========================================
"Ootake" Upgrade History
                 [ 2006/07 - 2009/12 ]
    (Latest history is in "Readme.txt".)
========================================

In English (e̓{Lq͉̂قɂ܂)

----- Upgrade history -----
  2006/07/09 0.50 completion
  - It is the first version of a formal opening to the public.
  2006/07/10 0.51 released
  - A numbered "Save State" "Load State" menu was added, and it was made to
    save of two or more.
  - It was made to preserve the state of the screen when saving by
    "Save State", and to stop with the screen had been displayed when the
    number was loaded. Therefore, the capacity when the state is saved has
    increased by 512KB. The state saving preserved with v0.50 can be read as
    it is.
  - The default of the buffer for CD-DA was changed from 40 to 48.
  - The PC engine mouse was described to the manual. (The selection button and
    the orchis button can be operated by the wheel operation of the mouse.
  2006/07/12 0.52 released
  - The processing fall had generated by the personal computer that did not
    have power was canceled for software with extremely a lot of frequencies
    in which the input of the pad was referred.
  - It corresponded to reading the "hes file"(music tune performance program
    using a built-in sound source of PC Engine). - Please note that
    distributing the "hes file" Rippinged from the "Hu-Card" and "CD-ROM" to
    the other becomes a breach of the Copyright Act. The "hes file" of the
    self-made tune is safe. 
  - Spelling the folder of the source file was corrected and it was corrected
    to "Source" as "Sorce" to have made an error in writing.
  - The matter of the sound card and the game pad was added to the system
    requirements column of Readme.txt(this file).
  2006/07/13 0.53 released
  - In software that played CD-DA on the way of the track, the trouble played
    from the head of the track was corrected.
  - When CD-DA was played, "Pregap" was considered. (At a part of game, the
    part where CD-DA was played corrected the shifting trouble.)
  2006/07/14 0.54 released
  - When two JoyPads or more for Windows were connected, trouble to which the
    JoyPad was not able to be set correctly was corrected. 
  - Information was offered from "PC2E" author's Mr.Ki for the processing of
    the timer interrupt, and a real machine mounted near operation. (The timer
    interrupt first time was generated early in by 512 clocks.)
  - When "Youkai Douchuuki" was started, "Perform SpriteOver" was made to be
    set by the automatic operation. (To make it hide itself on the other side
    when the enemy character came to the score display part)
  - As for "BigAudioBuffer" setting, the name became "Most BigAudioBuffer".
    And "BigAudioBuffer" changed to the setting to which the sound was delayed
    only a little than usual. Use it because of the appreciation of the music
    such as "hes file".
  2006/07/21 0.55 released
  - The noise that happens when the sampling sound of the wave memory sound
    is uttered is reduced, and tone quality has been improved.
  - The menu to select "Window mode start" or "FullScreen mode start" was
    added.
  - At the first stage of "Shubibinman2", the problem that the screen falls
    into disorder in the place of one frame was solved.
  2006/07/22 0.56 released
  - The problem that the sampling voice of a part of game("KLAX"etc.) has
    quickened (It is generated since v0.54) was corrected.
  2006/07/28 0.57 released
  - The noise that happens when the sampling sound of the wave memory sound
    is uttered is made to disappear, and tone quality has been improved.
    Software that uses the sampling drum and the voice can be clearly uttered.
  - The noise that happens when ADPCM sound source is muffled is made to
    disappear, and tone quality has been improved.
  - Software with unique horizontal display beginning position ("Quiz Tonosama
    no Yabou" etc.) is displayed as well as a real machine.
  - When using it by "Windows 98/Me" and "XP/2000 that was installed the ASPI
    driver", the problem that "CD drive letter" is not displayed in the
    "Setting->CD Drive" menu was corrected.
  - "Screen disorder of one frame" that happened when knocked down with
    "Shubibinman2" was corrected.
  2006/08/01 0.58 released
  - The turbo button (auto fire) function was added. It can be set by "Input"
    menu (the second menu from the right).
  - The bug for "Processing to lose the noise of ADPCM (v0.57)" is corrected,
    and tone quality has been improved.
  - The bug that "Gekisha Boy" doesn't start (It is generated by v0.57) was
    corrected.
  - The image of the short cut icon was redrew a little.
  2006/08/04 0.59 released
  - The tone quality of the sampling sound of the wave memory sound has been
    improved.
  - The tone quality of the noise sound is adjusted, and it has approached the
    atmosphere of a real machine.
  - A small noise that happened when the CD-DA sound was muffled was made to
    disappear.
  - When "Red Alert" or "Valis II",etc. was played, the problem of not
    sounding CD-DA was solved.
  2006/08/11 0.60 released
  - When using it with the personal computer in multi core
    CPU(Athlon64x2 etc.), the bug from which the CD-DA sound had not been
    occasionally played was corrected.
  - The noise of ADPCM sound is made to disappear, and tone quality has been
    improved.
  - When "Valis II" or "Urusei Yatsura",etc. was played, the problem that the
    CD-DA sound repeats in the first track was solved.
  - "Resolution change in each line" used by "Asuka120%" was mounted.
    Therefore, the display similar to a real machine can be done.
  - When "Ojousama Densetsu Yuna" was played, the problem that the screen
    becomes pitch-dark when starting was solved.
  - When "State Save data before v0.56" was read since v0.57, the bug to which
    the resolution of the screen had not been correctly occasionally changed
    was corrected.
  2006/08/18 0.61 released
  - When "Sherlock Holmes (1&2)" or "Last Armageddon" was played, the problem
    that had been played as ADPCM voice becoming interrupted was solved.
    * When do you play "Sherlock Holmes (1&2)", use "CD drive to which reading
      is steady fast" or "Virtual CD drive".
  - The access timing of CD-ROM was modeled on a real machine more. In the
    favor, the capacity of the "Save State file" has decreased by 510KB.
  - When "Tenshi no Uta" were played, the problem that the game screen in the
    casino has become pitch-dark was solved.
  - When "Popful Mail" were played, the bug that the screen of the demo has
    become pitch-dark (It is generated by v0.60) was corrected.
  - The bug that an extra sound had been uncommonly emitted according to the
    game at the end of the tune of the CD-DA sound (It is generated by v0.60)
    was corrected.
  - Timing in which the tune of CD-DA was repeatedly performed was made
    preciser.
  - "Save State" was made to be able to be done with stability even while it
    accessed CD-ROM.
  2006/08/25 0.62 released
  - It came to be able to run "Flash Hiders".
  - When "SPRIGGAN mark2" was played, the problem that ADPCM voice is not
    correctly played was solved.
  - When "Valis III" or "Valis IV" was played, the problem that the screen of
    the start demonstration has collapsed was corrected.
  - The stability of the "TurboButton(auto fire)" function was improved, and
    the speed has quickened.
  - "TurboButton(auto fire)" can be set with the "1"-"6" key of the keyboard
    (one that is not ten keys).
  - At full-screen, the magnification mark of the "Screen" menu was made
    the "resolution mark".
  - "Hide Menu" was added to the "Setting" menu. When this check is removed,
    the menu is always displayed.
  - The timing of the line scroll (raster interrupt) was modeled on a real
    machine further. (When "Pac Land",etc. was played, the problem with the
    scene to which the sprite character shifted was solved.)
  - When the tune of the final track of CD-DA is played, the problem that the
    noise occasionally entered the end of the tune was corrected. (Opening of
    "Zero4 CHAMP II" etc.)
  - Additionally, a detailed part has been improved and corrected.
  2006/09/01 0.63 released
  - The wave memory sound was modeled on a real machine more. (When "Fire
    ProWrestling" or "Formation Soccer", etc. was played, the problem that a
    part of sound is not uttered was solved.)
  - When "Cyber Cross" was played, the problem that the screen of the demo had
    flickered was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2006/09/09 0.64 released
  - The system message is displayed on the screen. When the check is put in
    "Hide Message" of the "Setting" menu, the message is made non-display.
  - "Opening and shutting of the menu" and "Release of PAUSE" can be done by
    mouse's "Left-click".
  - Interrupt processing was modeled on a real machine more. (When
    "Obocchama-kun" was played, the problem that the screen falls into
    disorder was solved. BGM of "Fire ProWrestling" was modeled on a real
    machine.)
  - When "Popful Mail" was played, the display of opening demo & start demo
    was modeled on a real machine. - Still, after it begins to play a game, it
    freezes it in the visual scene of the third times. It is a problem that
    wants to be solved in the future.
  - Speed & Timing was modeled on a real machine more.
  - Additionally, a detailed part has been improved and corrected.
  2006/09/13 0.65 released
  - The "ZIP file" of rom-image can be open.
    * "UNZIP32.DLL" is necessary.
      -> http://www.csdinc.co.jp/archiver/lib/unzip32.html
  - The wave memory sound was modeled on a real machine more. and, as a
    result, tone quality has improved. Reproducibility of bitter "HUMAN" tones
    ("Fire ProWrestling", "Formation Soccer", and "F1 Triple Battle", etc.)
    has improved, too.
  - The pronunciation accuracy of ADPCM sound is improved, and tone quality
    has been improved.
  - When "Ootake" accesses CD-ROM, and if the menu was displayed or the state
    is saved, the bug that "Ootake" had uncommonly occasionally freezed (It is
    generated by v0.64) was corrected.
  - When "Ootake" accesses CD-ROM, the stability of the "State Save" has been
    improved.
  - Additionally, a detailed part has been improved and corrected.
  2006/09/18 0.66 released
  - When the emulator is pause, the "Pause." is displayed in the finding part
    in the window.
  - "Start FastCD"(Setteing->CD Drive) and "Start SpriteLimit"(Setteing->CPU)
    were added to the setting menu. The setting of the starting default can be
    changed.
  - Speed & Timing was modeled on a real machine more. (At start of gambling
    scene of "Youkai Douchuuki", the problem that the screen falls into
    disorder(only one frame) was solved.)
  - The quality of the sampling sound of the wave memory sound has been
    improved a little.
  - Additionally, a detailed part has been improved and corrected.
  2006/09/22 0.67 released
  - The tone quality and the volume of "PSG noise sound" were modeled on a
    real machine.
  - The volume balance of "PSG, ADPCM, and CD-DA" was thoroughly modeled on a
    real machine.
  - The time of "fade-in & fade-out" of the CD-DA sound was modeled on a real
    machine. (When "Ys Book I&II" or "Tengai Makyo II",etc. was played, the
    switch operation of BGM was modeled on a real machine more.)
  - Additionally, a detailed part has been improved and corrected.
  2006/09/28 0.68 released
  - The tone quality of "PSG noise sound" was modeled on a real machine.
  - The volume balance of "PSG noise sound"  was thoroughly modeled on a real
    machine.
  - The tone quality of the sampling sound of the wave memory sound (drum and
    voice) has been improved more.
  - The reproduction processing of the CD-DA sound source was modeled on a
    real machine. (When "Wizardry I&II" was played, the CD-DA came to be
    played from continuation as well as a real machine at the switch of CD-DA
    and PSG.)
  - Speed & Timing was modeled on a real machine more. (When "Rastan Saga II"
    was played, the problem that the screen uncommonly falls into disorder was
    solved.)
  - When "Ankoku Densetsu (The Legendary Axe 2)" was played, movement was
    slow (it is "Mossari" in Japanese language) after the pause(select button)
    was solved.
  - Additionally, a detailed part has been improved and corrected.
  2006/09/30 0.69 released
  - The bug related to interrupt processing (It is generated by v0.68. In some
    games, the screen was not displayed and stopped.) was corrected.
  - When starting, it is started by "screen stretch setting" that had been
    used last time.
  2006/10/03 0.70 released
  - The processing command of the CD-ROM access was changed to it with high
    interchangeability for the personal computer that doesn't work.
  - The processing of the timer interrupt was modeled on a real machine. (The
    sampling voice of "KLAX" was modeled on a real machine. The tempo of the
    tune of "Dragon EGG" was modeled on a real machine.)
  - The display processing of sprite was modeled on real machine more. (When
    "YuuYuu Jinsei" was played, at the game end, the problem that the garbage
    of sprite had been displayed was solved.)
  - When "Bloody Wolf" was played, the character display when the boss appears
    has been improved.
  - Speed & Timing was modeled on a real machine more.
  - Additionally, a detailed part has been improved and corrected.
  2006/10/07 0.71 released
  - Speed & Timing(Timer interrupt etc.) was modeled on a real machine as much
    as possible. As a result, the tone quality of PSG sound has improved, too.
  - "Horizontal Scanlined" can be chosen by the setting menu of the screen.
    ("Setting"->"Screen"->"Horizontal Scanlined")
  - Processing related to the raster interrupt was modeled on a real machine.
    (The reduced screen of "Ryuuko no Ken" can be displayed just like a real
     machine.)
  - Additionally, a detailed part has been improved and corrected.
  2006/10/11 0.72 released
  - The volume and the tone quality of "PSG noise sound" were adjusted, and it
    was made to listen easily in any PC (speaker) environment.
  - The processing of the VRAM access was modeled on the movement of a real
    machine. (When "21emon Mezase Hoteru Ou" was played, the problem of the
    character representation was solved.)
  - When "Mugen Senshi Valis" was played, the problem that the voice was not
    corresponding to animation was solved.
  - When "BURAI Hachigyoku no Yuushi Densetsu" was played, the problem that
    drawing around the window has fallen into disorder was solved.
  - The drawing processing when the scanline was used was sped up a little.
  - The speed was elaborately adjusted, and it modeled on a real machine.
  2006/10/16 0.73 released
  - The tone quality of the wave memory sound was improved(the ease of the
    sound was valued), and modeled it on the atmosphere of a real machine.
  - "CD Change" menu was added to the "File" menu. The CD-ROM game can be
    replaced after "Ootake" started.
  - When starting, the bug in which last "PowerSaving setting" was not
    reflected was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2006/10/20 0.74 released
  - The processing of the wave memory sound was corrected and improved. The
    tone quality was modeled on the atmosphere of a real machine.
  - The reading processing of the joypad has been improved(speed-up and
    perhaps stability improvement).
  - It dealt with the problem that the joypad might not be able to be set in
    some personal computer environments.
  - When "TV Sports Basketball" was played, the problem that freezed before
    the player was selected (It is generated by v0.72) was corrected.
  - "Open bram Folder" menu was added to "File" menu.
  - Additionally, a detailed part has been improved and corrected.
  2006/10/21 0.75 released
  - When "Chou Aniki" was played, the bug that the screen falls into disorder
    (It is generated by v0.74) was corrected.
