PC Infinity's Archiver

天下布武 發表於 2008-8-21 20:38

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-9-24 18:38

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-10-29 19:45

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-11-1 13:05

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-11-21 19:34

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-11-23 11:45

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-12-15 00:36

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-12-21 00:45

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 "Newtopia 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2008-12-28 12:37

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!

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-1-2 23:55

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-1-10 22:20

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-1-10 22:20

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-1-18 14:01

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.
  + 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. I will use "Visual C++(Visual Studio)" from the upcoming version (next or the next). Therefore, the appended source code becomes it for "Visual C++", too. It is likely to be able to compile even in the environment before (gcc, MinGW) 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-1-21 00:00

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.
  + 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-1-23 21:20

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 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-2-1 04:36

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-2-1 04:37

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.)

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-2-3 01:04

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-2-12 19:11

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-2-12 19:11

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 "3 x 3 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.
  + 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.
    [url]http://www.ouma.jp/file/Ootake204-for98.zip[/url]

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-2-20 20:46

2009/02/20 2.05 released

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-2-24 20:29

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.
    [url]http://www.ouma.jp/file/Ootake206-for98.zip[/url]

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-3-8 17:14

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-3-23 19:29

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.
  + 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.
    [url]http://www.ouma.jp/file/Ootake208-for98.zip[/url]

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-3-28 15:18

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.
  + 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.
    [url]http://www.ouma.jp/file/Ootake209-for98.zip[/url]

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-4-11 17:44

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 with 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-4-26 12:46

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.
  + 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-6-6 22:42

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.
  + 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-6-17 23:57

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.
  + 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.
    [url]http://www.ouma.jp/file/Ootake214-for98.zip[/url]
  + I pray legend pro-wrestler "Misawa Mitsuharu" soul may rest in peace. He never compromised absolutely. He was a really strong pro-wrestler.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-7-1 22:16

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.
  + 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-7-18 15:11

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-10-1 13:31

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 "Nemurenuyume 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-10-1 13:32

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.
  + 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-11-3 19:54

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-11-3 19:55

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-11-10 19:36

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.
    [url]http://www.ouma.jp/ootake/delay-win7vista.html[/url]
  - "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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-11-22 17:35

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.
    [url]http://www.ouma.jp/ootake/delay-win7vista.html[/url]
  - 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-11-29 14:45

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-12-31 19:29

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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2009-12-31 19:30

2009/12/31 2.25 released

  - The bug of processing related to the video chip in ver2.24 (superficial error) was corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-1-7 19:30

2010/01/07 2.26 released

  - The timer interrupt processing was corrected. In "Legion", the problem that the tempo of BGM has slowed (generated from v2.20) was solved.
  - The speed and timing were brought close to the movement of a real machine. In the opening demo of "FRAY CD - Xak Gaiden", the problem that the screen has fallen into disorder was solved.
  - In "Nemurenuyoru no Chiisana Ohanashi", the priority level of the screen was done as well as a real machine. Moreover, when starting, the mouse was automatically connected. (This mounting was done with v2.17. But, it did not function because there was a bug.)
  - In "AYA", the timing of the CD access was brought close to a real machine. As a result, sentences became legible.
  - In "Orgel", the timing of the CD access was brought close to a real machine. As a result, the problem that the screen advanced fast was solved.
  - In the ACT4 of "Valis IV", if playing by CD-FullInstall, the problem that the voice was not occasionally correctly played was solved.
  - "Un-Pause Window Inactive" was added to "Setting->Screen" menu. If the check on this menu is removed, when focus moves to the window of other applications, Ootake is paused. When the personal computer that room is not in the speed is used, remove this check.
  - At CD full installation ("CDROM->CD FullInstall" menu), "Number of all tracks" is displayed.
  - When playing CD-FullInstalled game, if resetting it with [F1]key, the state of controller setting (AutoFire setting etc.) is maintained.
  - When playing CD-FullInstalled game, the bug that "CD-ROM->(drive letter)" menu is not executed was corrected.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-1-15 19:40

