - Added the SELECT button auto-fire function ("Input -> TurboButton SELECT"
    menu).
  - On the key config screen (black screen during key reception), described
    the precautions when connecting the game pad (when connecting the game
    pad, it is necessary to close this "black screen during key reception"
    once).
  - The operation speed when accessing the video chip (VDC) has been made
    closer to the operation of the actual machine. The problem (occurred in
    recent versions) that the audience at the bottom edge was not displayed
    on the screen at the start of the "Wonder Momo" stage (purple curtain)
    has been resolved.
  - The sprite display processing part has been made closer to the operation
    of the actual machine. The problem (generated from v2.92) that the
    background of the continue screen of "Dragon Slayer Eiyuu Densetsu" is
    disturbed has been resolved.
  - Move the operation speed and timing closer to the actual operation. Solved
    the problem that raster processing was disturbed (occurred in recent
    versions) in the demo of "Spriggan mk2" when starting the 8th stage.
  - When "Private Eyedol" is started with "no arcade card", there is a bug
    (planned to be fixed) that it will stop in the raft puzzle scene in the
    cave. So, Ootake will boot it with the arcade card (extended RAM) enabled.
  - The ROM image file of the BIOS is the same (exactly the same) in both
    "Super System Card 3.0" and "Arcade Card Pro", so in Ootake the arcade
    card compatible software also works with the ROM image of "Super System
    Card 3.0". (Operates with virtual RAM)
  - Fixed the horizontal display start position determination process of the
    screen. In "Shogi Shoshinsha Muyou", the problem that the game screen was
    shifted to the left was solved.
  - Fixed a bug in which the system message displayed on the upper left of the
    Ootake screen might remain when playing a game using a horizontal 512 dot
    resolution.
  - In a screen mode game such as "Tokimeki Memorial" in which the effective
    range of 348 dots is horizontal, if the left and right overscan areas are
    set to be displayed, the same color band as the actual machine is
    displayed (v2.91 Same processing as before).
  - Solved the problem that the display at the bottom of the screen was
    sometimes distorted when the RUN button was pressed on the player count
    setting screen in "Downtown Nekketsu Monogatari". (In this scene, the CD
    access speed has been reduced to the level of the actual machine).  
  - When the "PC Engine Mouse" is connected, Ootake is automatically paused
    when the focus of Windows shifts to another application. (To prevent the
    mouse cursor from getting lost)
  - The default setting of the "Remove Lag" setting in the "Screen" menu (a
    function to skip the extra screen buffer and reduce the delay) has been
    changed to 1F(1 frame). * With the recent PC & driver, the same effect can
    be obtained with 1F without setting 3F. (And the processing does not
    become heavy)
  - "Overscan Height 5dot" and "Overscan Height 3dot" have been added to the
    "Screen->Overscan Customize" menu.
  - Other minor details have been fixed and improved.

  2021/01/04 2.99 released
  - The screen display processing has been sped up. The number of models that
    can operate comfortably even on low-power PCs has increased.
  * By the way, one note about the video card settings of the PC. If you set
    the G-SYNC function and FreeSync(Adaptive-Sync) function to "Enable in
    even Window mode" on a PC equipped with NVIDIA or AMD video chip, the
    operation of Ootake etc. may be slow down depending on the PC environment.
    (The default settings are fine)
  * If G-SYNC and FreeSync are set to "Enable even in Window mode", many games
    (such as games with fixed 60fps) will not work comfortably. Therefore, set
    "G-SYNC / FreeSync is disabled in Window mode (default is disabled)". I
    strongly recommend it.
  - The volume balance of the CD sound source (CD-DA), ADPCM sound source, and
    wave memory sound source has been finely adjusted to bring it closer to
    the feeling of an actual machine.
  - Fixed a bug that noise might appear on the CD sound source depending on
    the setting environment of "Audio->Adjust CD-DA(for Sync)".
  - The default audio settings has been changed from "DirectSound (a
    vocalization method that has existed since the Windows 95 era)" to
    "XAudio2 (currently the mainstream vocalization method)". Depending on
    your PC environment and taste, "DirectSound" may be better, so please
    choose the one you like. In addition, XAudio2 can play the sound at a
    timing closer to the actual machine. (In "Audio" menu) 
  - The operation speed and timing have been brought closer to the operation
    of the actual machine. The problem that the screen was shaking when going
    up the stairs when clearing the stage of "Prince of Persia" (occurred in
    recent versions) has been solved.
