- Processing related to drawing was sped up (lightened) in some measure.
- Processing of "Video Speed Up" mode was sped up (lightened).
- The problem that "Tenshi no Uta" did not operate (generated from v0.87) was corrected.
- At "Save State" with numbered, when there is already a saving file of the number, the screen shot of former saving file is displayed and the superscription is confirmed. * The screen shot is displayed at the file saved since v0.94.
- In Window mode & paused, the display of the window on the foremost side is released.
- In Window mode & when the mouse cursor is not moved, the cursor is automatically concealed.
- Additionally, a detailed part has been improved and corrected.
- It corresponded to operation by "Windows Vista". It operates almost
normally in the "FullScreen" mode. However, there are still the following
three problems.
* The smoothing of the image quality is not effective. (It becomes a
little hard image quality. The processing is a little heavier than
WindowsXP.)
* In the window mode, "V-Sync" doesn't work. (The image flickers a little
when scrolling.)
* In the window mode, operation slows when the sidebar and the
gadget, etc. are displayed.
If the driver of nVidia for Vista perfection goes up, the above issue
might be solved. (It is unconfirmed in the video cards other than made of
nVidia now.)
Therefore, the current state recommends the use set to "Setting->Screen->
Start FullScreen mode" by the menu. I think that the Ootake side can
correspond to complete operation (include for Aero) in the Vista window
mode in the future.
- Processing related to drawing and playing sounds was sped up (lightened)
in some measure. * Compared with me
- The system requirements was done for "DirectX8.1 or more". I think that
tone quality improved according to the environment. If you use the low
version of DirectX, please download a new version. http://www.microsoft.com/japan/windows/directx/
- In the "Video Speed Up" mode, the tone quality was improved.
- In the "Video Speed Up" mode, the processing was sped up (lightened).
- In the "BigAudioBuffe" mode, the size of the buffer was made the half of
the former version. (In a lot of tunes, it sounds better by the buffer of
a moderate size.)
- Additionally, a detailed part has been improved and corrected.
- Hello. I haven't seen you for a long time.
- Interrupt processing was modeled on a real machine more. In the ending of "Formation Soccer '90", the problem of freezing was solved.
- In "Mugen Senshi Valis", the problem that the time display had been hidden was solved. Moreover, in other some games such as "Fantasy Zone", I think that the vertical display beginning position became it as well as a real machine.
- Additionally, a detailed part has been improved and corrected.
- The number of maximum preservation of "State saving with the number" has been increased to "20 pieces".
- "1552 Tenka Tairan" came to operate by last update (v0.96).
- When you use "Software of the television watching etc." and "Ootake" at the same time, the problem that the noise regularly occasionally entered the sound was solved.
- "Window Activated Non-automatically" (setting of whether the window is automatically activated) was added to "Setting->Screen menu".
- In start demo of "Dragon Slayer Eiyuu Densetsu", the part where the scroll was rough (generated from v0.96) was corrected.
- When "Martial Champion" is started, not six-button pad but three-button pad is connected by the automatic operation.
- When the window of Ootake is minimized, the window was not automatically activated. When the "hes file (PCE Music File)" is playing BGM and your other work is being done, it became easy to select music with the joypad.
- Additionally, a detailed part has been improved and corrected.
- Interrupt processing was modeled on a real machine more. In "Anesan", the problem that was advanced though the button of the joypad was not pushed occasionally (generated from v0.77) was solved.
- In "Adventure Island (Dragon's Curse)", the problem with a not correct processing of the piling putting together of the screen was corrected.
- In "Hani In The Sky", The problem with a rough scroll was corrected.
- Additionally, a detailed part has been improved and corrected.
- The next version is "1.00". However, there is no special meaning. It is a street point. Thank you for reading my English language not good always.
- The access processing of CD-ROM was considerably sped up. I think that it came to be able to perform CDDA (CD sound source) and ADPCM voice well even in a personal computer environment so not fast.
As a result, the size of the buffer of CDDA is made 512 fixation , and the tone quality of CDDA has been improved.
- "Install(CD speed-up)" menu was added to "CD-ROM" menu. The CD-ROM access is sped up by installing the "data track" part of CD-ROM.
- The ["Replay"Previous Hu-CARD Game] button was added to the start screen. ("R" key of the keyboard is also the same.)
- "Recent" menu was added. It is possible to play quickly by selecting it from among the Hu-CARD game that played recently. (It is possible to execute it also with "R" key of the keyboard.)
- "CD Change(NoReset)" menu was added to "CD-ROM" menu. Use it in "CD Battle Hikari no Yuushatachi" and "Music CD player built into System Card", etc.
- Interrupt processing was modeled on a real machine more. "Cosmic Fantasy 4 Totsunyuu hen" and "Gotzendiener" came to operate. In "Janshin Densetsu", the status screen came to be displayed correctly. I think that it approached a real machine by the operation timing as for other some software.
- The memory access processing was modeled on a real machine. In "Double Dragon II", The animated cartoon display became correct, and sound shifted was solved.
- In "Double Dragon II", ADPCM voice immediately after the start was accurately sounded.
- The forwarding of ADPCM data was modeled on a real machine. In "Popful Mail", vocal timing has improved.
- At the setting "Turbo Cycle (CPU of PC Engine is sped up)" the load has been decreased.