  2006/10/22 0.76 released
  - Processing related to interrupt has been improved with the correction.
    (It approached a real machine. And the problem in which the disorder of
     one frame existed on the screen of clearing "Chou Aniki" was corrected.)
  2006/10/27 0.77 released
  - Processing related to interrupt was modeled on a real machine more.
    (The disorder of the manufacturer logo display of "Spriggan Mark2" was
     corrected. The problem in which the disorder of one frame existed on the
     screen immediately after the start of "Chou Aniki" was corrected. I think
     the operation timing of other software has approached a real machine,
     too.)
  - The tone quality and the volume of "PSG noise sound" were modeled on a
    real machine.
  2006/11/02 0.78 released
  - The fade-out processing of "CD-DA sound" was modeled on a real machine.
    (When "Ys III" was played, the problem that the tune of CD-DA stopped
     after the casket was opened was solved.)
  - It came to be able to operate "Music CD player" built into "System Card".
  - When "F1"key(reset) was pushed while playing the CD-game, CD-ROM can be
    replaced.
  - When "Out Run" was played, the problem that one line of the lowest has
    fallen into disorder was corrected.
  - The volume of the sampling sound of "Wave Memory Sound" was modeled on a
    real machine more.
  - The volume balance of "CD-DA, ADPCM, and PSG" have been elaborately
    adjusted.
  2006/11/08 0.79 released
  - Processing related to interrupt was modeled on a real machine more.
    (When "Exile(XZR)" was played, the problem to which the image of the
     visual scene had been occasionally delayed was solved. When "Valis" was
     played, the bug to which the opening demonstration becomes pitch-dark (It
     is generated by v0.77) was corrected. And I think the operation timing of
     other software has approached a real machine, too.)
  - When "Exile(XZR)" was played, It came to be drawn to the visual scene
    after the last boss correctly.
  - The Joypad setting for "three button pad" can have been preserved.
    (The key is allocated in "III[=RUN] button" and "IV[=SELECT] button".)
  - "Initialize Pad #1-#5" was added to "Input" menu.
  - In specific foreign language input environment (IME), the trouble to which
    the Joypad was not able to be set was corrected.
  - When "Music CD player" built into "System Card" was played, the problem of
    the elapsed time display was corrected.
  - The volume balance of CD-DA sound source and a built-in sound source was
    modeled on a real machine more.
  2006/11/11 0.80 released
  - The load of the "CD-ROM access" processing was lightened. As a result, in
    a CD-ROM drive environment not fast, the problem with "The noise enters
    BGM of a built-in sound source when CD-ROM was accessed" was solved.
  - Processing related to interrupt was modeled on a real machine more. As a
    result, "Lemmings" came to operate. I think the operation timing of other
    software has approached a real machine, too.
  - "Swap I&II" was added to "Input" menu. (For "Lemmings" with the mouse)
  - If "7" key (It is not ten keyboard) is pushed, "Swap SEL&RUN" ("SELECT"
    button is replaced with "RUN" button) is executed. Use it when you connect
    3-button pad.
  - When "Music CD player" built into "System Card" was played, the bug that
    had been occasionally freezed when all tune performance was completed was
    corrected. And, when "Ootake" was paused while performing music, the bug
    of which the error margin went out to the display at the elapsed time was
    corrected.
  - The volume balance of CD-DA sound source and a built-in sound source was
    modeled on a real machine more.
  2006/11/17 0.81 released
  - The interrupt processing has been improved, and the speed was elaborately
    adjusted. As a result, it modeled on a real machine. (When "Asuka120%" was
    played, the problem that the message display fell into disorder
    occasionally was corrected. I think the operation timing of other software
    has approached a real machine, too.)
  - At the start of "Chase H.Q.", the problem being displayed for drew extra
    was solved.
  - When the stage of "S.C.I" was cleared, the problem that an extra drawing
    is uncommonly displayed was solved.
  - In the demo scene of "PC Denjin", a part of drawing that was not correct
    was corrected.
  - In the "high score display scene" of "Puyo Puyo CD", the raster scroll
    became accurate.
  - When "Forgotten Worlds" is started, "Swap SEL&RUN" menu is made to be
    executed automatically.
  - When "Screen" menu sets "Non-Stretched", the bug with the game that did a
    wrong drawing was corrected. 
  - "MoreEarly RasterTiming" menu was added to "CPU" menu.
  - Additionally, a detailed part has been improved and corrected.
  2006/11/24 0.82 released
  - "Fast Seek" was added to "Speed" menu. When a fast CD drive is used, the
    time of the CD seek is shortened. * When CD drive not fast is used, the
    noise might mix with a built-in sound source at the CD seek. In that case,
    leave the check removed (default).
  - "Start FastSeek" was added to "Setting"->"CD Drive" menu. 
  - In event scene of "Ys IV", the problem that the screen and the voice
    shifted occasionally was solved. * When CD drive not fast is used, it is
    likely to shift still a little. In that case, use virtual CD drive
    software.
  - In event scene of "Ys IV", the problem being uncommonly drawn to the noise
    of one line was solved.
  - In "Nectaris", the problem that the scroll of the map has slowed was
    solved. I think the operation timing of other software has approached a
    real machine, too.
  - In "Wonder Momo", the problem that the borderline of the division scroll
    flickered occasionally was solved.
  - When "Open bram Folder" of "File" menu is executed, the "bram file (buckup
    memory RAM file)" is updated. * The update of "bram file" is done at "The
    state is saved" or "Game(Ootake) is ended", too.
  - When the "HES file (sound file of PC Engine)" is opened, it is
    automatically set to the "BigSoundBuffer"(The sound buffer is enlarged.
    And, the frame rate is lowered.) mode.
  - Additionally, a detailed part has been improved and corrected.
  2006/12/01 0.83 released
  - In "Ginga Fukei Densetsu Sapphire", it mounted so that "ADPCM voice" is
    played before "2-Stage is started". As a result, other Game with the
    problem that ADPCM is not played might have been corrected.
  - The CD access processing has been improved so that it emulated as the same
    as possible as for any personal computer environment. As a result, at the
    access speed of a variety of CD drives, it was solved that the sound
    shifted. (Visual scene of "Ys IV" and "Popful Mail", etc.)
  - "Popful Mail" came to operate(v0.82). Moreover, it was made not to freeze
    even if CD drive not fast was used. 
    * "Popful Mail" needs "CPU power" more than other games. When used with a
       personal computer not fast, it doesn't operate well.
  - The operation speed of CPU (consumption cycle) was approached to a real
    machine. (Certain experiment information from PC2E author's Mr.Ki)
  - In specific foreign language input environment (IME), the trouble to which
    the Joypad was not able to be set was corrected.
  - In "Rainbow Island", when the display of "Hurry!!" appears, the problem
    that the screen had become one light blue color (generated by v0.81) was
    corrected.
  - In "Fighting Street", at the match conclusion (chiefly at "Time Over"),
    the problem that ADPCM voice was not occasionally played was solved.
  - In opening demo of "Dragon Slayer: Eiyuu Densetsu II", the problem with
    not correct vertical position where a part of screen was displayed was
    corrected.
  - In the software for mouse, when mouse's wheel was moved up and down
    quickly, the problem that had become reset operation of PC Engine
    (SELECT+RUN) occasionally was corrected.
  2006/12/03 0.84 released
  - When CD-ROM was accessed in some games, the bug that a noise mixed with
    ADPCM sound occasionally (generated by v0.83)) was corrected.
  2006/12/03 0.85 released
  - In version0.84, the bug of the CD access processing existed. Because of
    that, in some games, "the trouble that fell into disorder the game screen,
    and stopped" was corrected.
  2006/12/08 0.86 released
  - In "Star Parodia", after the middle boss who has shape of tree
    (on the "Battle Stage" mode) is defeated, the problem that BGM of CD-DA
    stopped was solved. As for other games, a similar problem might have been
    solved, too.
  - In "Ys IV", the problem that some pictures and the sounds shifted was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2006/12/15 0.87 released
  - The problem that "Kabuki Ittouryoudan" was not able to be started (
    generated from v0.80) was solved.
  - In "Ys IV", the problem that some pictures and the sounds shifted was
    corrected. * Even ending did the confirmation completion. When CD drive
    environment not fast is used, the noise might enter the sound. In that
    case, please use virtual CD drive software.
  - Operation speed & timing of CPU has been elaborately adjusted. (I was
    going to refer to experiment information on PC2E author's Mr.Ki.)
  - "TurboButton(AutoFire)" timing of "LowSpeed" has been readjusted. (In
    "Ys IV", AutoFire has been Ok.)
  - Additionally, a detailed part has been improved and corrected.
  2006/12/22 0.88 released
  - Operation speed & timing of CPU has been elaborately adjusted. (In
    "ZIPANG", the problem that the screen falls into disorder uncommonly by
    one frame was solved. I think that it approached a real machine by
    operation about other softwares, too.)
  - Additionally, a detailed part has been improved and corrected.
  2006/12/29 0.89 released
  - "SUPER GRAFX"(higher model machine to which a little number was sold in
    Japan) was mounted. "1941", "Aldynes", "Battle Ace", "Granzort", and
    "Daimakaimura(Ghouls'n Ghosts)" five all chosen set of software came to
    operate. A good year.
  2007/01/02 0.90 released
  - The image quality ("Coloring" & "Quality of the special scanline of
    default") has been improved to become beautiful and easy to play.
  - "Set Resume" menu was added to "File" menu. The game that puts the check
    in this menu starts from the last continuation when starting next. (Every
    time, when ending, it saves the state by the automatic.) Moreover, states
    of the "TurboButton" setting and the "CPU Speed" setting , etc. return.
    (The best setting at each game can be preserved.)
  - Operation speed & timing of CPU has been elaborately adjusted. In
    "Bravoman", the problem that the character font takes the shape (generated
    from v0.88) was corrected.
  - The behavior (screen display) when the "Hu-CARD game" started was modeled
    on a real machine.
  - "MoreLate RasterTiming" menu was added to "CPU" menu.
  - The resolution of "400x300" and "800x600" can be selected at full-screen.
  - Additionally, a detailed part has been improved and corrected.
  2007/01/08 0.91 released
  - "TV Mode" was added to the image quality mode of the screen. It is
    possible to play by atmosphere like the video output of TV. A temporary
    switch can be done by "Screen" menu (or "F11" key). At "Setting"->"Screen"
    menu, it can be set to start.
  - "Configure TurboButton" was added to "Input" menu. The button only for the
    auto fire function can be set. * When you set this button and you do a
    usual auto fire setting ("TurboButton I", "TurboButton II" menu), it is
    possible to use it oppositely as "Non-TurboButton".
  - "TurboSpeed Off" was added to the speed setting of the auto fire. When you
    set the button only for the auto fire ("Configure TurboButton" menu), the
    auto fire button can be off (it doesn't function as I&II button).
  - Operation speed & timing of CPU has been elaborately adjusted. At high
    score display of "Darius Plus" and Half-time of "Formation Soccer'90",
    etc., the problem that the screen fell into disorder by one frame
    occasionally was corrected.
  - The scanline image quality when the screen is "x4" has been improved.
  - At full-screen, the switch processing of the screen mode (stretch and
    scanline) was sped up.
  - The reproducibility of the "SUPER GRAFX" has been improved. In ending of
    "Daimakaimura(Ghouls'n Ghosts)", partial fade-out processing of the
    screen smoothed. (I think that it can do the same reproduction as a real
    machine if the memory 16 years of me ago is correct.(^^;)
  - "Super Grafx Mode" was added to "CPU" menu. It is possible to switch to
    the "SUPER GRAFX" mode by hand power. I think that the demonstration and
    the game etc. of making for the "SUPER GRAFX" by oneself operate, too.
    Moreover, if you use it in "Darius Plus" with "Perform SpriteLimit" menu,
    it comes skilled a strong sprite ability like "Hardly flickered with the
    SUPER GRAFX real machine".
  - Additionally, a detailed part has been improved and corrected.
  - After that, it is a supplementation with the last upgrade release. If you
    used "Set Resume" menu added with v0.90, in the game where a high score is
    not preserved, a high score permanently remains. I think that it heats the
    game play.
  2007/01/12 0.92 released
  - By "Speed" menu, the progress speed (Video Speed) of the game can be
    adjusted. Use it when you want to play RPG that walking is slow, and the
    action game with high difficulty, or more. * The music of a built-in sound
    source might become fast according to the game, too. If CPU power of your
    personal computer is insufficient, it slows oppositely. (It lightens
    comparatively when setting to "FullScreen"&"TV Mode".)
  - In the final stage beginning part of "Akumajou Dracula X", the problem
    that the screen had regularly done the flash (generated from v0.88) was
    corrected. I think the operation timing of other game has approached a
    real machine, too.
  - In "Madou King Granzort", the trouble to which the screen was not
    correctly displayed (generated by v0.91) was corrected.
  - The sound processing part was sped up a little.
  - When "TV Mode" of "Setting"->"Screen" menu was set, the bug in which the
    setting had not been reflected when being start next time was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/01/19 0.93 released
  - The CPU(HuC6280) processing part was sped up (lightened) in some measure.
    * Compared with me
  - When the window of Ootake is not active, the emulator keeps working. In
    window mode, when the messenger software and the TV recording software,
    etc. start, the game is not interrupted.
  - "Minimize & Pause" menu was added to "Screen" menu. It is possible to
    execute it also with "F9" key. When you want to restart, click the
    Ootake's icon on the taskbar.
  - When setting to "Start FullScreen mode", the bug that "400x300" and
    "800x600" are not displayed in "Screen" menu was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/01/26 0.94 released
  - Processing related to drawing was sped up (lightened) in some measure.
  - Processing of "Video Speed Up" mode was sped up (lightened).
  - The problem that "Tenshi no Uta" did not operate (generated from v0.87)
    was corrected.
  - At "Save State" with numbered, when there is already a saving file of the
    number, the screen shot of former saving file is displayed and the
    superscription is confirmed. * The screen shot is displayed at the file
    saved since v0.94.
  - In Window mode & paused, the display of the window on the foremost side is
    released.
  - In Window mode & when the mouse cursor is not moved, the cursor is
    automatically concealed.
  - Additionally, a detailed part has been improved and corrected.
  2007/02/02 0.95 released
  - It corresponded to operation by "Windows Vista". It operates almost
    normally in the "FullScreen" mode. However, there are still the following
    three problems.
    * The smoothing of the image quality is not effective. (It becomes a
      little hard image quality. The processing is a little heavier than
      WindowsXP.)