  - Fixed the sprite display processing part. Solved the problem that
    unnecessary sprites were sometimes displayed at the bottom of the screen
    when the 1st page boss of "Tiki Tiki Boys" appeared. Also, when your
    character overlaps the water areas on the 1st and 4-1 stages, the problem
    that your character did not hide has been resolved.
  - When playing "Tiki Tiki Boys", the bottom two lines of the screen are
    automatically masked with a black belt. (As with the actual machine, the
    reason is that noise may be displayed.) * If you play in the mode to
    display the overscan area, this process will not be performed and the
    display will be the same as the actual machine (the bottom edge may be
    disturbed).
  - In "Turrican", the problem that it is canceled in a few seconds when you
    pause during the game has been solved.
  - When starting "The Addams Family", the screen display is shifted to the
    right by half a character. By doing this, the disturbance of the screen
    display on the right end (which also occurs on the actual machine) has
    been reduced. * Also, if you press the [F11] key and play in the display
    range of the old TV, the disturbance will disappear at all. * If you turn
    on the "Perform SpriteLimit" setting or play in the mode that displays the
    overscan area, this correction will not be performed and the display will
    be the same as the actual machine (with distortion at the right end).
  - Due to certain settings (combination of "Audio Buffer Size" and "CD-DA 
    Delay Frame", which will change the timing of access to the CD-ROM
    slightly), the "Snatcher" may freeze at the start. The problem that was
    there has been solved.
  - Fixed a bug that the "CPU-> Swap STRIKE & BALL (for Baseball Games)" menu
    (baseball game count display replacement function) did not work in v2.98.
  - In "Tokimeki Memorial", if you turn on the sprite missing display setting
    (CPU-> Perform SpriteLimit) or display the overscan area ([F12] key), dust
    that is sometimes displayed on the left and right edges of the screen on
    the actual machine (probably used as a data area) is displayed.
  - When used on Windows 10/8/7/Vista, it is displayed in a new type file
    dialog (when opening a ROM image, etc.). This solves the problem that when
    the audio setting was set to "XAudio2", noise (remaining sound from the
    previous game play) might be heard when reopening the ROM image file.
  - When moving the Ootake window, if the lower part of the game screen hangs
    on the taskbar area, the position is automatically corrected so that the
    lower part is just right and there is no gap.
  - Since the official homepage site has been changed to SSL (HTTPS), the URL
    of each document has been changed from "http" to "https".
  - When using XAudio2(Audio menu) on Windows XP, the problem (occurring from
    v2.82) that the operation when opening a file may become unusually heavy
    depending on the environment has been fixed.
  - Other minor details have been fixed and improved.
  2021/01/05 3.00 released
  - When playing a game in Full-Screen on Windows10/8.1/8/7/Vista, fixed a bug
    that the dialog to open the ROM image file ([O] key or "File-> Open" menu)
    was not displayed. *This is the only change, so if you are using Windows
    XP, you can leave v2.99 as it is.
  2021/02/21 3.01 released
  - "For Video Caputure Mode" has been added to the "Screen-> Mode" menu. You
    can switch the Ootake's window to 480p or 720p size for easy viewing with
    a single touch. If you capture with this sharp screen size when using
    video capture software, you can upload with high image quality when
    uploading to YouTube etc.
    In this mode, the "Screen-> Remove Lag 1F" menu setting is automatically
    disabled(0F), reducing the load when using the video capture software. If
    you want to prioritize input-lag measures, you can manually re-enable (the
    operation of the video capture software will be considerably slower) it.
    It can also be used in full screen mode. 1080p can also be selected in
    full screen.
  - Fixed a bug that Ootake does not recognize when connecting an XInput
    compatible game controller due to the PC environment (when a connecting
    driver for the PS4 controller was installed, a pad that can be used by
    switching between XInput and DirectInput, etc.).
  - If you change the connection of a game controller such as USB while Ootake
    is running, Ootake will recognize the change immediately.
  - In window mode, when switching the overscan area display of the screen
    with the [F11] key or [F12] key, the sound that continued to sound during
    screen switching was temporarily muted so that it can be switched
    comfortably.