2010/01/14 2.27 released

  - It corresponded to four split-screen display (This screen mode can be used by the tip of some games). * "Jack Bauer" doesn't appear there.
    [Power Drift]...In the title screen, push "RUN" while pushing "Lower-Right" + "SEL" + "1(I)" button. Next, select "ERIC" and push "2(II)" button.
    [World Court Tennis]...In "Pass" of the quest mode, bury all of the password with the "poo mark"(bottom, fourth from left). And, select "End".
    [Psycho Chaser]...In the title screen, reset game ("RUN+SEL" button) 35 times. After that, push "SEL" while pushing "1(I)" + "2(II)" + "RUN" button.
    [Youkai Douchuuki]...In the title screen, push "RUN" while pushing "1(I)" + "2(II)" + "SEL". Input "SPEED-UP" and the message is displayed. And, reset game ("SEL+RUN" button).
  - The volume balances of ADPCM sound source have been adjusted.
  - The CD access processing part was corrected. In "Doraemon Nobita no Dorabian Night (CD)", the problem that the game screen has fallen into disorder (generated from v1.65) was solved.
  - In "Shadow of the Beast", the problem that the TurboButton(AutoFire) setting was not occasionally effective was solved.
  - When game reset was done with [F1] key after the setting was set to "three-button pad", the trouble that had occasionally entered the state that "six-button pad" is connected was corrected.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-1-24 17:42

2010/01/21 2.28 released

  - Processing that played the CD-DA track was sped up (lightened). Moreover, the played timing was brought close to a real machine.
  - The CD access processing part was corrected. In "Draemon - Nobita no Dorabian Night (CD)", when the first boss is defeated, the problem that had stopped was solved (When the state before v2.27 is loaded in this game, it has trouble. please play from the start of this game). And, in the title screen of "Psychic Storm", the problem that the introduction part of the tune has fallen into disorder was solved.
  - It corresponded to the monochrome screen function (This screen mode can be used by the tip of some games). * While displaying monochrome screen, the processing is a little heavy because it stuck to the image quality. If the personal computer not fast is used, select "Screen->TV Mode" menu (default), and use "FullScreen Mode".
    [Side Arms]...In the title screen, push "RUN" while pressing "Up" + "I(1)" +"II(2)".
    [Power Drift]...In the title screen, push "RUN" while pressing "Lower-Right" + "SEL" + "I(1)" button. Next, select "ERIC" and push "2(II)" button. Moreover, push "2(II)" button. By the way, it becomes "four split-screen + monochrome screen" if it pushes another times. [Heavy Unit]...In the title screen, push "SEL" while pressing "Left" + "I(1)" button. Choose the difficulty "HARD". And, push "I(1)" button 46 times. And, push "II(2)" button 96 times. Push "RUN" button at the end. [Coryoon]...Choose the sound test on the title screen. Listen to the tune in order of "01, 04, 05, 06, 05, 06, 05, 06, 05, 06, 05, and 06". (the tune start is "II(2)" button. Only introduction OK.)
  - "MonoColor Mode" was added to "Screen" menu. It connects "PC Engine(TG16)" with the monochrome television. (Moreover, it has the extra function. Select with [Ctrl]key is pressed, and the Green Display mode can be used.)
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-1-28 12:25

2010/01/27 2.29 released

  - The processing of "Monochrome Screen Function" mounted with v2.28 was sped up (lightened). I think that the bug that was slow operation in some personal computer environments was solved.
  - The processing when the volume was adjusted ([PageUp],[PageDown]key) was sped up. And, the interval of the adjustment was detailed (Change from 5 to 4). (It can be fine-tuned with [Ctrl]key.)
  - When CD-DA is played, if the seek(access) to the same part is consecutive, it is processed at high speed. Moreover, the timing was brought close to a real machine. In "Draemon - Nobita no Dorabian Night (CD)", the problem that had been freezed after "Jaian" had been helped was solved. * "Draemon - Nobita no Dorabian Night (CD)"'s timing of the CD access is severe. Please play with CD full installation ("CD-ROM->CD FullInstall" menu).
  - The stop timing of ADPCM voice was corrected.
  - The access timing to the CD-DA track when the check on "Speed->Fast CD" menu is removed has been adjusted.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-2-12 20:36