    * In the window mode, "V-Sync" doesn't work. (The image flickers a little
      when scrolling.)
    * In the window mode, operation slows when the sidebar and the
      gadget, etc. are displayed.
    If the driver of nVidia for Vista perfection goes up, the above issue
    might be solved. (It is unconfirmed in the video cards other than made of
    nVidia now.)
    Therefore, the current state recommends the use set to "Setting->Screen->
    Start FullScreen mode" by the menu. I think that the Ootake side can
    correspond to complete operation (include for Aero) in the Vista window
    mode in the future.
  - Processing related to drawing and playing sounds was sped up (lightened)
    in some measure. * Compared with me
  - The system requirements was done for "DirectX8.1 or more". I think that
    tone quality improved according to the environment. If you use the low
    version of DirectX, please download a new version.
    http://www.microsoft.com/windows/directx/
  - In the "Video Speed Up" mode, the tone quality was improved.
  - In the "Video Speed Up" mode, the processing was sped up (lightened).
  - In the "BigAudioBuffe" mode, the size of the buffer was made the half of
    the former version. (In a lot of tunes, it sounds better by the buffer of
    a moderate size.)
  - Additionally, a detailed part has been improved and corrected.
  2007/02/16 0.96 released
  - Hello. I haven't seen you for a long time.
  - Interrupt processing was modeled on a real machine more. In the ending of
    "Formation Soccer '90", the problem of freezing was solved.
  - In "Mugen Senshi Valis", the problem that the time display had been hidden
    was solved. Moreover, in other some games such as "Fantasy Zone", I think
    that the vertical display beginning position became it as well as a real
    machine.
  - Additionally, a detailed part has been improved and corrected.
  2007/02/23 0.97 released
  - The number of maximum preservation of "State saving with the number" has
    been increased to "20 pieces".
  - "1552 Tenka Tairan" came to operate by last update (v0.96).
  - When you use "Software of the television watching etc." and "Ootake" at
    the same time, the problem that the noise regularly occasionally entered
    the sound was solved.
  - "Window Activated Non-automatically" (setting of whether the window is
    automatically activated) was added to "Setting->Screen menu".
  2007/03/02 0.98 released
  - In start demo of "Dragon Slayer Eiyuu Densetsu", the part where the scroll
    was rough (generated from v0.96) was corrected.
  - When "Martial Champion" is started, not six-button pad but three-button
    pad is connected by the automatic operation.
  - When the window of Ootake is minimized, the window was not automatically
    activated. When the "hes file (PCE Music File)" is playing BGM and your
    other work is being done, it became easy to select music with the joypad.
  - Additionally, a detailed part has been improved and corrected.
  2007/03/31 0.99 released
  - Interrupt processing was modeled on a real machine more. In "Anesan", the
    problem that was advanced though the button of the joypad was not pushed
    occasionally (generated from v0.77) was solved.
  - In "Adventure Island (Dragon's Curse)", the problem with a not correct
    processing of the piling putting together of the screen was corrected.
  - In "Hani In The Sky", the problem with a rough scroll was corrected.
  - Additionally, a detailed part has been improved and corrected.
  - The next version is "1.00". However, there is no special meaning. It is a
    street point. Thank you for reading my English language not good always.
  2007/04/27 1.00 released
  - The access processing of CD-ROM was considerably sped up. I think that it
    came to be able to perform CDDA (CD sound source) and ADPCM voice well
    even in a personal computer environment so not fast.
    As a result, the size of the buffer of CDDA is made 512 fixation , and the
    tone quality of CDDA has been improved.
  - "Install(CD speed-up)" menu was added to "CD-ROM" menu. The CD-ROM access
    is sped up by installing the "data track" part of CD-ROM.
  - The ["Replay"Previous Hu-CARD Game] button was added to the start screen.
    ("R" key of the keyboard is also the same.)
  - "Recent" menu was added. It is possible to play quickly by selecting it
    from among the Hu-CARD game that played recently.
    (It is possible to execute it also with "R" key of the keyboard.)
  - "CD Change(NoReset)" menu was added to "CD-ROM" menu. Use it in "CD Battle
    Hikari no Yuushatachi" and "Music CD player built into System Card", etc.
  - Interrupt processing was modeled on a real machine more. "Cosmic Fantasy 4
    Totsunyuu hen" and "Gotzendiener" came to operate. In "Janshin Densetsu",
    the status screen came to be displayed correctly. I think that it
    approached a real machine by the operation timing as for other some
    software.
  - The memory access processing was modeled on a real machine. In
    "Double Dragon II", The animated cartoon display became correct, and sound
    shifted was solved.
  - In "Double Dragon II", ADPCM voice immediately after the start was
    accurately sounded.
  - The forwarding of ADPCM data was modeled on a real machine. In
    "Popful Mail", vocal timing has improved.
  - At the setting "Turbo Cycle (CPU of PC Engine is sped up)" the load has
    been decreased.
  -* Some(about 100) the game name recognized with CD-ROM were changed. If you
     cannot load "saving file of the old version", each one must change "file
     name of the saving file". *The new file name can be confirmed by saving
     once.
  - Additionally, a lot of detailed parts have been improved and corrected.
  2007/04/27 1.01 released
  - When switching from the full-screen display to the window display, the bug
    that the system menu of the window (closing button etc.) had disappeared
    was corrected.
  - At the numbered "Save State" and "Load State" menu, the "*" mark is
    displayed by the saving file existed.
  - At installation in "Install(CD speed-up)" menu, the game of which the CD
    read error went out in the final sector can have been installed.
  - Additionally, a detailed part has been improved and corrected.
  2007/05/04 1.02 released
  - The sound processing was considerably sped up. In sound chip so not fast
    or personal computer environment so not fast, a clear sound might have
    come to be played. And, tone quality has improved, too.
  - Graphic processing was sped up a little.
  - In "Langrisser", ADPCM-voice is correctly played.
  - The forwarding of V-RAM was modeled on a real machine. In "Langrisser",
    the status display when scrolling became correct.
  - The processing timing when CD-ROM was accessed was modeled on a real
    machine. "Ys IV", "Popful Mail", and "Mugen Senshi Valis", etc. have
    improved. ("Ys IV" and "Popful Mail" can be played with stability by
    installing data by "Install" of "CD-ROM" menu.)
  - In "Card Angels", It came to be able to do men's tip (when winning, it
    keeps pushing I and II buttons). And, three button pad is automatically
    connected.
  - The processing speed was modeled on real machine more. In "Chou Aniki",
    the problem that the screen uncommonly falls into disorder was solved.
  - In "Super Darius II", a little disorder of the high score list display was
    solved. And in the scene of shop of "Forgotten Worlds", the same problem
    was solved.
  - If the game that has executed "Install(CD speed-up) menu" is started, the
    display of the message of the CD-ROM recognition changes from the display
    of "CD:" into "In:".
  - Additionally, a detailed part has been improved and corrected.
  2007/05/11 1.03 released
  - "Option" button was added to the screen of the start. The hardware use
    setting of the sound can be selected. Additionally, a similar selection
    item was added also to "Setting->Audio" menu. If it makes an error, 
    it doesn't operate, and the noise is recorded, try changing this.
  - "Tool -> TG16 ROM-image Bit Convert" menu was added to "Setting" menu.
    "TurboGrafx16's Rom-image" with the sucking out machine for Japan (Data
    has taken the shape at this stage) is output correcting it. The corrected
    file is preserved in "install" folder, and move properly.
    * The preserved image-file becomes a breach of the Copyright Act when
      distributing it to the other. Therefore, please treat carefully.
  - The processing speed & timing were elaborately modeled on a real machine.
    In "Forgotten Worlds", "Shin Onryou Senki", "Spriggan", "Spriggan markII",
    etc. , the problem that the screen shook occasionally was solved.
  - In "Quiz Tonosama no Yabou", overlapping the screen of the opening
    demonstration became correct.
  - In "Ginga Ojousama Densetsu Yuna", the part where the opening
    demonstration had fallen into disorder became correct.
  - In "Volfied", the problem that the screen has fallen into disorder (It is
    generated by v1.02) was corrected.
  - In "Shin Onryou Senki", the problem that ADPCM voice is not correctly
    played (It is generated by v1.02) was corrected.
  - "All Default" menu was added to "Setting" menu.
  - Additionally, a detailed part has been improved and corrected.
  2007/05/13 1.04 released
  - At "TG16 ROM-image Bit Convert" menu (added it by the last update), when
    the convert was completed, the bug to which "install" folder did not open
    by the automatic operation was corrected.
  - The sound initialization part has been corrected and improved. In the
    personal computer environment that cannot be operated up to now, it
    might have come to be able to be operated. Moreover, when it is not
    possible to operate, a concrete error message is displayed as much as
    possible.
  - In the environment to which the CD-ROM(DVD-ROM) drive cannot be
    recognized, the stability of "Hu-CARD game play" has been improved.
  - Additionally, a detailed part has been improved and corrected.
  2007/05/18 1.05 released
  - In "Windows Vista", when the dialog to open ROM-image is displayed, the
    bug that Ootake closed uncommonly (generated by v1.04) was corrected.
  - In playing "Hu-CARD game", when "F1" key is pushed while pressing "Ctrl"
    key, not reset but "CD Play" was made to be able to be executed.
  2007/05/29 1.06 released
  - The screen display processing part was sped up. I think that processing
    lightened in some measure of a personal computer environment so not fast.
  - Additionally, a detailed part has been improved and corrected.
  2007/06/02 1.07 released
  - The processing of ADPCM voice was modeled on the movement of a real
    machine. "Top wo Nerae vol.1" came to operate.
  - The CPU(HuC6280) processing part was sped up. I think that processing
    lightened in some measure of a personal computer environment so not fast.
  - When "Garou Densetsu Special" or "Ryuuko no Ken" is played, it becomes
    "setting of CD-ROM access fast" automatically.
  - "Show Debug Window" was added to "Setting->Tool" menu. (for Developer)
  - Additionally, a detailed part has been improved and corrected.
  2007/06/08 1.08 released
  - The CPU(HuC6280) processing part, Sound processing part, and Sprite&BG
    character processing part was sped up. I think that processing lightened
    in some measure of a personal computer environment so not fast.
  - In some games ("Bloody Wolf" and "Power League 3", etc.),  the bug with
    not correct display order of the screen (generated from v1.03) was
    corrected.
  - To play comfortably, the CD-ROM seek setting of default was made
    "Fast Seek" mode.
    * If you loaded the state of an old version, "Fast Seek" returns OFF. In
      that case, please put the check in the "Speed->Fast Seek" menu by hand
      power. Then, I think that can play comfortably.
  - The processing of ADPCM voice was modeled on the movement of a real
    machine more. In the latter half of "Top wo Nerae vol.1" came to operate.
  - In "Tengai Makyou - Fuuun Kabuki Den", the display order of the character
    became correct.
  - In game that has changed resolution of each line, the operation was
    modeled on a real machine more.
  - Additionally, a detailed part has been improved and corrected.
  2007/06/15 1.09 released
  - The image quality of "TV Mode"(Processing is light) has been improved. And
    it was made "Screen setting of default". By "Setting->Screen" menu it is
    possible to set it to the previous default("Special Scanlined" - sharp and
    play easily).
  - The item that set the "Gamma-value(brightness)" was put on "Screen" menu.
  - The item that set the "Density of Scanline" was put on "Setting->Screen"
    menu. When setting it to "TV Mode" or "Horizontal Scanlined", it is
    reflected.
  - The tone quality of the sound has been improved. In the personal computer
    environment from which the noise has occurred, I think that the noise
    decreased(disappeared) in some measure.
  - The sound processing part and additionally, a detailed part was sped up.
  - The speed and timing were brought close to a real machine more. In demo
    scene of "3x3 Eyes", the gap of the sound was solved. I think that the
    operation timing improved in other games, too.
  - In ending of "Splatterhouse", the staff roll was made the same expression
    as a real machine.
  - In demo play of "Magical Chase", the problem that the noise sound had been
    emitted when having started was solved.
  - Additionally, a detailed part has been improved and corrected.
  2007/06/22 1.10 released
  - The processing part related to "Joypad" and "Memory Base 128(Preservation
    device put on the market in Japan)" has been improved. In "THE ATLAS",
    "Super Mahjong Taikai", "Emerald Dragon", and "Linda Cube", etc. it came
    to be able to save to "Memory Base 128".
  - Operation speed & timing of CPU has been elaborately adjusted.
  - In "Burning Angel", the problem that the character was displayed in front
    of the status display was solved.
  - Additionally, a detailed part has been improved and corrected.
  2007/06/29 1.11 released
  -**[IMPORTANT please read]
     In almost all the games of TurboGrafx16's "Turbo-Chip", there is a report
     that is able to play without trouble with Ootake. Please convert it into
     a correct image file if you use the sucking out machine for Japanese
     "Hu-Card".
     It is possible to convert it when the file is opened with Ootake.
     The converted "just proper" image file can be used with
     [a lot of other Free TG16/PCE emulators], too. This is a "fair" method
     for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan.
     (Thank you for reading.)
  - Video chip (VDC,VCE) processing part was considerably sped up. I think
    that processing lightened in some measure of a personal computer
    environment so not fast.
  - The screen processing of "SUPER GRAFX (Japan)" was improved, and the speed
    improved.
  - Processing related to the "ARCADE Card (mass buffer memory card of Japan)"
    is improved, and interchangeability has been improved. "Laplace no Ma"
    came to operate without trouble.
  - "ARCADE Card" menu was added to "CD-ROM" menu. If this check is removed,
    it can be operated in the state of "ARCADE Card none".
  - "Star Mobile" came to operate.
  - Operation speed & timing of CPU has been elaborately adjusted. In stage 3
    of "Soldier Blade", the screen disorder of one frame (generated by v1.10)
    was solved.
  - In visual scene of "Ninja Ryuukenden", overlapping the screen was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/07/03 1.12 released
  - Operation speed & timing of CPU has been elaborately adjusted. In
    "Cyber Cross", the bug to which the demonstration was not displayed (
    generated by v1.11) was corrected.
  - In start of "Dai Makaimura", the bug to which the memory check message was
    not displayed (generated by v1.11) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/07/06 1.13 released
  - The sprite display processing was improved, and "Fighting Run" came to
    operate. (I got material information to operate from PC2E author's Mr.Ki.
    Thanks very much.)
  - Operation speed & timing of CPU has been elaborately adjusted. In a lot of
    games, I think that it approached a real machine by the timing of the
    sound of the demonstration scene. And in "Snatcher", the freezed trouble
    (generated from v1.11) was solved.
