2 --------------------------------------------------------------------------------
4 --------------------------------------------------------------------------------
7 * Added fullscreen toggle, using Alt-Enter by default.
8 * Added the ability to set modifiers on key bindings, using the prefixes
9 "shift-", "ctrl-", "alt-", and "meta-".
10 * When 'z' is pressed to stop emulation while running fullscreen, the screen
11 is toggled into windowed mode until emulation resumes. (assuming SDL
12 supports this on your platform)
13 * Fixed some buffer overflows in the rc parser.
14 - Fixed a minor bug in creating the .dgen directory framework upon first run.
15 * NASM is now required on x86 platforms.
16 - Fixed a possible problem in the configure script detecting NASM object
17 format on non-ELF platforms.
20 * Fixed save RAM problems with some games that did not properly switch save
21 RAM on/off, such as Shadowrun and Shining Force.
22 * Fixed SDL joystick code, thanks to Cameron Moore <cameron@unbeatenpath.net>.
23 * Fixed timing problems on FreeBSD and on very fast machines when playing with
24 sound. If you use FreeBSD, I suggest updating to the latest 4-STABLE
25 snapshot and rebuilding your kernel to get the best sound sync.
26 * Added OpenGL rendering mode, thanks to Andre Souza <asouza@olinux.com.br>.
27 See the '-G' option in the dgen(1) manpage or 'bool_opengl' in dgenrc(5)
28 in order to activate it.
29 * Added 'bool_fullscreen', 'int_scale', 'bool_opengl', 'int_opengl_width',
30 and 'int_opengl_height' dgenrc fields, in order to allow fullscreen,
31 scaling, and OpenGL preferences to be set permanently in dgenrc.
34 * Screenshot code added, courtesy of Allen Noe <psyclone42@geocities.com>.
35 The key_screenshot field in dgenrc sets the key that will make screenshots
36 happen. Its default is F12.
37 * MZ80 core updated to version 3.4. Sound in Aladdin and the Sonic games should
38 run at the correct speed now.
39 * Fixed a bug in the handling of handling saved state and RAM filenames, which
40 would result in saved state files being saved with a null filename.
41 - Added a '-s' switch, which will load the given saved state at startup.
42 * Added support for joystick through SDL for SDL 1.1.x.
43 - Fixed compilation problems with the gcc "2.96" on Redhat 7.x systems. Thanks
44 to Jeff Grady <jgrady@chimera.acm.jhu.edu>.
47 - Fixed a tiny problem that caused MMX to be improperly detected on some Linux
51 * DGen now uses autoconf/automake, so compiling DGen is now as easy as
52 './configure && make && make install'.
53 Because of this, though, you'll need to upgrade SDL to v1.0.1.
54 The new Autoconf scripts are still a bit experimental; if it seems broken
55 on your platform, try to fix it and send a patch.
56 - I rewrote and reorganized documentation to better fit the way Automake likes
58 * Manpages are now available, for dgen(1) and dgenrc(5).
59 * If the normal window size is too small for you, you can now scale the window
60 with the new -X and -Y options.
63 - $%&($! Nothing was working!
66 * Enormous speed increase, thanks to the hard work of John Stiles, who also
67 has put all interrupt bugs to rest, finally.
68 * DGen works in FreeBSD! The included Makefile.config.FreeBSD should work
69 without modifications. You need the GNU make and EGCS ports, though.
70 * Demo record/play! You can record a demo of yourself playing a game with the
71 '-d DEMONAME' switch, i.e. "dgen -d foo.demo my_rom.smd". Then play it back
72 later with "dgen -D foo.demo my_rom.smd". Also, no verifaction checks are
73 done on the demos, so you can feed it arbitrary files and see what happens,
77 * Save RAM implementation has been overhauled, so now games with overlapping
78 ROM and save RAM (like Phantasy Star IV and Sonic 3 + Knuckles) can save
79 games correctly. Many thanks to Steve Snake for helping me make this work
81 * Crude PAL mode support, give the '-P' option to use it. Doesn't work very
83 - I made some changes that should (hopefully) make DGen run properly on
84 big-endian platforms, but I don't have any way of testing it. If you have
85 a PowerPC, SPARC, or other big-endian system, give it a try and help me
86 iron out the wrinkles. :)
87 * Window is now emulated properly, so Herzog Zwei split-screen and other
88 little bugs should be fixed. Thanks again to Steve.
89 - A little bug that caused SDL to complain about not being able to
90 initialize sound, even if bool_sound was false in dgenrc, was fixed. This
91 should help all you folks without sound cards.
92 * Assembler tile rendering is now in place for the new raster effect engine.
93 A small but noticeable speed increase. :) [PKH]
94 * All the SDL-dependent stuff has been separated into the sdl/ directory,
95 and I wrote a little platform-dependent (pd) API so you can attach an
96 interface for your favorite Unix-like operating system and toolkit. :)
97 If you want to do a port to BeOS, MacOS X, QNX, etc. this should make your
98 life easier. I also hope to have raw Xlib and SVGAlib interfaces to replace
99 SDL, and thus require one less thing to download. :)
100 - Improved sound writing method, by Daniel Wislocki <wislocki@math.grin.edu>.
101 He says this improves flaky sound in 44kHz, and also fixes the problem of
102 the emulator being too fast. I have a very slow computer, so I have to take
104 - I also removed most of the messages dgen makes (except for errors), so that
105 it is quieter. If you liked having all those messages, tell me and I'll put