2010/02/02 2.30 released

  - When the monochrome screen function was used with Non-Scanlined display setting, the bug that the screen was not correctly displayed was fixed.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-2-12 20:38

2010/02/11 2.31 released

  - In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug that the music track of some games was not able to be taken correctly was corrected.
    * The game that cannot be correctly taken is displayed (on left-top of the screen), "Bcd:(the game name)". In that case, please start the game from real CD-ROM again. And, please install again. When it was installed with v2.31(or more), it becomes a display of "Fcd:(the game name)".
  - In some games, the bug that a few seconds of the end of the CD-DA sound source are not played (generation from v2.11) was corrected.
  - The timing of VDC (video chip) processing was brought close to the movement of a real machine. In "Kakutou Haou Densetsu Algunos", at the BATTLE MODE, the problem (generation from v2.00) that had stopped was solved.
  - The speed and timing were brought close to the movement of a real machine. At the stage clear of "Parasol Star", the problem that the screen occasionally shook uncommonly was solved.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-2-17 04:45

2010/02/16 2.32 released

  - "Audio" menu was added to the main screen (the fifth from the right). The tempo of CD-DA (CD sound source) and ADPCM sound source can be fine-tuned by "Audio->Adjust CD-DA" menu. In the game of the visual scene that long CD-DA played (Opening of "Kaze no Densetsu Xanadu" etc.), the problem that the sound shifts can be solved without cutting the V-Sync setting.
    *[Adjusting method]...Please confirm the frequency of the display with Ootake started. The confirm method of the frequency is different each the PC-display. It is thought that there are "Information menu" etc. and select it. Two kinds of frequencies of "H" and "V" are displayed. Select a value that is the closest to the frequency of the "V"(Vertical frequency) at this menu.
     - The frequency might not be able to be confirmed on the display of the notebook computer. In that case, please look for the best frequency feeling while watching the operation of the game to which the sound shifts (Note that there is a game to which the sound originally shifts with a real machine, too.). Decrease the frequency if the sound is early, and increase the frequency if the sound is delayed.
     - This setting is separately preserved respectively by the window mode and each resolution of the full-screen mode.
  - In CD full installation function ("CD-ROM->CD FullInstall" menu), the bug that the first voice track was not able to be taken correctly was corrected.
    * The game that cannot be correctly taken is displayed (on left-top of the screen), "Bcd:(the game name)". In that case, please start the game from real CD-ROM again. And, please install again. When it was installed with v2.32(or more), it becomes a display of "Fcd:(the game name)".
  - The processing of playing CD-DA was corrected. In "Cosmic Fantasy", the problem that the tune was not occasionally played (generation from v2.29) was solved.
  - The speed and timing were brought close to the movement of a real machine. In "Silent Debuggers", the problem that the status screen had shaken uncommonly (generated by v2.31) was solved. In the gambling scene of "Youkai Douchuuki", the problem that the screen has fallen into disorder by one frame (generated by v2.31) was solved.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-3-29 20:35

2010/02/27 2.33 released

  - "CD-DA Delay Frame" was added to "Audio" menu. Whether how much display delay of the liquid crystal display of the personal computer exists is set. As a result, CD-DA(CD sound source) can be matched to graphic timing. (Default = The play timing of CD-DA is delayed by two frames.) Set it to 0 when you use the cathode-ray tube display without the display delay oppositely.
  - At the full-screen mode, when "Audio->Adjust CD-DA Plus 0.05Hz" was selected, if the resolution of full-screen changes, the bug with a not correct display of the selective state was corrected.
  - When CD full installation ("CD-ROM->CD FullInstall" menu) is used, in the game that the music play across two or more tracks exists (moai stage of "Gradius II" etc.), the bug the track since the second is not played was corrected.
  - When the command line started, optional "/cd" for the CD-ROM start was added.
  - In the personal computer environment that removes the CD-ROM(DVD,BD) drive, the bug not to be able to play with the file that installed ("CD-ROM->CD FullInstall" menu) was corrected.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-3-29 20:37