  - In "Kaze no Densetsu Xanadu II" and "Exile", the display order of the
    screen was corrected. (This bug was generated from v1.11.)
  - In "Ginga Fukei Densetsu Sapphire", the bug that the screen advances early
    (generated from v1.11) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/07/13 1.14 released
  - The drawing processing and the CPU processing etc. were sped up
    respectively a little. I think that processing lightened in some measure
    of a personal computer environment so not fast.
  - Operation speed & timing of CPU has been elaborately adjusted. In "Wonder
    Momo", the bug to which the picture after the stage cleared was not
    correctly displayed (generated by v1.13) was solved.
  - In the ending of "Formation Soccer'90", the trouble that had been freezed
    (generated from v1.11) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/07/20 1.15 released
  - In the last stage of "Image Fight", the character came to be displayed
    correctly.
    * As a result, all the games of "Hu-Card" might operate without trouble at
      the report from users.
  - Operation speed & timing of CPU has been elaborately adjusted. In
    "Kisou Louga", the gap of the voice was solved. I think that the operation
    timing improved in other games, too.
  - Processing related to the memory access was considerably sped up. I think
    that processing lightened in some measure of a personal computer
    environment so not fast.
  - When "Gradius","Salamander" or "Parodius" is started, the sound
    automatically becomes a stereo mode. Tone quality is considerably good!
  - Additionally, a detailed part has been improved and corrected.
  2007/07/21 1.16 released
  - In "Tengai Makyou II - Manjimaru", the bug that the scroll became rough
    occasionally (generated by v1.15) was corrected.
  2007/07/23 1.17 released
  - The bug not to be able to start "Takeda Shingen" (generated from v1.15)
    was corrected.
  - In "World Heros 2", the problem that the screen fell into disorder
    occasionally was solved.
  - Operation speed & timing of CPU has been elaborately adjusted.
  - Additionally, a detailed part has been improved and corrected.
  2007/07/23 1.18 released
  - In "Ryuuko no Ken", the bug that the screen falls into disorder (generated
    by v1.17) was corrected.
  2007/07/27 1.19 released
  - The operation timing of CD-DA(CD sound source) play processing was brought
    close to a real machine. In "Double Dragon II", "Kisou Louga", "3x3 Eyes",
    "Laplace no Ma" and "Linda Cube", etc., the timing of "Sound and picture"
    has improved. Perhaps, all the games might have become similar.
  - Operation speed & timing of CPU has been elaborately adjusted. The
    following effect existed.
    - In the last stage of "Akumajou Dracula X", when going up the stairs, the
      problem that had been uncommonly occasionally freezed (generated from a
      recent version) was solved.
    - In "Wizardry I&II", the problem that the status display part had shaken
      (generated from a recent version) was solved.
    - In the start demo of "Necros no Yousai", "The attack scene of Amazon
      dashes out only by one frame" was reproduced.
    - In the opening scene of "Shin Megami Tensei", the problem that the
      screen sometimes fell into disorder by one frame occasionally was
      solved.
  - In "Wizardry V", the trouble to which the enemy character had not been
    displayed (generated from v1.15) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/07/29 1.20 released
  - In "Gradius","Salamander" and "Parodius", when "Load State" is done, the
    bug that the pad was not able to be operated (generated from v1.15) was
    corrected.
  - Operation speed & timing of CPU has been elaborately adjusted. At the
    stage clear of "Parasol Star", the problem that the screen shook
    uncommonly occasionally was solved.
  - In the opening demo of "Popful Mail", the problem that the surface of the
    image flickered uncommonly occasionally was solved.
  - Additionally, a detailed part has been improved and corrected.
  2007/08/03 1.21 released
  - The operation timing of CD-DA(CD sound source) play processing was
    elaborately brought close to a real machine. I think that the timing of
    the voice and the image became it in a lot of games as well as a real
    machine.
  - Processing related to the memory access and drawing, etc. was sped up. I
    think that processing lightened in some measure of a personal computer
    environment so not fast.
  - When "Gradius II" is started, it become the mode to which the laser and
    spread-bomb do not blink. As a result, it is possible to play comfortably.
    In case of unnecessary, remove the check on "Auto Improve Graphics
    (Gradius II)" of "Setting->CPU" menu.
  - In "Rainbow Island", when the display of "Hurry!!" appears, the going
    under water scene was made reproduction near real machine (The character
    display remains in the line top of water).
  - In "Top wo Nerae vol.1", the load to the personal computer has been
    decreased.
  - In some games ("BURAI" etc.), when the CD sound source is played, the bug
    that had stopped in the first part once occasionally (generated from
    v1.19) was corrected.
  - "PC Performance Test" was added to "Info" menu. Whether Ootake operates
    comfortably without the processing delay is checked. If "((( Bad Condition
    [x]! )))" is displayed, the	processing delay has occurred. In that case,
    the	trouble (in the game) might occur because the disk access timing is
    late when playing "CD-Game".
  - Additionally, a detailed part has been improved and corrected.
  2007/08/10 1.22 released
  - Operation speed & timing of CPU has been elaborately adjusted. In the
    visual scene of "Private Eyedol", the problem that the display in the
    upper part of the screen blinked uncommonly occasionally was solved.
    In a lot of other games, I think that it approached a real machine by
    timing, too.
  - The start demo of "Efera & Jiliora - The Emblem From Darkness" came to
    operate normally.
  - It came to be able to recognize CD-ROM of "Juuouki".
  2007/08/13 1.23 released
  - "The processing that takes timing when CD sound source is played (mounted
    from v1.19)" was sped up. And, the stability has been improved. In a
    personal computer environment not fast, I think that it was almost lost
    that the game stops when CD-ROM is accessed.
  - The operation of "PC Engine Mouse" was modeled on a real machine. And, the
    processing was sped up, too. In addition, the amount of the movement were
    elaborately adjusted, and the cursor was made easy to operate.
  - In "Doukyuusei", the problem that the screen fell into disorder
    occasionally was solved. *The screen falls into disorder uncommonly with a
    real machine when playing with the mouse.
  - In the auto-play demo of "Toilet Kids", the problem that had been freezed
    was solved.
  - Operation speed & timing of CPU has been elaborately adjusted.
  2007/09/22 1.24 released
  - "Full Stretched" was added to "Screen" menu. At full-screen the stretch is
    done even as for the edge of the screen.
    * The scanlined display is automatically released. The image quality falls
      a little because of the enlargement.
  - The video chip processing part has been improved. In "Mizubaku Daibouken (
    Liquid Kids)", when the thunder item was taken, the shake of the screen
    was reproduced.
  - In "Xak I&II", the problem that the scroll has fallen into disorder was
    solved.
  - In "Macross 2036", the problem that the screen becomes pitch-dark (
    generated by a recent version) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/09/29 1.25 released
  - In "Shinbu Denshou", the problem that the title screen has fallen into
    disorder (generated by v1.24) was corrected.
  - In "Arunamu no Kiba", when the combat ended, the problem that the screen
    falls into disorder momentarily (generated by v1.24) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2007/10/06 1.26 released
  - In "Mizubaku Daibouken (Liquid Kids)" that is the hidden masterpiece, when
    the thunder item was taken, the width of the shake of the screen was
    brought close to a real machine. I think that it approached a real machine
    by other software, too.
  - Additionally, a detailed part has been improved and corrected.
  2007/10/24 1.27 released
  - At the stage beginning screen of "Rainbow Island" and the start demo
    of "Asuka120%", the bug that the screen display has fallen into disorder
    (generated from v1.24) was corrected. As a result, I think a similar
    problem of other games to have been solved, too.
  - Additionally, a detailed part has been improved and corrected.
  2007/11/22 1.28 released
  - The resolution of "PSG-sound(wave memory sound)" improved. As a result,
    the tone has approached a real machine. Especially, I think that it can
    feel it remarkably at "Galaga'90(Galaga'88)" and "Atomic Robokid Special"
    , etc.
  - The capacity of default of the sound buffer was reduced. As a result,
    "Timing that the sound rings" has approached a real machine.
  - Processing that plays CD sound source (CD-DA) has been improved. At the
    sound test of "Akumajou Dracula X", When the tune was selected, the
    problem that had stopped occasionally was solved.
  - In "Order of the Griffon", "Ryuuko no Ken" and "Asuka120%", the image
    quality has been improved (The burr is cut). And, the processing part was
    sped up.
  - In "Downtown Nekketsu Monogatari", the problem that the start screen shook
    was solved.
  - In "Lodoss Tou Senki II", at the scene of "House of Parn", etc. the
    problem that the screen has fallen into disorder was solved.
  - Additionally, a detailed part has been improved and corrected.
  2007/12/07 1.29 released
  - "Output WAV File" menu was added to "File" menu.
    The recording starts when this menu is executed. Afterwards, when paused
    ("Esc" key or mouse	click), the recording ends. And "setting and function
    to record beautifully" was put, too.
  - If the "hes file (PCE sound file)" is opened, when the tune is selected
    with I-button or II-button, the no sound time of 0.5 seconds is inserted.
    (possible to release it by "File->Setting of Output WAV" menu)
  - "3Quarters" (volume of 3/4) was added to "Volume" menu.
  - In "Lodoss Tou Senki II", at the scene of "After the last boss", the
    problem that the upper part of the screen had flickered was solved.
  - When "Youkai Douchuuki" was started, the multi-tap was removed
    automatically.
  - At the opening title of "Chou Aniki", the problem that the logo shook
    occasionally was solved.
  - A detailed part of RAM access of CPU (zero page access) was brought close
    to a real machine. (Information from PC2E author Mr.Ki)
  - Additionally, a detailed part has been improved and corrected.
  2007/12/14 1.30 released
  - The processing part of "CPU(HuC6280)" and "BG drawing" were sped up. I
    think that processing lightened in some measure of a personal computer
    environment so not fast.
  - Operation speed & timing of CPU has been elaborately adjusted. At "Mugen
    Senshi Valis" of the game over scene, the problem that the screen had
    occasionally freezed was solved. At "Power Sports (World Sports
    Competition)" of the news scene, The disorder of one frame was solved.
    I think the operation timing have approached a real machine in other
    software, too.
  - "Mute PSG Channel 1"-"Mute PSG Channel 6" was added to "Volume" menu. When
    "Output WAV file", use it when you want to mute a specific sound (shot
     sound and jump sound, etc.).
  - In "File->Setting of Output WAV->Start at the Next Tune" menu function, at
    the tune to which the sampling sound is multiused, The problem that it was
    not occasionally recognized to have moved to the following tune was
    corrected.
  - The CD-ROM access processing part has been improved. When resetting it
    with "SELECT+RUN" button while accessing CD-ROM, the problem that had been
    occasionally freezed was solved.
  - Processing that decided drawing beginning line was brought close to a real
    machine. In "Mizubaku Daibouken (Liquid Kids)" , when the thunder item was
    taken, the width of the shake of the screen was brought close to a real
    machine. At "Dragon Ball Z" of the opening demo, the problem that the
    screen has fallen into disorder was solved.
  - In "Downtown Nekketsu Monogatari", when playing with a fast CD-ROM drive
    environment, the problem that ADPCM voice of the elder sister in the
    bookstore became interrupted occasionally was solved.
  - In "Nekketsu Koukou Soccer Hen", the problem that the character display
    had occasionally received in the status display part was solved.
  - Additionally, a detailed part has been improved and corrected.
  2007/12/25 1.31 released
  - The DMA reading processing part of CD-ROM was brought close to the
    movement of a real machine. "Cobra II Densetsu no Otoko", "Lodoss Tou
    Senki", and "Kagami no Kuni no Legend" came to operate.
  - "Use System Memory" was added to "Setting->Screen" menu. Use the favor a
    sharp image (the burr stands out a little).
  - The fade out processing of CDDA (CD sound source) was brought close to a
    real machine. In "Downtown Nekketsu Koushinkyoku", the problem of the
    voice was solved.
  - With "Option" button of the start window, the window mode start or the
    full-screen mode start can be set, too.
  - Additionally, a detailed part has been improved and corrected.
  2007/12/28 1.32 released
  - The access processing of CD-ROM was brought close to the movement of a
    real machine. In "Cobra II Densetsu no Otoko", the problem that had been
    occasionally freezed was solved. And, "Jantei Monogatari 3" came to
    operate.
  - In the music CD player with built-in System Card, trouble that the music
    becomes interrupted (generated from v1.30) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  - Thank you for this year. Ootake was able to be developed greatly thanks to
    everybody. Then, a good year!
  2008/01/03 1.33 released
  - The play processing of ADPCM sound source has been improved. In the visual
    scene of "Lodoss Tou Senki", the problem that the voice became interrupted
    on the way occasionally was solved.
  - The access processing of CD-ROM was brought close to the movement of a
    real machine. In "Kabuki Ittou Ryoudan", the problem that had been
    occasionally freezed was solved.
  - Additionally, a detailed part has been improved and corrected.
  2008/01/13 1.34 released
  - "Window TopMost" menu was added to "Screen" menu.
  - The access processing of CD-ROM was brought close to the movement of a
    real machine. The problem that "L-Dis" did not operate (generated from
    v1.32) was solved.
  - In "Momotarou Katsugeki", when falling in water, the problem that
    overlapping the character display might be not correct was solved.
  - Additionally, a detailed part has been improved and corrected.
  2008/02/01 1.35 released
  - The function to convert a "bad 3Mbit Rom-image file (over dumped with
    specific dump machine)" was added.
    * Operating a "bad Rom-image file" troubles other PCE/TG16 emulators.
      The converted "just proper" image file can be used with
      [a lot of other Free PCE/TG16 emulators], too. This is a "fair" method
      for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan.
  - When setting it to "BigAudioBuffer Mode", the amount of the buffer was
    increased. As a result, tone quality has improved.
  - "FullScreen Customize" menu was added to "Screen" menu. It is possible to
    use it by an arbitrary display resolution at full-screen.
    And, when the check is put on "FullScreen Resolution Auto Change" of
    "FullScreen Customize" menu, "display resolution" can be automatically
    switched by "resolution of the game (width 256,336,512)". * It is a
    function to use it on the display such as 15kHz cathode-ray tubes.
  - In the SuperGrafx's game with black belt display right and left, the bug
    to which garbage had been ultra uncommonly displayed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2008/02/03 1.36 released
  - In the battle scene of "Tengai Makyou II", etc. when it passed time, the
    bug that the CDDA music was played (repeat play bug. generated from v1.32)
    was corrected.