  - The width of the window size has been changed from a multiple of 299 to a
    multiple of 298. When capturing and encoding video, you can encode while
    maintaining the image quality. By the way, depending on the PC environment
    and capture software, Ootake's operation may be heavy and processing may
    drop. In that case, if you select the "Screen-> Mode-> for Video Capture
    Mode" menu, the processing will be lighter and you will be able to capture
    smoothly.
  - The operation speed and timing have been brought closer to the operation
    of the actual machine. In the stage 2 of "Parodius Da!", the problem that
    the clown's position flickers one line at the bottom of the screen (
    occurred from recent versions) has been resolved. In "The Tower of
    Druaga", the problem that some parts of BGM started to sound late has been
    solved on the hint screen of Ishtar of "After clearing the stage".
  - Improved so that the processing does not become heavy even in "games with
    many readings of the state of the game pad" such as "Space Harrier".
  - The "Screen-> Remove Lag Max 3F" menu has little effect on Windows 10, and
    even before Win8, this menu(3F) is no longer necessary by setting the
    driver (rendering frame buffer is 1), so 3F menu was abolished (because
    processing becomes heavy if it is set to 3F).
  - At Ootake v2.99, in "Tokimeki Memorial", when the sprite missing display
    setting (CPU-> Perform SpriteLimit) is turned on or the overscan area is
    displayed ([F12] key), dust that is sometimes displayed on the left and
    right edges of the screen (probably used as a data area) was not accurate.
    This time, it became the same as the actual machine.
  - "Customize bram & mb128 Folder" has been added to the "File" menu. if you
    check "Same location as the save folder", the locations of "bram folder (
    for saving backup save files)" and "mb128 folder (for saving MB128 save
    files)" is set inside the "save" folder. Place the "save" folder on a
    network drive and use it when you want to share save data with multiple
    PCs. 
  - Other minor parts have been corrected and improved.
  * Ootake's C++ optimization option of the development software Visual Studio
    2019 has been changed to "less optimized build" so that it will not be
    falsely detected by antivirus software.
    This C++ optimization option is ON by default in VS2019. Other than
    corporate-signed software, many recently made C++ online software is
    probably falsely detected.
    In fact, we have confirmed that about 40% of antivirus software falsely
    detects viruses even in apps that display only "Hello World" in VS2019
    C++.
    I would like to turn on the optimization option fully in order to reduce
    the load on the PC, but this time I am limiting the optimization to the
    point where it is not treated as a virus.
    However, especially on older PCs, there is a concern that performance will
    be degraded and 60 frames will not be displayed smoothly. In that case, in
    the next version, I will also revert to optimization full ON. (In this
    case, some software will treat it as a virus again, so it will be released
    after the author has a false positive verification by an antivirus
    software company, so the release will be delayed than usual.)
  2021/06/21 3.02 released
  - When playing "Wizardry III & IV (J)", the file name of the battery backup
    RAM will be the same as "Wizardry I & II (J)".
    The file name is [(CD)Wizardry I & II (J)_bram.dat].
    You can share save characters between "I&II" and "III&IV".
    If you uncheck the "Setting-> Improve->
    Shared bram (Wizardry 1&2 and 3&4)" menu, it will be saved(used) as a
    separate file.    
  - "Swap Wizardry 1&2 or 3&4 CD-ROM" has been added to the "CD-ROM->
    CD Change (No Reset)" menu. If both "Wizardry 1&2" and "Wizardry 3&4" are
    CD-full-installed("CD-ROM-> CD Install" menu), you can switch the CD-ROM (
    "Wiz1&2" or "Wiz3&4") to be inserted into the PC Engine. Execute this menu
    when the CD-ROM replacement message is displayed during the game.
  - When the "Screen-> Mode-> for Video Caputure Mode" menu and the "Screen->
    Mode-> for Video Caputure Mode Non-Scanlined" menu are selected, the image
    quality setting is such that the screen does not wavy.
  - The sprite display processing has been brought closer to the operation of
    the actual machine. In the battle scene of "Burai 2", the problem that the
    effect display such as magic was missing half and was displayed (occurred
    from the recent version) has been solved.