2010/03/28 2.34 released

  - The setting of "+5,+10,+20 and +30" was added to "Screen->Brightness" menu. It is possible to adjust it according to the favor and the display environment. * The melody falls in some environments when lightening it too much. And it becomes easy to become tired when the game is played.
  - The image quality of the screen size "Special Scanlined" at "X4" has been improved.
  - When "Gradius II" is started, the stereo setting start is done by the automatic operation. If the check on "Setting->CPU->Auto Improve Grapics & Sound (Gradius II)" menu is removed, or if soft reset (SELECT+RUN button) is done after it starts, it becomes a normal start (flicker mode & monaural setting).
  - In "Bonanza Bros." and the visual scene of "Black Hole Assault", the overlapping processing of the character was done as well as a real machine.
  - The speed and timing were brought close to the movement of a real machine. In "IQ PANIC", the problem that fell into disorder the screen and had been freezed when having entered the hut was solved. In the opening demo of "Farjius no Jakoutei", the problem that the screen occasionally fell into disorder was solved.
  - When "Jantei Monogatari" is started, a part of CD-ROM access processing becomes slowness near a real machine. The problem that the display occasionally fell into disorder  at the technique selection screen was solved.
  - When "Vasteel" is started, a part of CD-ROM access processing becomes slowness near a real machine. The voice problem of the visual scene was solved.
  - In "Yami no Ketsuzoku Harukanaru Kioku", if non-stretched screen mode setting is used, the switch is temporarily divided into the real stretched screen mode.
  - "Invalidate CD Install" was added to "CPU" menu. This is compulsorily operated with "Real CD-ROM". "CD Installed" file ("CD-ROM->CD (Full)Install" menu) is not used. (for operation test)
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-4-4 21:41

2010/04/03 2.35 released

  - Processing that adjusts the balance of brightness and the gradation of the screen is improved, and the image quality of default has been readjusted.
  - "Setting->Screen->Scanline Density"(density of the horizontal scanning line) menu was moved to "Screen->Scanline Density", and the setting of "10%, 30%, 50%, 60%, and 70%" was added. * When the value of this "Scanline Density" is set small, the gamma value is optimized (bright). This can be set at "TV Mode" or "Horizontal Scanlined".
  - "Optimize Gamma" was added to "Screen->Scanline Density" menu. Remove the check if you do not want to optimize the entire brightness(gamma value) when the scanning line is displayed. Use by having put the check is recommended usually. Because it must not become difficult to see the character of the shade part.
  - The setting of "0.94" and "1.04" was added to "Screen->Gamma" menu. * Set "Brightness" greatly when you set Gamma small. Because it must not become difficult to see the character of the shade part.
  - The image quality of the "TV Mode" and "Horizontal Scanlined" at "x4" has been improved.
  - The speed and timing were brought close to the movement of a real machine. In "CITY HUNTER", the problem that the lower hem of the start demo occasionally fell into disorder (generated from a recent version) was solved.
  - When "Metal Angel 2" is started, a part of CD-ROM access processing becomes slowness near a real machine. The problem that the voice of the visual scene becomes interrupted was solved.
  - When "Metal Angel 2" or "Travelers!" is started, the message of CD installation("CD-ROM->CD FullInstall" menu) recommendation is displayed. (For the voice problem solving. However, a little gap of voice happens at a real machine, too.)
  - In "Xak III", the problem that an uppermost line of the screen had flickered was solved.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-4-14 00:50

