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02. August, 2002    Version 1.7

- linuzappz fixed a small issue with the Linux 'About' dialog

- Lewpy added a clean way to avoid troubles with the "Disable screen-
  savers" option in Win95/WinNT

- Lewpy  replaced the old line drawing stuff (which used simply
  thin quads) with nicer and faster native line functions

- Pete added an internal fix for FF9 mask bit issues (a few texts in
  animated mdecs were missing)

- Pete improved the dma write/read wrapping. Should be fine now.

- Pete removed the dmachain special game fixes with a good
  working 'bad dmachain' auto-detection. 

- Pete changed major parts in the dmachain handler. Games like
  'Monkey Hero' are working now without problems.


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29. May, 2002    Version 1.6

- linuzappz added a fast forward frame skipping. That will give
  a big speed boost on slow systems as well. I (Pete) have 
  added a selectable hotkey for enabling/disabling this skipping
  mode in Windows, and you can also use the gpu menu to activate
  it (in both the Windows and the Linux version). Please note:
  some games (like FF9) will really hate any kind of frame skipping,
  you will have to turn it off in that games.

- All other stuff in this release by Pete:

  * Fixed the "mdec polygons" in FF9
  * Added new coordinate checks, that will remove most weird
    polygon glitches (like the lights in MGS)
  * Extra code for fixing texture distortions on g-shaded rects
  * Redone all texture window functions, that will give a big
    speed boost in certain games (for example Jumping Flash)
  * Fixed the mask bit emulation for non-textured primitives 
    (Bloody Roar 2, Ace Combat 3)
  * Adjusted some other rendering stuff, Doom should rune fine
    now
  * A new special game fix for getting the Ranma 1/2 menus right
    (most likely caused by a corrupt dma chain)


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15. March, 2002    Version 1.5

- lu_zero was working on the SDL support (FPSE version only),
  he added optional SDL direct blit/direct stretch funcs to get
  more speed.
  He also made some Linux Makefile changes, to make compiling of
  all the different versions easier (well, some configure script
  will follow soon, I think ;) If you want/need to compile the Linux version
  yourself, just include the wanted mk file in the main Makefile (for 
  example "mk.x11" for the epsxe/pcsx version or "mk.fpse" for the 
  fpse/sdl version) and run a "make clean all" (or a "make clean release", 
  if you want to have a smaller stripped file).
 
- linuzappz added fullscreen DGA2 support for the Linux version. That
  will give a 30% speed increase in the fullscreen drawing, if your XServer
  supports the DGA2 mode (linuappz had to update his XServer to version
  4.2.0 to get it to work, and my aging 4.0.3 crashes hard with DGA2).
  To activate DGA2, you have to edit the mk.x11 files (in the "makes" directory),
  and set the switch "XF86DGA2" to "TRUE".

- Pete removed the "no sprite transparency" and "black poly" special
  game fixes (both were fixing some main emu bugs, but they are
  not longer needed), and added two new ones instead.. ;)
  1. a fix to increase the display size for Capcom 2D fighting games
      (without the fix the right side of the display will be missing some pixels)
  2. a Lunar1 fix. That one will kinda fix all the black screens in Lunar1
      (also a main emu bug... well, the game seems to play ok with that
      fix, an unwanted 'flashing' will appear when entering a house, but
      that's bearable, I think)
  Beside that special fixes Pete also squashed some real bugs, so 
  for example "The Mummy" and "T'ai Fu" will work now in the soft
  plugin, and some more additional memory checks will make a few 
  magical effects in FF9 and BOF4 appear.

- A few more additions (like the Linux xshm support from Vedran Rodic)
  are not included in 1.5 (lack of time for testing, sorry), but hey,
  there will be always a 1.6... and I know that some die-hard Lunar1 fans
  couldn't wait anymore :)


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12. January, 2002    Version 1.4

- lu_zero and linuzappz were working on the Linux config
  windows, now the dialogs should work fine in
  FPSE-Linux, and in pcsx-Linux as well.

- Pete fixed a BAD bug in the linux version, which caused
  garbage screens in certain games (for example Grandia or 
  Star Ocean2), if stretching was enabled.

- Pete also removed unneeded screen clearing, if a game was 
  doing horizontal centering. That will speed up the windows
  version, and fixes screen flickering in the Linux version.