  - When using Ootake with "Windows 98/Me", after it had returned from
    full-screen, the problem that the resolution doesn't return (generation
    from v1.35) was corrected. * Operation with "Windows 98/Me" is not tested.
  2008/02/09 1.37 released
  - The volume balance of ADPCM voice was elaborately brought close to a real
    machine.
  - The interrupt processing of the CD-ROM access was modeled on a real
    machine.
  - In "Neo Nectaris" and "Macross - Eien no Love Song", the saving to
    backup-RAM became possible. * In "Neo Nectaris", when the state saving
    before v1.36 is loaded, the backup-RAM-saving might not be able to be done
    normally. At that time, please advance to the next stage, and it is
    possible to save normally.
  - When using Ootake with "Windows 98/Me", the bug that the error goes out
    when becoming full-screen (generated by v1.36) was corrected.
    * Operation with "Windows 98/Me" is not tested.
  - Additionally, a detailed part has been improved and corrected.
  2008/02/15 1.38 released
  - The access processing to the ADPCM memory was modeled on a real machine.
   "Tengai Makyou - ZIRIA" came to operate.
    In "Kagami no Kuni no Legend", Nori-P came to talk when the name was
    input.
  - The timing of the CD-DA sound processing was elaborately brought close to
    a real machine. Moreover, the error margin by the PC environment was
    shortened.
  - The processing speed and timing were elaborately brought close to a real
    machine. In "Cosmic Fantasy 2", the problem that the screen had shaken by
    one frame was solved.
  - Additionally, a detailed part has been improved and corrected.
  2008/02/24 1.39 released
  - The resolution of the PSG sound (wave memory sound) has been improved. As
    a result, the tone has approached a real machine. On the other hand,
    processing is a little heavy. If a personal computer environment not
    fast is used, select "Volume"->"Light PSG" menu.
  - Processing of drawing on the screen was sped up. Additionally, if "Volume"
    ->"Light PSG" menu is used, the processing lightens. And, In the window
    mode of "Windows Vista", V-Sync comes to work, and compatibility with
    gadgets has improved.
  - In "F1 Circus", the bug not to be able to start car (Generated from v1.29.
    Controller processing relation) was corrected.
  - The processing speed and timing were elaborately brought close to a real
    machine. At the title screen of "Macross 2036", the problem that had
    fallen into disorder by one frame occasionally was solved.
  - When "Private eye dol" is started, the message to recommend [CD Install (
    "CD-ROM"->"Install" menu)] is displayed. The screen display of the demo is
    steady by the "CD Install".
  - It corresponded to the initial shipment version of "Linda Cube".
  - Additionally, a detailed part has been improved and corrected.
  2008/03/01 1.40 released
  - The noise of the sampling voice of the wave memory sound reduced. As a
    result, the tone quality has been improved.
  - The ADPCM sound processing was brought close to a real machine.
  - The processing speed and timing were elaborately brought close to a real
    machine. In the third stage of "Soldier Blade", the problem that one frame
    screen fell into disorder occasionally was solved. In "Racing Damashii",
    the problem that race screen shook occasionally etc. were solved.
  - While playing CD-DA, when a game is reset with "SELECT+RUN" button, the
    bug that had been occasionally freezed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2008/03/23 1.41 released
  - The image quality (color tone) has been elaborately adjusted. If a fast
    personal computer environment is used, it is possible to set it to a sharp
    image quality by "Screen->Screen" menu, too.
  - "Briteness" menu was added to "Screen" menu. Use it to adjust brightness
    slightly.
  - The operation timing of the raster interrupt processing was brought close
    to running on of a real machine.
  - In "Zan - kagerou no toki", the problem that the window shakes up and down
    was solved.
  - The transfer part between V-RAM has been improved. In "Nazo no
    Masquerade", the problem that the character takes the shape (generated
    from ver1.02) was solved.
  - "Joypad Background Ok" and "Keyboard Background Ok" were added to "Input"
    menu. The permission of "the operation when no focus of Ootake's window"
    can be set.
  - When using Ootake with "Windows 98/Me", the problem that CD-ROM drive
    might not be able to be recognized was corrected.
    * Operation with "Windows 98/Me" is not tested.
  - Additionally, a detailed part has been improved and corrected.
  2008/04/01 1.42 released
  - Some overall processing speeds were sped up (The optimization option of
    the development compiler was changed). Especially, processing might have
    lightened in some measure on the personal computer environment with a not
    high spec.
  - It corresponded to software that had changed the width of each line of the
    screen display. In Chapter-4 of "Yami no Ketsuzoku", the message came to
    be displayed correctly.
  - Additionally, a detailed part has been improved and corrected.
  2008/04/05 1.43 released
  - "Screen->Show Overscan Area" menu was added. When the check is put on this
    menu, over scanning area (part not seen in edge usual TV of the
    cathode-ray tube almost) is displayed. I think that the person who was
    handling the monitor where the over scanning area is seen feels the
    atmosphere.
    * When the game is made, the over scanning area assumes the possibility of
      not seeing it. There is no problem even if it doesn't see it. Therefore,
      in some games, the noise image is displayed in the over scanning area.
    * The display can be switched by even pushing "F11" key. The switch of
      "TV Mode" changed to "F11" while pushing "Ctrl" key.
    * At "Setting->Screen->Start Overscan Customize" menu, the setting for the
      start is possible.
  - The processing speed and timing were elaborately brought close to a real
    machine. In "Metal Angel", the problem that the screen has blinked was
    solved.
  - In "Dragon Spirit", "Ys IV", "Youkai Douchuuki" and "Legend of Hero
    Tomma", even when the turbo-button(auto-fire) setting was set to "High
    Speed", the function became effective.
  - With the game for "PC Engine Mouse", the click operation can be done by
    even pushing "I" button and "II" button of the joypad (controller 1). And,
    a wrong reset operation was prevented when the wheel(SELECT&RUN) is
    operated.
  - In "Side Arms (Hu-Card)", the problem that some raster scrolls fell into
    disorder occasionally was solved.
  - Additionally, a detailed part has been improved and corrected.
  2008/04/12 1.44 released
  - Processing that decided the vertical display beginning position was
    brought close to a real machine. In "Strider Hiryu", the problem that the
    high-score display in the top of the screen is lacked was solved.
  - "Overscan Height 6dot" menu was added to "Screen->Overscan Customize"
    menu.
  - Additionally, a detailed part has been improved and corrected.
  2008/04/21 1.45 released
  - "Use Black Belt when Hide Overscan" menu was added to "Setting->Screen"
    menu. If this check is put, the size of Ootake-window can be maintained
    when the over scanning area is concealed ("F11" key or "Screen->Show
    Overscan Area" menu).
    * At "Start Overscan Customize" menu (above one), if it is set that the
      over scanning area is not displayed, this menu is invalid.
  - The access processing of CD-ROM was brought close to the movement of a
    real machine. In "GS Mikami", the problem that had stopped on a black
    screen occasionally was solved.
  - In the visual scene of "Nekketsu Legend Baseballer", the gap of the voice
    was corrected. (I was able to do the correction confirmation even to
    ending.) *The play installed by "CD-ROM->Install(CD speed-up)" menu is
    recommended (CD-ROM access is severe in this game).
  - Additionally, a detailed part has been improved and corrected.
  2008/04/25 1.46 released
  - The volume (listening-feeling) in the small volume part of the PSG sound
    was brought close to a real machine. The sound condition and harmony have
    approached a real machine. I think that I was able to improve the entire
    tone quality.
    Especially, a small-volume game as "Soldier Blade" and "Gunhed (
    Blazing Lazers)" obtained a big improvement.
  - In the visual scene of "Akumajou Dracula X", the problem that the top on
    the screen falls into disorder uncommonly was corrected. * The disorder is
    still seen when changing to the setting that displays the over scanning
    area. Therefore, the play switched to the setting that doesn't display the
    over scanning area ("F11" key. The setting can be maintained by "File->
    Set Resume" menu or the state saving.) is recommended.
  - Additionally, a detailed part has been improved and corrected.
  2008/05/02 1.47 released
  - CPU(HuC6280) processing part was sped up. I think that processing
    lightened in some measure of a personal computer environment so not fast.
  - The repetition processing of the CD-DA sound was brought close to a real
    machine. In the visual scene of "Arunamu no Kiba", the problem that had
    stopped at a pitch-dark screen occasionally (generated from a recent
    version) was solved.
  - In "Popful Mail", the weight of processing was reduced in some measure
    with PC not fast.
  - In the visual scene(one place) of "Nekketsu Legend Baseballer", the
    interrupted voice was corrected.
  - At Full-Screen mode, when setting it to the resolution of 1600x1200 or
    more, the bug to which the screen had not been correctly occasionally
    displayed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2008/05/02 1.48 released
  - v1.47 had a miserable bug. The bug of the CPU(HuC6280) emulation (In
    "Motoroader", the screen display falls into disorder, etc.) was corrected.
  2008/05/07 1.49 released
  + This will be an important talk for the future of "PC Engine(TG16)"
    emulator. Please read though it is my not good English Language.
  + "Ootake" is not satisfied with "the game was able to be started". 
    "The game can enjoy even ending" is a target. Therefore, Ootake sticks to
    detailed reproduction. Especially, it sticks to the reproduction of
    "Reactive speed of the Joypad".
  + Please do seriously and compare the Shooting & Action game by
    "MagicEngine(Charge)" and "Ootake(Free)". Perhaps, almost playing by
    "Ootake(the delay after the pad is operated is minimum)" will be able to
    take a high score. I think the difference of the operation feeling to be
    felt.
  + This greatly influences "Played happiness", too. Though it becomes 
    a severe opinion, it will not be able to enjoy the game enough by
    "MagicEngine(the delay from the pad operation to the reaction is large)".
    The delay also has danger of making it to the one to which even
    "Evaluation of the game" was mistaken. Therefore, "Ootake" is checked
    always severely "Whether it is possible to enjoy it by the sense similar
    to a real machine or not?". Because it is a respect of minimum to a past
    masterpiece "PC Engine(TG16)" game.
    About the delay measures of "Ootake"
     - http://www.ouma.jp/ootake/delay.html
  + There are no feelings that criticize "MagicEngine". I think that it did
    wonderful work. But, it greatly delayed the development of "PC Engine"
    emulator compared with other machine(NES,SNES,GENESIS,etc.) emulators.
    Because the monopolized (even the BAD ROM-image could be played)
    "MagicEngine" was "Source closed-door".
    Other machine(NES,SNES,GENESIS,etc.) emulators has developed greatly by an
    excellent source code and information on hot people.
  + Fortunately now, "Mednafen(Free)" and "Ootake(Free)" exist. Those
    reproduction level is higher than "MagicEngine". And, they keep disclosing
    the source and information.
    I feel that it is time when "MagicEngine" also discloses the source and
    information if "PC Engine(TG16) is loved. This is my selfish hope.
    Because the continuance of development can be handed over to young people
    who love retro game.
    "Even future generations keep telling an old masterpiece with perfect
    reproduction." I think that this is essence of the emulator.
  + Thank you for reading. Hereafter, they are update details of v1.49.
  - "Set Other SystemCard image" and "Play with Other SystemCard" were added
    to "CD-ROM" menu. "System card of an old version" can be set (It is
    possible up to two), and it can be started at once.
  - "Play with Backup-RAM Full" was added to "CD-ROM" menu. The state that the
    capacity of backup RAM becomes full is reproduced, and the warning screen
    of each game can be seen.
  - The processing part of ADPCM sound was brought close to a real machine. In
    "Urusei Yatsura", the warning voice full of the capacity of backup-RAM is
    sounded to the last minute.
  - When "Arunamu no Kiba" is started, the message of "Recommend Install" is
    displayed. ("CD-ROM->Install(CDspeed-up)" menu) Then, it is possible to
    play with stability.
  - Additionally, a detailed part has been improved and corrected.
  2008/05/14 1.50 released
  + Please let me do a little an important talk for the game field. It is
    continuation of the story (Input Delay(Lag) problem) written last time.
  + The delay influences people who do not feel the delay, too. Even if you
    cannot feel the delay, the difficulty of the game goes up certainly, and
    the pleasure of the game certainly falls. As a result, there might be a
    case that goes away from the game (Or, the played frequency decreases.
    Without recognizing the cause for myself).
  + "Golf game" is the most remarkable to feel the delay. Please play
    "Naxat Open"(the masterpiece golf game of "PC Engine") by full-screen(for
    easy to watch). And, watch the power meter(small circle) of the screen
    seriously when you swing. In the state, push the button of the pad when
    the power meter(small circle) came right above person's head. When playing
    with the display monitor where delay hardly exists, in "Ootake", the meter
    (small circle) stops at once if the button is pushed.
    But, in "MagicEngine(input-lag is large)", the meter(small circle) stops
    in the place that shifted to the right a little.
    If you do not push the button (do not shot) after this, this test can be
    repeated. Please try repeatedly. And, you must feel the difference of
    "Play Sense".
  + When you recognize the input-lag, if you push the button ahead of time, it
    becomes a temporary solution. However, you will not feel good feelings
    in the method. True interest of the action game is ruined.
    Though it is not desirable, the timing of the golf game can become
    accustomed. However, the timing of the baseball and tennis game becomes
    unnatural late. Because up, down, left, and right movement is necessary.
    Even the timing of other actions and shooting games is similar.
  + As a result, I strongly worry about the misunderstanding (difficult and
    not interesting for the delay) of the game.
    * Example of measures on emulator author side
      -> http://www.ouma.jp/ootake/delay.html
    * Measures on user side PC environment
      -> http://www.ouma.jp/ootake/delay-solution.html
  + Therefore, please read above-mentioned "Measures on user side PC
    environment", and make a good PC environment if possible. And, in
    "Ootake", enjoy playing "PC Engine(TG16)" games sincerely.
  + Thank you for reading. Hereafter, they are update details of v1.50.
  - "Show FPS" was added to "Info" menu. "Frame Rate (frames displayed per one
    second)" is displayed on the screen(left-bottom). When the personal
    computer is an enough speed, this keeps almost 60(occasional 59). When
    this frequently falls below 60, the processing speed of the personal
    computer is insufficient. In that case, please lighten the setting(
    FullScreen[F12] or "Volume->Light PSG" menu).
  - In the start demo of "Efera & Jiliora - The Emblem From Darkness", the bug
    that the voice had become interrupted (generated by v1.49) was corrected.
  - When source is compiled with gcc, the part that was not able to be
    compiled correctly according to the version of gcc was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2008/05/21 1.51 released
  - In the start demo of "Pop'n Magic", the problem that the screen has fallen
    into disorder was corrected. (Timing of CD-ROM access processing)
  - At the display of frame-rate with "Info->Show FPS" menu, the bug that had
    not been occasionally displayed by the environment was corrected.