2010/04/10 2.36 released

  - Processing that took the timing of the sound playing has been improved (Optimized it to Win7 and Vista also) and sped up (Especially, at the Hu-Card games). I think that it became difficult to record the noise with a little buffer setting ("Setting->Audio->Buffer" menu), too. Therefore, when using it with Win7 and Vista, the size of the audio buffer of default was reduced.
  - The setting of VideoSpeedUp and CpuSpeedUp ("Speed" menu) is not loaded by default at the time of the LoadState(or Resume). (This prepared for the case to mistake-push the speed change shortcut key([Home][End][Delete])) * When "Load Speed at LoadState"("Speed" menu) is selected, the speed setting can be loaded(reflected) as much before v2.35.
  - The stop timing of ADPCM sound source was brought close to the movement of a real machine. In "Dragon Slayer Eiyuu Densetsu", I think that the tone quality of the drum sound improved. In "Side Arms Special(CD)", the problem that the sound effect occasionally fell into disorder (generated from v2.29) was solved. In "Ramma 1/2", The problem that the noise occasionally mixed with BGM (generated from v2.29) was solved.
  - The waiting time when the music track is played has been readjusted. With a high-speed personal computer environment, In "Snatcher" and "Kaze no Densetsu Xanadu 2", etc., the problem that had occasionally stopped was solved.
  - The play processing of ADPCM sound source has been improved. In "Jantei Monogatari 3" and "Ys 3", the problem that the voice becomes interrupted(generated from v2.15) was solved.
  - When "Jantei Monogatari 3" is started, a part of CD-ROM access processing becomes slowness near a real machine. The problem that the screen advanced early at the visual scene was solved.
  - The speed and timing were brought close to the movement of a real machine. In the visual scene of "Jantei Monogatari 3", the problem that the screen fell into disorder momentarily was solved.
  - When the Screenshot function is used at FullScreen, the bug that had not occasionally operated correctly was corrected.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-4-17 22:19

2010/04/16 2.37 released

  - The volume balance of the wave memory sound has been readjusted. Especially, in the game with small volume ("Soldier Blade" etc.), I think that tone quality improved.
  - The entire volume balance has been readjusted.
  - "Buffer1152" and "Buffer1408" were added to "Setting->Audio->Buffer" menu. Use it when you fine-tune it. (A large buffer improves tone quality. However, the sound is delayed as the compensation. My recommendation is "Buffer1664" for tone quality. Reduce the buffer gradually when you feel the delay of the sound.
  - The speed and timing were brought close to the movement of a real machine. In the start demo of "Seiryuu Densetsu MONBIT", the problem of stopping (generated by v2.36) was solved. In the start of "Chase H.Q.", the problem that the screen has fallen into disorder by one frame (generated from recent Ver) was solved.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-5-16 00:11

2010/04/22 2.38 released

  - "Configure Function Button" was added to "Input" menu. "Function Button" is a button to use a lot of functions with a Joypad. The following function can be used.
    + When [UP] or [DOWN] of a Joypad cursor key is pushed while pressing the Function Button, the volume can be adjusted. Moreover, when [RIGHT] or [LEFT] of a Joypad cursor is pushed, the volume can be fine-tuned. (This is the same function as time when [PageUp] or [PageDown] of a keyboard is pushed.)
    + When [I] or [II] button of a Joypad setting is pushed while pressing the Function Button, "On-off of the TurboButton(AutoFire)" can be switched. (This is the same function as time when [1] or [2] of a keyboard(full-keyborad) is pushed.)
    + When [SELECT] button of a Joypad setting is pushed while pressing the Function Button, "Screenshot" can be taken. (This is the same function as time when [PrintScreen] of a keyboard is pushed.)
    + When "VSpeedUp Button"(set at "Speed->Set VSpeedUp Button" menu) is pushed while pressing the function button, the mode of VSpeedUp(video speed up) can be switched. It is possible to use it also for "Confirmation of the speed magnification" by pushing twice. (This is the same function as time when [Insert] of a keyboard is pushed.)
    + When "Save&LoadState button for Function Button"(set at "Input-> Configure Function Button->Configure Function Save&Load Buttons") is pushed while pressing the Function Button, SaveState or LoadState can be done. (This is the same function as time when [S][L] of a keyboard is pushed.)
    + In the further version-up, when [RUN] button of a Joypad setting is pushed while pressing the Function Button, the operation equal with "Recent" menu (select play game) is scheduled to be able to be done on a Joypad.
  - A vocal balance of the sampling sound of the wave memory sound source has been readjusted. I think that tone quality improved in the games using the sampling sound.
  - The speed and timing were brought close to the movement of a real machine. In Arcade Mode of "Xevious", when starting (also restarting), the problem that had occasionally stopped & that the right-bottom of the screen falls into disorder was solved.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-5-16 00:12