- Syo enhanced the Windows version by adding a "Wait for 
  vsync" option (including an hotkey to toggle vsync 
  waiting on/off during game play). Also the plugin now lists
  the fullscreen resolutions with supported refresh rates
  (if that info is available), so you can select a different 
  monitor refresh rate for fullscreen modes.

- Small cosmetics: Syo added "Transparent fps menu" option
  in the Windows version, and lu_zero took care about the
  caption texts in the Linux versions.

- Darko Matesic improved his recording funcs (Windows version).
  Now there are two types of compression (16bit & 24bit), and
  a WinFPSE 24bit MDEC support.

- Pete added Linux fullscreen video mode switching in the non-SDL
  version. Unlike the MesaGL plugin the libXxf86vm is linked
  statically, hopefully that will give less troubles on
  some systems. If you want to disable the xf86vm support, you
  can edit the Makefile, and compile a version without 
  video mode switching support.


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16. November, 2001    Version 1.3

- lu_zero added the native Windows FPSE interface (thanx to
  xobro for additional help). Now you can use the Windows plugin 
  in FPSE without the PSEmu interface wrapper.
  As a small goodie I (Pete) have added support for right colors
  in FPSE mdec movies, if the FPSE interface is used.

- Also done by lu_zero: real fullscreen support in the FPSE SDL
  linux version.

- A new coder is syo (syo68k@geocities.co.jp). He has added
  two options in the Windows plugin: "use system memory"
  and "stop screen saver". Let's hear what syo has to say about
  the new options:

   -> added "Use system memory"

     When a stretch is carried out, the filter by the video card stops
     applying, if this check is turned ON.

     However, when the memory speed of a system is slow, it leads to the
     sharp fall of speed. In almost all cases, the speed of a system memory
     is very slower than the memory of a video card.

     In the following environment, about 50% of speed fall was checked.

     CPU            AMD AthlonMP 1200MHz@1400MHz  (system bus speed 133MHz)
     MotherBoard    ASUSTeK A7V266 (VIA KT266)
     VideoCard      ATi RADEON DDR 32MB  Clock 166MHz
     Memory         DDR-SDRAM 256MB CL=2.5  1T Command
     OS             WindowsXP Professional
     Stretch        320x240 to 640x480

   -> added "Stop screen saver"
     If a check is turned ON, operation in a screen saver and
     power-saving mode will be stopped.

     However, it does not operate in WindowsNT4 and Windows 95.
     Since the version check has not been carried out,
     if this check is confirmed, it will crash by WindowsNT4 and Windows 95.

  Syo also repaired a small thing in the Windows gpu config window... I never 
  had problems with the old code, but hey, the new one doesn't hurt either :)

- linuzappz added a nice About... and Configure... window in the linux plugins.
  The configure window will change the .cfg file, the file can now be placed 
  into the home directory, the main emu directory or a "/cfg" sub directory 
  (search for the file will happen in reverse order ;).

- Oh well, and I've added some changes, too:

  1.) support for psx 15 bit texture window primitives... never seen them in
       games, but Darko and his gputest app forced me to include it ;)

  2.) a small fix for Grandia... now the screen will be centered better, causing
       that annoying flickering line on the right side of the display to disappear :)

  3.) fixed a small but nasty bug with the mask bit in Poly4F primitives.
       Now the MGS message display will be fine again.

  4.) a new special game fix called "Adjust extreme coords". That will help
       games like Nascar racing, Syphon Filter 2 and a few MGS light effects.
       Maybe some more games are affected, you can try the new option  
       with all games showing wild polygons all over the screen.
       Well, imho that's a bug of the main emus, but as long as the gpu can
       repair it, who cares? ;)


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11. November, 2001    Version 1.2

- Avi recording funcs by Darko Matesic (Windows version only). 
  You can start/stop the recording using a configurable hotkey. The 
  movie files will be stored into the \Demo sub-directory.

- Nasm support by linuzappz. That's important for the Linux version,
  the same asm code can finally be used in the Windows and Linux
  plugin (and hopefully a small speedup will show up in the Linux
  version).

- SDL support and FPSE layer (just for the FPSE ports)  by lu_zero.
  Now we can have many more portable version. 
  The makefile has to be fixed again =/
  The FPSE layer for Win32 isn't ready

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04. November, 2001    Version 1.1

- First release of the P.E.Op.S soft gpu plugin, same funcs
  and features as Pete's soft gpu version 1.54
  Check out https://sourceforge.net/projects/peops/ for future 
  releases.


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