  - In the continue-screen of "Paranoia(Psychosis)", the problem that some
    characters had shaken was corrected. (Correction of timing)
  - Additionally, a detailed part has been improved and corrected.
  2008/05/23 1.52 released
  - When using Ootake with "Non-Scanlined" screen-setting, at the display of
    frame-rate with "Info->Show FPS" menu, the bug that had not been
    occasionally displayed by the environment was corrected.
  - When switching to the FullScreen mode, the refresh rate of display
    switches to "60Hz" by the automatic operation. (*In Windows98/Me, it is
    not possible to switch by the automatic operation.)
  2008/05/28 1.53 released
  - The operation of "Memory Base 128" and "Mr.Save." (Preservation device put
    on the market in Japan)" was brought close to a real machine. In "Nobunaga
    no Yabou series", "Sangokushi III", "Genchouhishi", "THE ATLAS", and "Shin
    Megami Tensei", it is possible to Load&Save normally. (This information
    was received from Mr.tori. Very thanks.)
    *If it doesn't operate well, please use "File->Open mb128 Folder" menu.
     And, delete the old MB128 saving file.
  - The I/O processing of PCE(TG16) controller(pad) was brought close to a
    real machine. In "Shin Megami Tensei", when you remove "Memory Base 128"(
    "Input->MB128" menu), the usual backup RAM saving can be done.
  - With "Windows Vista" or selected "Use System Memory"("Setting->Screen"
    menu), the problem that the font of the message(left-top) is not read
    easily was corrected.
  - "Use System Memory Only Window" was added to "Setting->Screen" menu. With
    "Use System Memory" at full-screen mode, V-Sync might not work. Use it at
    such time.
  - Additionally, a detailed part has been improved and corrected.
  2008/07/31 1.54 released
  - "Auto Check Set Resume" menu was added to "File" menu. If the check is put
    there, when each game is started, the resume-function("File->Set Resume"
    menu) becomes effective automatically.
  - The speed and timing were brought close to a real machine more. In "Eiyuu
    Sangokushi", the problem that the surface of the screen fell into disorder
    occasionally was solved. I think that the operation timing improved in
    other games, too.
  - The access timing of CD-ROM was brought close to a real machine more. In
    the opening demo of "Ys4", the problem that the noise of the horizontal
    line was uncommonly occasionally displayed was solved.
  - Additionally, a detailed part has been improved and corrected.
  2008/08/19 1.55 released
  - In "Tengai Makyou - Fuuun Kabuki Den", the problem that ADPCM voice became
    interrupted occasionally (generated from v1.49, processing that plays
    ADPCM) was corrected.
  - The speed and timing were brought close to a real machine more. In "21emon
    Mezase Hoteru Ou", the problem that the message window flickered
    occasionally (generated by a recent version) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2008/09/23 1.56 released
  - "Configure Save&Load Button" menu was added to "File" menu. The key(
    button) of "SaveState & LoadState" can be set. Please use this menu when
    you want to use the [S][L]key(default) because of other operations, too.
  - In "Rayxanber II", when the speed setting of TurboButton(AutoFire) is
    "High", the problem that the button was not occasionally accepted was
    solved.
  - In the domo of "Uchuu Senkan Yamato", when fast CD-ROM drive is used the
    problem that the voice became interrupted occasionally was solved.
  - When the check of "Fast CD"("Speed" menu) is removed, the speed of the
    CD-ROM access is brought close at the speed of a real machine.
  - Additionally, a detailed part has been improved and corrected.
  2008/10/28 1.57 released
  - The interrupt processing of the CD-ROM access was brought close to the
    movement of a real machine. In "Mahjong Lemon Angel", the bug sometimes
    freezed (generated from v1.37) was solved.
  - The timing of the raster interrupt processing was brought close to the
    movement of a real machine.
    In the battle scene of "Tengai Makyou II", the problem that the background
    had shaken (generated from recent version) was solved.
    In the battle scene of "Dragon Slayer - The Legend of Heroes", the problem
    that the message window had shaken was solved.
    In "Ramma 1/2 Toraware no Hanayome", the problem that the upper part of
    the message window has blinked was solved.
    I think that other games for the operation of the raster interrupt (line
    scroll) also approached a real machine.
  - In the game start of "Super Darius", when a fast CD drive is used, the
    problem that the introduction music became interrupted occasionally was
    solved.
  - In the stage clear of "Don Doko Don", the problem that the scroll part
    under the screen has fallen into disorder by one line was solved.
  - At the customizing setting of full-screen mode ("Screen"->"FullScreen
    Customize" menu), when setting it to a special resolution, in the settings
    other than "Non-Stretch", the bug to which the screen had not been
    occasionally displayed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2008/11/01 1.58 released
  - The timing of the raster interrupt processing was brought close to the
    movement of a real machine. At Ootake-v1.57, in "Dungeon Explorer", the
    problem that the status display had shaken was corrected.
  - In "Uchuu Senkan Yamato" and "Brandish", the bug that ADPCM-voice became
    interrupted occasionally (generated by v1.57) was corrected. Moreover, in
    "Uchuu Senkan Yamato", the voice was matched to the operation timing of
    the image.
  - When the CD-Install("CD-ROM"->"Install" menu) is used, the bug that the
    noise was sometimes occasionally recorded in ADPCM-voice was corrected.
  - "The message display time of the SaveState & LoadState" was shortened a
    little than a usual message.
  - Additionally, a detailed part has been improved and corrected.
  2008/11/21 1.59 released
  - The processing of the LFO function of a built-in sound was brought close
    to a real machine. In "Hanii In The Sky", "Flash Hiders", "Forgotten
    Worlds", and "Juuouki", etc., the effect sound has approached a real
    machine.
  - The CPU(HuC6280) processing part was sped up a little. I think that
    processing lightened in some measure with the not fast personal computer.
  - The access timing of CD-ROM was brought close to a real machine more. In
    the continue screen of "Dragon Slayer - The Legend of Heroes", when you
    use fast CD-ROM drive, the problem that had stopped occasionally was
    solved.
  - The timing of the raster interrupt processing was brought close to the
    movement of a real machine. In the third stage of "Daimakaimura", the
    bug that the line had flickered (generated from recent version) was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2008/11/23 1.60 released
  - The processing of the LFO function of a built-in sound was brought close
    to a real machine more. In "Hanii In The Sky (Opening BGM)", "Flash 
    Hiders", "Forgotten Worlds", and "Juuouki", etc., the effect sound became
    the almost same with a real machine.
  - The timing of the raster interrupt processing was brought close to the
    movement of a real machine. In "Pac Land", the problem that the status
    display shook (generated by v1.59) was corrected.
  - In "Hana Tahka Daka", when the TurboButton(Auto Fire)-setting was made
    "High-speed", it became effective.
  - Additionally, a detailed part has been improved and corrected.
  2008/12/14 1.61 released
  - CPU processing part and the video chip processing part were considerably
    sped up. I think that processing lightened in some measure with the not
    fast personal computer.
  - "Volume10-100" was added to the "Volume" menu. The volume can be adjusted
    in detail. It is possible to adjust it quickly also with [PageUp] and
    [PageDown]key of the keyboard. Use the resume ("File->Set Resume" menu),
    and the best volume at each game can be set.
    * This menu changes the volume of other Windows Software using it now (
      software that uses the volume of WAVE like the movie player etc.).
      It is a specification to make the best use of the tone quality of Ootake
      to its maximum. It automatically returns to former volume when Ootake is
      closed.
  - CPU-Speed(HuC6280) setting part of the "Speed" menu has been improved. Set
    the speed often used or the limit speed in the personal computer, and the
    CPU-Speed can be quickly switched with the [Delete] key. The speed of the
    video can be quickly changed with [Home] and [End] key.
    * As a result, the arrangement of the shortcut key of the speed adjustment
      changed. Please see the right side of the menu or the manual about new
      arrangement. The key that returns everything to a normal speed is
      [BackSpace] key. 
  - A temporary volume adjustment function of the previous version (old
    "Volume" menu) became "Temporary Volume" menu. Tone quality falls when
    lowering the volume by this menu.
  - The timing of the interrupt processing of CPU was brought close to the
    movement of a real machine. In "Jack Nicklaus' Golf", the problem that the
    left side of the screen sometimes falls into disorder was solved at the
    shot.
  - The speed and timing were brought close to a real machine more. In the
    title screen of "SORCERIAN", the problem that the screen falls into
    disorder by one frame was solved. In the KEN stage start of "Street
    Fighter 2 dash", the problem that the screen falls into disorder by one
    frame was solved. In the shopping screen of "ORDYNE", the problem that the
    screen falls into disorder by one frame was solved.
  - The access timing of Backup-RAM was brought close to the movement of a
    real machine. In the high-score screen of "DARIUS Plus" and the loading
    screen of "Lady Sword", how of the screen for disorder has approached a
    real machine.
  - The timing of the raster interrupt processing was brought close to a real
    machine. In the start of "After Burner 2", the problem that the lower side
    of smoke fell into disorder occasionally (generated by v1.60) was solved.
  - The processing of ADPCM voice was brought close to a real machine. In
    "Jack Nicklaus' World Golf Tour (CD-ROM)", the problem that Nicklaus's
    explanation voice had become interrupted on the way was solved.
  - In "Mugen Senshi Valis", when a fast CD-ROM drive is used, the problem
    that had stopped when starting occasionally was solved.
  - The processing of the LFO function of a built-in sound was brought close
    to a real machine. In "Drop Rock Hora Hora", the bug with an amusing tone
    (generated from v1.59) was corrected.
  - The message display when the state save and load was simplified.
  - "2dot" and "1dot" was added to the "Show Overscan Area" menu.
  - Additionally, a detailed part has been improved and corrected.
  2008/12/19 1.62 released
  - The CD-ROM access processing was brought close to the movement of a real
    machine. "Seiya Monogatari" came to operate.
  - The Read processing of the video chip was brought close to a real machine.
    "Startling Odyssey II" came to operate. And in the 4th stage of "Mizubaku
    Daibouken", the orbit of the rock became it as well as a real machine.
  - The timing of the timer interrupt processing was brought close to the
    movement of a real machine. I think that it approached a real machine by
    the tone and the tempo etc. of a built-in sound.
  - When the CD-ROM game is played, the memory access processing is sped up
    a little.
  - The bug of the collision judgment processing of sprite was corrected.
  - The speed and timing were brought close to a real machine more. In
    "Neutopia 2", the problem that the upper part of the screen has fallen
    into disorder (generated by v1.61) was solved.
  - The timing of the interrupt processing of CPU was brought close to the
    movement of a real machine. In "ROCK-ON", the problem that the bullet was
    not displayed (generated by v1.61) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2008/12/27 1.63 released
  - MUTE of the volume is able to be done with [F8]key. And, it returns normal
    again to push [F8]key. * Therefore, the shortcut key of "Play Record"
    function became [F6]key.
  - The timing of interrupt processing was brought close to the movement of a 
    real machine. In "DE-JA", the problem with disorder when the screen
    drawing was solved. (Disorder still remains. However, it is the same as a
    real machine, too.) * And, the state saving file name was changed to
    "DE-JA". Please rename it when you load the saving data before of this
    game.
  - The speed and timing were brought close to a real machine more. In "The
    Ninja Warriors", the problem (generated from recent version) that had been
    uncommonly occasionally freezed was solved. In "Silent Debuggers", the
    problem that the injury of making to the screen happens (generated from
    recent version) was solved.
  - The timing of the raster interrupt processing was brought close to a real
    machine. In "Power Gate", the problem that it fell into disorder by one
    line on the screen occasionally (generated from recent version) was
    solved.
  - Additionally, a detailed part has been improved and corrected.
  + Timing at operation speed is difficult. Unsuitable in another game often
    happens though it is suitable for one game. However, through time, I think
    that it considerably approached a real machine. Thank you for associating
    this year. A good year!
  2009/01/02 1.64 released
  + A happy new year 2009. Be a good year for you!
  - The Read processing of the video chip was brought close to a real machine.
    In "Ys4", the problem that it freezed and the sound had stopped (generated
    from v1.61) was solved.
  - The timing of interrupt processing was brought close to the movement of a 
    real machine. In the start demo of "Farjias no Jakoutei", the problem that
    the screen has fallen into disorder (generated by v1.63) was solved.
  - The speed and timing were brought close to a real machine more. In the
    opening demo of "Necros no Yousai", it became the same movement as a real
    machine.
  - When state is loaded, when the over scanning display setting is different,
    the bug to which the screen had not been correctly occasionally displayed
    was corrected.
  - When there is a record file that has already been recorded at the
    recording, overwrite is confirmed.
  - Additionally, a detailed part has been improved and corrected.
  2009/01/09 1.65 released
  - The collision judgment processing of sprite was brought close to a real
    machine. In "Zero 4 Champ II", the game of delivering came to operate
    correctly.
  - Processing that played the CD-DA sound source was brought close to a real
    machine. In the ending of "Farjias no Jakoutei", the problem of stopping
    was solved.
  - The timing of interrupt processing was brought close to the movement of a
    real machine. In "Cadash", the problem that the screen has fallen into
    disorder (generated from recent version) was solved. In the start demo of
    "Asuka 120%", the problem that the screen has fallen into disorder (
    generated by v1.64) was solved. In the club selection of "Power Golf 2",
    the problem of stopping was solved.
  - In the demo after on power supply of "Power Golf", overlapping the score
    display became correct.
  - When "Power Golf 2" is started, the mouse is automatically connected. And,
    the saving file name was changed to "Power Golf 2 - Golfer (J)". Please
    change by hand power when you read old data.
  - BG and sprite display processing parts were sped up a little.
  - Additionally, a detailed part has been improved and corrected.
  2009/01/10 1.66 released
  - Processing that played the CD-DA sound source was brought close to a real
    machine. In "Mugen Senshi Valis", at combat against boss, the problem of
    stopping (generated by v1.65) was solved.
  - The timing of interrupt processing was brought close to the movement of a
    real machine. In the demo of "Metal Angel", the problem that the noise of
    one line was occasionally recorded on the screen (generated by v1.65) was
    solved.
  2009/01/16 1.67 released
  - Processing that played the CD-DA sound source was brought close to a real
    machine. In the 3rd stage of "Super Darius", the problem that the boss had
    not appeared (generated from v1.65) was solved.