2010/05/01 2.39 released

  - "Write Memory" was added to "CPU" menu. While executing PCE(TG16) software, the operation test can be done by rewriting the content of memory(RAM,ROM) of PCE(TG16).
    + This "Write Memory" menu can be used to execute a so-called cheat command. For instance, BGM can be appreciated without being obstructed to the sound effect (attack sound and jump sound, etc.) by using the time limitation release and the invincibility command etc. (Within the range of the personal hobby)
    + On the other hand, a cheat command when using it by "Purpose to clear the game easy" is not recommended. Because, it becomes a game balance that the game production person doesn't intend, and the interest of the game is surely lost. Moreover, it becomes impossible to talk about the work with "person who enjoyed it by normal play". Therefore, I think that playing only by normal-play(non-cheat-play) will be consequentially happy (It can deeply enjoy playing the game).
    + "GAME OVER" should be welcome. Even if it cannot be cleared, the game is happy. I think that it is a most wonderful point of games (especially, in the retro games). Personally, if you can use this menu in the purpose of the research and development, I am glad.
    + The input method of command is "<address 6 digits[Hex]>:<value1-255[Dec]>". Add "+"(positive sign) at the end of the command if you want to keep writing the value (Invincibility command etc.). Add "0x" before the value if you want to input the value by the hexadecimal number.
  - The tone quality of the sampling sound (ADPCM and Wave Memory Sound) has been improved. Moreover, the entire volume balance has been readjusted. I think that the entire tone quality improved considerably, too.
  - The distance detection processing of the "PC Engine Mouse" has been improved. In "Hatsukoi Monogatari", the movement of the mouse cursor became smooth.
  - The speed and timing were brought close to the movement of a real machine. In the start demo of "Metal Angel", the blinking problem of the screen was solved. In "Toilet Kids", the problem that the borderline of the status display has fallen into disorder was solved.
  - In "Splatter House" and "Shubibinman 2 (Shock Man)", when the TurboButton(AutoFire) speed setting is High, the problem that the AutoFire doesn't function was solved.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-5-16 00:13

2010/05/08 2.40 released

  - The pronunciation balance of the wave memory sound source has been deliberately adjusted. In the stage 2 of "Daimakaimura (Ghouls'n Ghosts)" etc., the problem was solved that the sound had shut somewhat oneself up compared with the version before (generated by v2.39). As a result, I think that tone quality improved more.
  - The speed and timing were brought close to the movement of a real machine. In "Dynastic Hero", the problem that the screen has fallen into disorder (generated from recent Ver.) was solved. In the opening demo of "Tengai Makyou II", the problem that the lower side of the screen fell into disorder momentarily was solved. In "F1 Circus '92", the problem that the order display fell into disorder momentarily was solved.
  - When "DE-JA" is started, a part of CD-ROM access processing becomes slowness near a real machine. In the visual scene, the problem that the screen shakes was solved. * Sometimes falling into disorder when the screen is rewritten is similar to a real machine.
  - When you start the file of the image of the system card directly by not "CD-ROM" menu start but "Hu-Card" menu, operation changes into the CD-ROM mode (CD-DA Play, Save-filename at each game).
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-5-16 00:14

2010/05/13 2.41 released

  - The entire volume balance has been adjusted.
  - The speed and timing were brought close to the movement of a real machine. In the start demo of "City Hunter", the problem that the lower side of the screen has fallen into disorder by one frame (generated by v2.40) was solved. I think that the timing has approached a real machine in even other games.
  - "Force V-Sync (All Hz)" was added to "Setting->Screen" menu. When the check is put in here, the V-Sync setting is permitted regardless of the PC display environment. Use it with an old video card etc.
  - Additionally, a detailed part has been improved and corrected.
  + 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.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-5-23 13:27