  - When playing "CD Battle Hikari no Yuushatachi (J)" with CD installation (
    "CD-ROM-> CD Install" menu), insert the CD you want to battle and press
    the [F1] key once. After that, the CD replacement is automatically
    recognized without pressing the [F1] key.
  - Fixed the bug that key input was not accepted when the controller setting
    window was canceled during setting.
  - Other minor parts have been corrected and improved.
  2021/12/07 3.03 released
  - Fixed a bug (Occurs in v3.02) that the game could not be started if the
    external CD-ROM drive was removed when playing a game with a full CD
    installation in the "CD-ROM->CD Install" menu.
  - The sprite display processing has been brought closer to the operation of
    the actual machine. In the demo scene of "Dragon Slayer: The Legend of
    Heroes 2", the problem that the image was missing (occurred from the
    recent version) has been resolved.
  - The processing related to raster interrupts has been brought closer to the
    operation of the actual machine. In the demo scene of "Sol Moonarge", the
    problem that the drawing on the screen was disturbed (occurred from v2.81)
    has been solved.
  - Other minor parts have been corrected and improved.

  2022/05/30 3.04 released
  - The development environment of Ootake has been changed from "Visual Studio
    2019" to "Visual Studio 2022". Along with this, even if you build(compile)
    with "Optimization ON", it will no longer be falsely detected by some
    antivirus software, so build with "Optimization ON" for public files (
    Ootake.exe) is now done from this version. I think that there are more PCs
    that can operate comfortably without processing omissions even on older
    PCs than the version released with "Optimization OFF".
  - The volume balance of the ADPCM sound source has been brought closer to
    that of the actual device.
  - When playing "TATSUJIN" in the overscan area display ([F12] key)
    environment, the dust display at the top and bottom of the screen (it also
    exists with the actual machine) has been suppressed. The PC Engine version
    of "TATSUJIN" has a narrow screen, but the enemy bullets are fast, so I
    feel that it is too difficult for people to enjoy it unless the overscan
    area is displayed. In addition, if you select the difficulty level EASY
    with the trick of "RUN while pressing SELECT on the title screen", I think
    that those who like the great transplant "Kyukyoku Tiger" and "Super
    Raiden" will probably enjoy it just right. If you check the "CPU-> Perform
    Sprite Limit" menu, it will be reproduced in the same way as the actual
    machine (garbage will be displayed when restarting after being killed).
  - The processing related to raster interrupts has been brought closer to the
    operation of the actual machine. The problem that the drawing on the
    screen was disturbed in the demo scene of "Sol Moonarge" (occurred from
    v2.81. It was not fixed in v3.03) has been solved.
  - Fixed a bug (occurred from v2.96) that sometimes "a very old version state
    save file" could not be read correctly.
  - Fixed a bug that the game screen sometimes went black when the resume was
    restored when the stretch screen mode was changed when using the
    resume save ("File-> Set Resume" menu).
  - Other small parts have been corrected and improved.
  + I began Twitter. (Japanese language & a little English language)
    https://twitter.com/kitao_n
  * The happiness of the game is the world human race commonness. It longs for
    peace.
  * I think that it cannot do improvement & correction of the above-mentioned
    if there are many neither operation report nor defect report. Thank you
    really for you who reported.

----- Exemption matters -----
  It programs as much as possible, and it cannot make amends for the problem
  at all when damage happens because it used this program by any chance.



In Japanese (An English description of this content is in the top.)

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@https://www.ouma.jp/ootake/
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@ootake@ouma.jp

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----- o[WAbv -----
2006/07/09 0.50
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2010/01/07 2.26J
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2010/02/02 2.30J
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2010/02/11 2.31J
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2010/03/28 2.34J
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2010/04/03 2.35J
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2010/04/10 2.36J
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2010/04/16 2.37J
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2010/04/22 2.38J
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2010/05/01 2.39J
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2011/01/16 2.48J
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2011/02/23 2.51J
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2011/05/05 2.52J
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2011/05/06 2.53J
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2011/05/14 2.54J
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2011/05/21 2.55J
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2011/05/29 2.56J
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2011/06/08 2.57J
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2011/08/03 2.59J
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2011/09/21 2.61J
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2011/11/07 2.62J
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2012/03/04 2.65J
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