  - The display processing of the video chip was brought close to the movement
    of a real machine. In "Super Darius", the problem that sprite is not
    displayed in one line under the score display was solved.
  - In "CD Player (built-in System Card)", the bug that the last one track was
    not occasionally played was corrected.
  - When the CD-DA sound is played, the bug with the possibility of freezing
    it by the PC environment was corrected.
  - When "Screen->FullScreen Customize->FullScreen Resolution Auto Change"
    menu is used, the bug that the game of 336 dot mode had not been correctly
    occasionally judged was corrected. And, when 640x480 was set to
    "Resolution<1>", the bug that it was not able to be used was corrected.
  - In the personal computer environment that V-Sync cannot do, the tempo at
    the game speed is stabilized more.
  - When the resume function is used in the CD game, the CD game name is
    displayed, too.
  - The speed and timing were brought close to a real machine more.
  - Additionally, a detailed part has been improved and corrected.
  2009/01/20 1.68 released
  - At starting, when the game that set the resume ("File->Set Resume" menu)
    was opened, the bug that the resumed setting was not reflected in the
    display of the menu (generated by 1.67) was corrected.
  - The speed and timing were brought close to a real machine more. In the
    battle scene of "Farjias no Jakoutei", the problem that the screen falls
    into disorder by one frame (generated from v1.61) was solved.
  2009/01/23 1.69 released
  - At starting, when the game that set the resume ("File->Set Resume" menu)
    was opened, the bug that the setting of the "Vertical Stretched" of screen
    mode was not reflected (generated from v1.67) was corrected. 
  - The timing of operation was brought close to a real machine more. In the
    start of "Cosmic Fantasy 4 Totsunyuu hen", the problem that the screen
    stops (generated from v1.63) was solved.
  - Additionally, a detailed part has been improved and corrected.
  + The next upgrade has a big change point in the program. Therefore, I wish
    that this becomes a current stability version. (I am testing the next
    version of Ootake now.)
  + I have an important news for the person who compiles(builds) the attached
    source file and is using it. It is a switch of my development environment
    for "Windows Vista"(and the later windows version).
    I will use "Visual C++(Visual Studio)" from the next version (schedule).
    Therefore, the appended source code becomes it for "Visual C++", too. It
    is likely to be able to compile even in the environment before (MinGW,
    gcc) by a little correction. However, "Visual C++ Express" is being
    distributed free of charge by Microsoft Corporation now. I think that it
    compiles easily when it is used.
  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.
  2009/02/01 2.01 released
  - In the personal computer environment without the runtime component of
    "Visual C++ 2008", it operated. (Other content doesn't have the change
    from v2.00.)
  2009/02/02 2.02 released
  - In "Windows Vista", the bug that V-Sync(Processing because of do not flash
    screen) was not effective occasionally was corrected.
    And, "Vista Use Auto-V-Sync" was added to "Setting->Screen" menu. Use it
    with the check put on this usually. If you use "Basic Design desktop (old
    desktop)", remove this check. Then, V-Sync is effective.
  2009/02/05 2.03 released
  - The stability of the CD-ROM access processing by the difference of the
    personal computer environment has been improved.
  - The volume balance of CD-DA, a built-in sound, and ADPCM sound was brought
    close to a real machine more.
  - The volume distribution in a built-in sound source was brought close to a
    real machine. In the start of "Blood Gear", the buzzer sound approached
    the atmosphere of a real machine. I think other games to have approached a
    real machine, too.
  - The speed and timing were brought close to a real machine. In "Aoi Blink",
    the problem that one line of the upper part of the status screen has
    fallen into disorder (generated from a recent version) was solved.
  - The bug of the CD-ROM access wait processing was corrected. In the
    conclusion of "Fighting Street" by time up, the problem that the voice
    announcement of the victor was not occasionally done (generated by a
    recent version) was solved.
  - The display processing part of sprite was sped up.
  - Additionally, a detailed part has been improved and corrected.
  2009/02/11 2.04 released
  - The problem with the possibility of stopping uncommonly when CD-ROM was
    accessed by the personal computer environment was corrected.
  - When "Direct3D" is used, if the Net Surfin' etc. are done while sounding
    BGM such as the games and hes with Ootake, the problem that the noise
    occasionally entered BGM was solved.
  - "Priority High" and "Priority Low" were added to "Setting" menu. if you
    want to give priority to other background Windows applications, select
    "Low". "High" to which BGM doesn't fall into disorder easily and operation
    is steady is recommended usually.
  - The CD-ROM of latter lot of "3x3 Eyes - Sanjiyan Hensei" came to be
    recognized.
  - The speed and timing were brought close to a real machine. At stage
    starting of Vega of "Street Fighter II'", the problem that one frame
    screen occasionally fell into disorder was solved. In "Janshin Densetsu",
    the problem that the status screen fell into disorder occasionally was
    solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/02/19 2.05 released
  - By some PC environment, when "Load State" or "CD access" was done in the
    CD-ROM game, the bug that Ootake occasionally closed because of the error
    was corrected.
  - The timing of the CD-ROM access processing was brought close to a real
    machine. In "Uchuu Senkan Yamato" and "Ys IV", etc., I think that I
    approached a real machine by the timing of the image and the voice
    generation.
  - The speed and timing were brought close to a real machine. In
    "Horror Story", the problem that the boundary of the raster-scroll has
    fallen into disorder was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/02/23 2.06 released
  - At use with fast CD-ROM drive environment (virtual drive etc.), when
    CD-ROM is accessed, the bug to which reading was not done uncommonly
    correctly was corrected.
  - When the check on "Speed->Fast CD" menu is removed, the music track access
    speed has approached at the speed of a real machine more.
  - "Sprite Layer" and "BG Layer" were added to "CPU" menu. Sprite and BG can
    be non-displayed. (This is a function for soft development.)
  - The speed and timing were brought close to a real machine. In
    "Chou Aniki", the problem that the boundary of the raster-scroll has
    fallen into disorder (generated by v2.05) was solved.
  - In "Chou Aniki", when a fast CD-ROM drive is used, the problem that the
    title screen occasionally fell into disorder by one frame was solved.
  - Additionally, a detailed part has been improved and corrected.
  + 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.
    http://www.ouma.jp/file/Ootake206-for98.zip
  2009/03/07 2.07 released
  - In the game where 99 numbers of tracks of CD-ROM exist ("Cosmic Fantasy"
    and "Sol Moonarge"), the bug that the CD-DA sound was not played (
    generated from v2.00) was corrected.
  - When "Juuouki (J) (CD-ROM version)" is started, the system card of "Other
    SystemCard 1" is used. * "Juuouki (J)" operates correctly only with the
    system card of an old version(v1.0-v2.1). Moreover, "Juuouki (J)" of an
    initial lot operates only with the system card of v1.0(oldest).
  - The speed and timing were elaborately brought close to a real machine. In
    "World Studium '91", the problem that the screen falls into disorder by
    one frame after the foul ball was solved. In "TAITO Chase HQ", the problem
    that the title screen has fallen into disorder by one frame (generated by
    a recent version) was solved. In "3x3 Eyes - Sanjiyan Hensei", the
    pronunciation timing of the image and the sound has approached real
    machine more.
  - Additionally, a detailed part has been improved and corrected.
  2009/03/22 2.08 released
  - Sound processing of DirectX (DirectSound) is done by corresponding
    DirectX8.0 (same as Ootake v1.xx). As a result, the sound of the high
    pitched has improved (it is likely to depend on the favor). And, it became
    feeling near a real machine.
  - Processing related to the video chip has been improved. In "ROCK ON", the
    problem that the screen occasionally fell into disorder was solved.
  - In "Bazaar de Gozahru no Game de Gozahru", the remote control operation in
    the game came to be effective.
  - The processing of the vertical display beginning position decision has
    been improved. In "Bazaar de Gozahru no Game de Gozahru" and "Strider
    Hiryuu", etc., the problem that one uppermost line in screen has fallen
    into disorder was solved.
  - The speed and timing were elaborately brought close to a real machine. At
    stage start of "Pac Land", the problem that the screen has fallen into
    disorder by one frame was solved. In "Mizubaku Daibouken", the screen when
    the thunder item was taken became it as well as a real machine.
  - Additionally, a detailed part has been improved and corrected.
  2009/03/28 2.09 released
  - "HighQuality" button was added to the options menu (Option button after
    started). Please use it when you want to make it to "High setting of
    quality from default" easily. Processing becomes heavy a little.
  - The speed and timing were elaborately brought close to a real machine. In
    "Star Breaker", the problem that had been freezed (generated from v1.62)
    was solved. In the third stage boss of "Mizubaku Daibouken", the problem
    that the lower side of the remainder life display had flickered (generated
    by a recent version) was solved. I think a lot of other software to have
    approached the movement of a real machine (especially, timing of picture of
    the visual scene and the sound).
  - Additionally, a detailed part has been improved and corrected.
  2009/04/11 2.10 released
  - The speed and timing were elaborately brought close to a real machine. In
    "Cyber Dodge", the problem that the screen occasionally took the shape
    when beginning to play a game (generated by a recent version) was solved.
    In the Level-8 stage of "Prince of Persia", the problem that the upper
    part of the screen has fallen into disorder was solved. In the start demo
    of "Private Idol", the problem that the upper part of the screen
    occasionally flickered was solved.
  - Processing that decided the horizontal display beginning position was
    corrected. In "Dragon Knight & Graffiti", when changing to the setting
    that displays a right and left over scanning area, the problem that the
    display had swerved to the right a little was solved.
  - In the title screen of "Princess Maker 2", after the start demo, the
    problem that an extra semicircle display had remained was solved.
  - At the window mode, in the game that automatically connects the mouse (
    "Lemmings" etc.), when the F1 key is pushed (reset function), the trouble
    to which the game screen area had occasionally flickered was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/04/26 2.11 released
  - The number of "Numbered Save State" has been increased to 50 places.
    Save from #21 to #50 is possible by "File->Save State another II" menu.
    And, "File->Load State another II" menu was added for loading.
  - The operation when the CD-Read made an error was brought close to a real
    machine. In the ACT4 of "Valis IV", the problem that the voice was not
    occasionally correctly played was solved.
  - The processing of the vertical display beginning position decision has
    been improved. In "Popful Mail", the problem that one surface line of the
    screen has disappeared (generated from v2.08) was solved.
  - The speed and timing were elaborately brought close to a real machine. In
    "Uchuu Senkan Yamato" and "Ys IV", etc., I think that I approached a real
    machine by the timing of the image and the voice generation.
  - Additionally, a detailed part has been improved and corrected.
  2009/05/31 2.12 released
  - "Output Screenshot" was added to the "File" menu. The Screenshot in the
    game can be preserved. It is possible to execute it with the [PrintScreen]
    key, too. Moreover, the setting menu of the Screenshot was added.
  - When WAV output menu ("File->Output WAV File") was executed, the bug where
    the possibility that the error goes out existed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/06/06 2.13 released
  - The drawing processing part was sped up. I think that processing lightened
    in some measure in a not fast personal computer environment. 
  - "Save to [screenshot] Folder" was added to "File->Setting of Screenshot"
    menu. When this is selected (default), the screenshot is preserved without
    putting out the save dialog.
  - "Size Non-Stretched (x1)" was added to "File->Setting of Screenshot" menu.
    Use it if you want to preserve non-stretch image.
  - The setting of the drawing effect was added to "File->Setting of
    Screenshot" menu. When the screenshot is preserved, it is possible to
    preserve it by a drawing effect different while playing.
  - Additionally, a detailed part has been improved and corrected.
  2009/06/16 2.14 released
  - It corresponded to special horizontal display beginning position. In the
    start demo of "Final Blaster", the position where the screen was displayed
    became it as well as a real machine.
  - In the game with special vertical display beginning position ("Final
    Blaster"), the bug that error had occasionally gone out was corrected.
  - The bug of "Window Mode & Non-Stretched mode" of the "Screen" menu was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  + I pray legend pro-wrestler "Misawa Mitsuharu" soul may rest in peace.
    He never compromised absolutely. He was a really strong pro-wrestler.
  2009/06/30 2.15 released
  - The pad operation record function ("File->Start Recording" menu) was made
    "For two players", "For turbo(auto-fire) exclusive button", and "For six
    button pad". * In CD-ROM Game, when there is an access to CD-ROM while
    recording, the gap is caused at playing the record (Because the timing of
    the CD access differs every time at each play). Please use it within the
    range where the CD access doesn't happen. I want to improve it in the
    future.
  - "Start Recording another" was added to "File" menu. Two or more play
    records are possible. "Reproduction" is done by "Play Record another"
    menu. Moreover, "Move" menu for the data movement was added.
  - The timing of operation was brought close to a real machine. In "Wizardry 
    I&II" and "Wizardry III&IV", the problem that the screen has fallen into
    disorder (generated from v1.63) was solved.
  - The processing part of ADPCM voice was brought close to the movement of a
    real machine. In "Langrisser", the problem that the voice occasionally
    fell into disorder while combatting (generated from v1.40) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/07/17 2.16 released
  - The processing part of ADPCM voice was brought close to the movement of a
    real machine. In "Seisenshi Denshou - Jantaku No Kishi -", the problem
    that the voice had become interrupted (generated from v2.15) was solved,
    and it has approached the utterance of a real machine.
  - In the opening demo of "GALAXY Deka GAYVAN", the problem that the telop
    display has fallen into disorder was solved.
  - The operation timing was brought close to a real machine. In
    "Moto Roader", the problem that the screen occasionally shook ultra
    uncommonly was solved.
  - When the setting of "Volume" menu is "Use Windows Default", it was
    corrected that the volume was not restored when Ootake ended.
  - Additionally, a detailed part has been improved and corrected.
  2009/09/27 2.17 released
  - The play processing of the sound is corrected and has been improved. I
    think that tone quality improved (chiefly CDDA and ADPCM sound source)
    though it is likely to depend on the environment.
  - The balance of the volume was straightened again.
  - The speed and timing were brought close to the movement of a real machine.
    In "Puzzle Boy", when the course was cleared, the problem that the staff
    roll display is not correctly displayed was solved.
  - When "Dungeon Explorer II" is started, a part of CD access timing is
    brought close to a real machine (a little slow). The problem that the
    screen occasionally fell into disorder in the visual scene was solved.
    And, the gap of the sound was solved. *In this game, the CD installation (
    "CDROM->Install" menu) is recommended for the stability operation.
  - 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. *The save file name of this game was changed from
    "Nemurenumori no ..." to "Nemurenuyoru no ...". Please rename an old save
    file.