2010/05/21 2.42 released

  - The speed and timing were brought close to the movement of a real machine. In the ending demo of "Lodos Tou Senki", the problem that the surface of the picture occasionally fell into disorder (generated by a recent version) was solved.  I think that the timing has approached a real machine in even other games.
  - When a "hes(sound)" file is started, it is started with a hardware state of the CD-ROM2 specification. As a result, I think that a game using ADPCM sound (drum etc.) became available. (However, the difficulty of the ripping in ADPCM use might be high.) * In this change, the hes file of a size that is larger than 4Mbits (512Kbyte. doesn't contain the header) cannot be used. Perhaps, I do not think that there is a necessity, but if you use hes file that is larger than 4Mbits, make the extension ".pce".
  - It prepared for the case where the CD-ROM access error by hardware, OS and driver's slumps. As a result, when the hardware error happens, Ootake will be able to be closed safely.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-5-31 19:46

2010/05/29 2.43 released

  - "Adjust CD-DA Auto Set" was added to "Audio" menu. The timing value of the CD sound (CD-DA and ADPCM) is set automatically to match the sound to the picture. The frequency of your display (rewrite frames a second) is measured for that.
    * The set completion is about 60 seconds. This setting is OK if it sets it only once first. If you newly buy a display and a video card of your PC, execute this menu again.
    * Set it respectively in the window mode and the full-screen mode. (The timing value changes by the display resolution. The setting is individually preserved.)
    *  Ootake also doesn't match to a game to which the sound doesn't match with a real machine.
  - In the PC environment that cannot use V-Sync setting (doesn't flicker when the screen drawing), the method of the speed regulation of a game has been improved.
  - The speed and timing were brought close to the movement of a real machine. In the opening demo of "Kaze no Densetsu Xanadu 2", the problem that the lower side of the screen occasionally fell into disorder (generated by a recent version) was solved. I think that the timing has approached a real machine in even other games.
  - Operation by the System-Card image-file that RAM area is included is enabled, too.
  - When DirectDraw (draw setting for old video card) is used, if the Windows key is pushed, the bug to which Ootake had occasionally stopped was fixed.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-7-20 20:08

2010/07/07 2.44 released

  - The fontsize of the message display was changed (when the size of the window is used with x3 and x4).
  - With also Vista/Win7, "Setting to which the sound buffer was done by the software process (It is advantageous in tone quality)" was made a default configuration.
  - The speed and timing were brought close to the movement of a real machine. In "Star Breaker", when going out of the first town, the problem of stopping (generated by a recent version) was solved.
  - The bug that there is one extra space in the head of the recognition game name of "Nexzr Special - Summer Carnival '93 (J)" was corrected. In this game, if you done "CD (Full)Install" or "Save State", please cut space at the file name head by hand power. * If you done "CD FullInstall", please correct "Folder name" and "File name of the CUE file that exists in that".
  - When "Populous (Hu-Card version)" was started, the bug that an extra message was displayed (generated from v2.42) was corrected.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

天下布武 發表於 2010-7-20 20:09

2010/07/19 2.45 released

  - "Step Setting" was added to "Volume" menu. The accommodation amplitude of the volume control (At [PageUp][PageDown] key or Function Button ("Input-> Configure Function Button" menu)) can be set.
  - The speed and timing were brought close to the movement of a real machine. In "Star Breaker", at going to building in and out, the problem of stopping (generated by a recent version) was solved. In "Splash Lake", the problem that the screen sometimes falls into disorder by one frame was solved.
  - The drawing processing part of the video chip was brought close to the movement of a real machine. In "Splash Lake", the problem that the screen had shaken when the stage began was solved.
  - Additionally, a detailed part has been improved and corrected.

[url]http://www.ouma.jp/ootake/[/url]

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