  - When "Magicoal" is started, "Memory Base 128 (MB128)" was automatically
    removed. As a result, it came to be able to do "Save and Load" normally.
  - In "Psychic Storm", if a fast CD-drive was used, the problem that the
    screen occasionally fell into disorder momentarily when the stage began
    was solved.
  - When using it in "Windows Vista" environment, the amount of default of the
    audio buffer has been increased a little. If the delay of the sound is
    anxious, please reduce the buffer manually ("Setting->Audio" menu).
  - Additionally, a detailed part has been improved and corrected.
  2009/09/30 2.18 released
  - In "Dragon Slayer Eiyuu Densetsu", the bug that rhythm of the drum(ADPCM)
    was not steady (generated by v2.17) was corrected.
  - The stability of the sound processing has been improved.
  2009/10/03 2.19 released
  - When using it with the personal computer of the video chip (video card) is
    "Old ATI Radeon series (Less than Radeon 9500)", it become set to be able
    to do a correct display by the automatic operation at the first start.
   * With other old video chips, if the screen is not correctly displayed,
     please select "Setting->Direct3D->TV Use NONE" menu. Or, however when it
     is useless, please select "Setting->Direct Draw" menu. Ootake today
     lightened considerably. If the full-screen mode etc. are used, even a
     considerably old personal computer might be able to use it comfortably.
  - The play balance of a built-in sound source was straightened. As a result,
    tone quality has improved.
  - The volume balance of PSG(wave memory sound) and CDDA and ADPCM has been
    adjusted again.
  - The speed and timing were brought close to the movement of a real machine.
    In "OutRun", problem that description of road has fallen into disorder (
    generated from v2.17), in opening demo of "Soldier Blade", problem of
    falling into disorder by one frame (generated from v2.17), in
    "Zero4 Champ", problem that display of race screen has fallen into
    disorder (generated from v2.17), and in "Side Arms", problem that line
    under score display occasionally flickered was solved.
  - In opening demo of "Ys IV" (Scene that walks in port), the CD access
    timing was matched. As a result, the problem that the disorder of one line
    in side goes out uncommonly was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/11/03 2.20 released
  - It corresponded to "Windows 7". It operates also on 64bit version Windows 
    (as 32bit application).
  - V-Sync (synchronization of drawing and operation) can be done when the
    refresh rate of the display is even 59Hz, and 61Hz(value on Windows).
  - With 64bit version Windows, the problem that the save folder open menu(
    "File->Open Save Folder" etc.) was not able to be used was corrected.
  - "Buffer2176" was added to "Setting->Audio" menu. (for fine-tuning)
  - When "Dungeon Explorer II (U)"(English version) is started, the CD access
    timing was brought close to a real machine as well as a Japanese version.
  - The timer interrupt processing has been improved. In "Shin Megami Tensei",
    the problem that the auto mapping display sometimes fell into disorder
    occasionally was reduced. (A similar phenomenon sometimes happens to a
    real machine, too.)
  - "Auto Reduce Bug (Shin Megami Tensei)" was added to "Setting->CPU" menu.
    When "Shin Megami Tensei" is started, the drawing bug problem(happens with
    a real machine similarly) is solved.
  - In the battle scene of "Shin Megami Tensei", the priority level of the
    screen display was done as well as a real machine.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "Double Dragon II" etc., the timing of the picture
    and the voice has approached a real machine.
  - When volume adjustment key (PageUp,PageDown) was left pushed, the problem
    that the key input occasionally collected by the PC environment was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/11/09 2.21 released
  - With Windows7/Vista, the problem that the drawing had been delayed of some
    frames was solved. As a result, I think that the reaction after the JoyPad
    is operated became it as well as WindowsXP.
    * This is a specification of Vista/7 that should scold (the delay of three
      frames is permitted). In game software for all WindowsXP(Direct3D),
      this delay happens. It is necessary to change the video card driver's
      setting to solve it. I brought the method together on the following
      site.
    http://www.ouma.jp/ootake/delay-win7vista.html
  - "Disable Aero (No Time-Lag, Recommend)" and "Use Aero (Time-Lag exists)"
    were added to "Screen" menu. The delay of the display seems to happen
    whenever the game for Direct3D is played on Windows7/Vista Aero(desktop
    that can be made transparent etc.).
    Because the delay spoils the interest of the action game and the shooting
    game, play by "Disable Aero" is strongly recommended.
    Moreover, it is possible to switch quickly with [Ctrl + F12] key.
  - When setting it to the size of the window "x4" (Or, full-screen 1280x1024
    or more), and, when "Setting->Screen->Special Scanlined" has been
    selected, the bug that the color of the screen was not correctly displayed
    was corrected.
  - With Windows7/Vista, the best processing method of V-Sync is distinguished
    by the automatic operation. As a result, "Win7/Vista Use Auto-V-Sync" of
    "Setting->Screen" menu became unnecessary.
  - When "Screen->FullScreen Customize->FullScreen Resolution Auto Change"
    menu is used (for chiefly 15kHz display), the bug not to be able to do
    resolution switch smoothly (generated from v0.96) was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/11/21 2.22 released
  + Last time, I talked about "Setting for the display delay not to be done
    with Windows7 and Vista". It has the supplementation. With also WindowsXP,
    it recommends the same setting. Because an extra delay can be evaded.
    This setting values an actual operation feeling more than the bench mark
    to enjoy playing a game sincerely.
    http://www.ouma.jp/ootake/delay-win7vista.html
  - When "Screen->Full Stretched" menu is selected, the effect of scanline
    becomes effective. * When "Screen->TV Mode" menu (It is possible to switch
    also with [Ctrl]+[F11]key) has been selected, the effect of the scanline
    becomes invalid as well as the situation to date (To maintain the image
    quality).
  - The timer interrupt processing has been improved. At the start of "TV
    Sports Basketball", the problem of freezing it (generated from v2.20) was
    solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/11/27 2.23 released
  - The speed and timing were brought close to the movement of a real machine.
    In "World Heros 2", the problem that the screen has fallen into disorder (
    generated from a recent version) was solved. In the battle scene of
    "Seiya Monogatari", the problem that the screen has fallen into disorder (
    generated from a recent version) was solved.
  - The switching process of the resolution (FullScreen and Window-size) was
    sped up a little. And, when the automatic resolution switch function of
    full-screen is used, the problem that the screen occasionally fell into
    disorder with an old video card etc. was solved.
    * The speed of the screen switch processing might be considerably
      different whether to use Direct3D or to use DirectDraw ("Setting->
      Screen" menu). Select to be suitable for your environment.
    * If the screen is not displayed by the Direct3D of an old personal
      computer environment, select "TV Use NONE" and "RGB Use NONE" by
      "Setting->Screen->Setting Direct3D" menu.
  - At the dialog that opens file, when "File type" column is switched, the
    bug that files had not been occasionally displayed (generated from v2.17)
    was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/12/29 2.24 released
  - "CD FullInstall" was added to "CD-ROM" menu. The all(data & audio) track
    of CD-ROM game is installed as a file in the hard disk drive. As a result,
    the access is sped up, and made tranquil.
  - "CD-ROM->Play Full Install" menu was added to "CD-ROM" menu. FullInstalled
    CD-Game by "CD-ROM->CD FullInstall" menu is started. As a result, there is
    no time when the CD board is replaced.
  * Please use "Image File(CUE+ISO+WAV)" carefully. Because distributing
    "Image File(CUE+ISO+WAV)" is illegal. Please avoid direct sunshine and
    moisture, and keep "Mastering CD-ROM" importantly.
  - "Play Installed CD" button (shortcut key 'P') was added to the start
    screen.
  - The version of installer (Inno Setup) was newly updated. When Windows of a
    Japanese environment is used, it displays it in Japanese. The size of the
    file has become small. Moreover, the installation with Windows7/Vista is
    smoothly done in more environments.
    * I think that I can do the multilingualization of the menu and the
      message of the main body of Ootake during next year (2010).
  - Processing of ADPCM played was brought close to the movement of a real
    machine. In "AYA", the problem that the voice occasionally became
    interrupted was solved.
  - The access processing part of the video chip has been improved. In
    "Princess Maker 2", when the rest command of the schedule was selected,
    the problem that the display has fallen into disorder (generated from
    v1.61) was solved.
  - When "Mirai Shounen Conan" is started, the speed of the CD access was
    slowed down at the real machine level. The problem that had occasionally
    stopped when the stage began was solved.
  - When it returns from full-screen to desktop, the problem that the window
    of other applications occasionally moved was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/12/31 2.25 released
  - The bug of processing related to the video chip in ver2.24 (superficial
    error) was corrected.
  + Thank you for associating this year. I wish to become a better even a
    little in 2010.
  2010/01/07 2.26 released
  (Please see "Readme.txt" about this continuation.)

  * 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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2006/10/07 0.71J
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2006/10/11 0.72J
PSGmCỶʁE𒲐AǂPC(Xs[J[)łՂ悤ɐ
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VRAMANZX@̓ɋ߂Â܂B("21G ߂ze"ŕ
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2006/10/16 0.73J
g`̉(̐Sn悳d)A@͋̕Cɋ߂Â܂
B
Filej["CD Change"ǉ܂BOotakeN܂܁ACD-ROMQ[
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NɑO"PowerSavingݒ"fĂȂsC܂B
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2006/10/20 0.74J
g`̏CǂA@͋̕Cɋ߂Â܂B
WCpbh̓ǂݎ菈(炭萫)܂B
p\RɂāAWCpbh̐ݒ肪łȂƂɑΏ
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2006/10/21 0.75J
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2006/10/22 0.76J
荞݊֘ȀCǂ܂B("ZM"̃NẢʂłPt[
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2006/10/27 0.77J
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2006/11/02 0.78J
CD-DÃtF[hAEg̎@ɋ߂Â܂B("C[XIII"ŕ
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2006/11/08 0.79J
荞݊֘Ȁ@ɋ߂Â܂B("GOUC"ŋHɃrWAV[
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CD-DAƓƂ̉ʃoX@ɋ߂Â܂B
2006/11/11 0.80J
CDANZXׂ̕yAȂCD-ROMhCu"CDANZXɓ
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荞݊֘Ȁ@ɋ߂Â܂B"~OX"삷悤ɂ
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2006/11/17 0.81J
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2006/11/24 0.82J
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2006/12/01 0.83J
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2006/12/03 0.84J
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2006/12/03 0.85J
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2006/12/08 0.86J
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2006/12/15 0.87J
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2006/12/22 0.88J
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2006/12/29 0.89J
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2007/01/02 0.90J
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2007/01/08 0.91J
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2007/01/12 0.92J
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2007/01/19 0.93J
CPU(HuC6280)炩(y)܂B
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2007/01/26 0.94J
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2007/02/02 0.95J
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2007/02/16 0.96J
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2007/02/23 0.97J
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2007/03/02 0.98J
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2007/03/31 0.99J
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2007/04/27 1.00J
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2007/04/29 1.01J
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2007/05/04 1.02J
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2007/05/11 1.03J
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2007/05/13 1.04J
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2007/05/18 1.05J
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2007/05/29 1.06J
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2007/06/02 1.07J
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2007/06/08 1.08J
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2007/06/15 1.09J
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2007/06/22 1.10J
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2007/06/29 1.11J
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2007/07/03 1.12J
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2007/07/06 1.13J
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2007/07/13 1.14J
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2007/07/20 1.15J
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2007/07/21 1.16J
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2007/07/23 1.17J
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2007/07/23 1.18J
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2007/07/27 1.19J
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2007/07/29 1.20J
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2007/08/03 1.21J
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2007/08/10 1.22J
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2007/08/13 1.23J
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2007/09/22 1.24J
"Screen"j["Full Stretched"ǉ܂B掿͗܂AtXN
[ɉʈt܂ŕ\͈͂L΂܂B"Full Stretched"ɐݒ肵
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2007/09/29 1.25J
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2007/10/06 1.26J
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2007/10/24 1.27J
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2007/11/22 1.28J
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2007/12/07 1.29J
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2007/12/14 1.30J
CPU(HuC6280)̏ABG`揈܂B܂葬Ȃ
p\RłA炩yȂƎv܂B
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2007/12/25 1.31J
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2007/12/28 1.32J
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2008/01/03 1.33J
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2008/01/13 1.34J
"Screen"j[ɁA"Window TopMost"ǉ܂BőOʕ\̗L
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2008/02/01 1.35J
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2008/02/03 1.36J
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2008/02/09 1.37J
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2008/02/15 1.38J
ADPCMpւ̃ANZXA@̓ɋ߂Â܂B
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2008/02/24 1.39J
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2008/03/01 1.40J
g`̃TvO̎GyAサ܂B
ADPCM̍ĐA@̓ɋ߂Â܂B
xƃ^C~OAOOɎ@ɋ߂Â܂B"\W[uCh"̂R
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2008/03/23 1.41J
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2008/04/01 1.42J
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2008/04/05 1.43J
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2008/04/12 1.44J
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2008/04/21 1.45J
"Setting->Screen"j[ɁA"Use Black Belt when Hide Overscan"ǉ܂
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2008/04/25 1.46J
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2008/05/02 1.47J
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2008/05/02 1.48J
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2008/05/07 1.49J
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2008/05/14 1.50J
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2008/05/21 1.51J
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2008/05/23 1.52J
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[ł̃t[[g̕\\ȂƂsC܂B
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2008/05/28 1.53J
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2008/07/31 1.54J
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2008/08/19 1.55J
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2008/09/23 1.56J
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2008/10/28 1.57J
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2008/11/01 1.58J
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2008/11/21 1.59J
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2009/05/31 2.12J
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2009/06/06 2.13J
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2009/06/16 2.14J
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2009/06/30 2.15J
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2009/07/17 2.16J
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2009/09/27 2.17J
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2009/09/30 2.18J
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2009/11/03 2.20J
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2009/11/09 2.21J
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2009/11/21 2.22J
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2009/11/27 2.23J
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2009/12/29 2.24J
"CD-ROM"j[ɁA"CD FullInstall"ǉ܂BygbN܂߂āA
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B
tXN[fXNgbvɖ߂ۂɁÃAvP[ṼEBhE
ړĂ܂Ƃ܂B
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2009/12/31 2.25J
v2.24ł̃rfI`bv֘A̕s(PAX~X)C܂B
Nt肪Ƃ܂B2010NłǂNł܂
ɁB
2010/01/07 2.26J
(ȍ~Readme.txt)

̓̕񍐁As񍐂Ȃ΁AL̉PAC͏oȂ
Ǝv܂B񍐂ĂFA{ɂ肪Ƃ܂B

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