-* Some(about 100) the game name recognized with CD-ROM were changed. If you cannot load "saving file of the old version", each one must change "file name of the saving file". *The new file name can be confirmed by saving once.
- Additionally, a lot of detailed parts have been improved and corrected.
- When switching from the full-screen display to the window display, the bug
that the system menu of the window (closing button etc.) had disappeared
was corrected.
- At the numbered "Save State" and "Load State" menu, the "*" mark is
displayed by the saving file existed.
- At installation in "Install(CD speed-up)" menu, the game of which the CD
read error went out in the final sector can have been installed.
- Additionally, a detailed part has been improved and corrected.
2007/05/04 1.02 released
- The sound processing was considerably sped up. In sound chip so not fast or personal computer environment so not fast, a clear sound might have come to be played. And, tone quality has improved, too.
- Graphic processing was sped up a little.
- In "Langrisser", ADPCM-voice is correctly played.
- The forwarding of V-RAM was modeled on a real machine. In "Langrisser", the status display when scrolling became correct.
- The processing timing when CD-ROM was accessed was modeled on a real machine. "Ys IV", "Popful Mail", and "Mugen Senshi Valis", etc. have improved. ("Ys IV" and "Popful Mail" can be played with stability by installing data by "Install" of "CD-ROM" menu.)
- In "Card Angels", It came to be able to do men's tip (when winning, it keeps pushing I and II buttons). And, three button pad is automatically connected.
- The processing speed was modeled on real machine more. In "Chou Aniki", the problem that the screen uncommonly falls into disorder was solved.
- In "Super Darius II", a little disorder of the high score list display was solved. And in the scene of shop of "Forgotten Worlds", the same problem was solved.
- If the game that has executed "Install(CD speed-up) menu" is started, the display of the message of the CD-ROM recognition changes from the display of "CD:" into "In:".
- Additionally, a detailed part has been improved and corrected.
- "Option" button was added to the screen of the start. The hardware use setting of the sound can be selected. Additionally, a similar selection item was added also to "Setting->Audio" menu. If it makes an error, it doesn't operate, and the noise is recorded, try changing this.
- "Tool -> TG16 ROM-image Bit Convert" menu was added to "Setting" menu.
"TurboGrafx16's Rom-image" with the sucking out machine for Japan (Data has taken the shape at this stage) is output correcting it. The corrected file is preserved in "install" folder, and move properly.
* The preserved image-file becomes a breach of the Copyright Act when distributing it to the other. Therefore, please treat carefully.
- The processing speed & timing were elaborately modeled on a real machine.
In "Forgotten Worlds", "Shin Onryou Senki", "Spriggan", "Spriggan markII", etc. , the problem that the screen shook occasionally was solved.
- In "Quiz Tonosama no Yabou", overlapping the screen of the opening demonstration became correct.
- In "Ginga Ojousama Densetsu Yuna", the part where the opening demonstration had fallen into disorder became correct.
- In "Volfied", the problem that the screen has fallen into disorder (It is generated by v1.02) was corrected.
- In "Shin Onryou Senki", the problem that ADPCM voice is not correctly played (It is generated by v1.02) was corrected.
- "All Default" menu was added to "Setting" menu.
- Additionally, a detailed part has been improved and corrected.
- At "TG16 ROM-image Bit Convert" menu (added it by the last update), when the convert was completed, the bug to which "install" folder did not open by the automatic operation was corrected.
- The sound initialization part has been corrected and improved. In the personal computer environment that cannot be operated up to now, it might have come to be able to be operated. Moreover, when it is not possible to operate, a concrete error message is displayed as much as possible.
- In the environment to which the CD-ROM(DVD-ROM) drive cannot be recognized, the stability of "Hu-CARD game play" has been improved.
- Additionally, a detailed part has been improved and corrected.
- In "Windows Vista", when the dialog to open ROM-image is displayed, the bug that Ootake closed uncommonly (generated by v1.04) was corrected.
- In playing "Hu-CARD game", when "F1" key is pushed while pressing "Ctrl" key, not reset but "CD Play" was made to be able to be executed.
- The happiness of the game is the world human race commonness. It longs for peace.
- The screen display processing part was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- Additionally, a detailed part has been improved and corrected.
- The processing of ADPCM voice was modeled on the movement of a real machine. "Top wo Nerae vol.1" came to operate.
- The CPU(HuC6280) processing part was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- When "Garou Densetsu Special" or "Ryuuko no Ken" is played, it becomes "setting of CD-ROM access fast" automatically.
- "Show Debug Window" was added to "Setting->Tool" menu. (for Developer)
- Additionally, a detailed part has been improved and corrected.
- The CPU(HuC6280) processing part, Sound processing part, and Sprite&BG character processing part was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- In some games ("Bloody Wolf" and "Power League 3", etc.), the bug with not correct display order of the screen (generated from v1.03) was corrected.
- To play comfortably, the CD-ROM seek setting of default was made "Fast Seek" mode.
* If you loaded the state of an old version, "Fast Seek" returns OFF. In that case, please put the check in the "Speed->Fast Seek" menu by hand power. Then, I think that can play comfortably.
- The processing of ADPCM voice was modeled on the movement of a real machine more. In the latter half of "Top wo Nerae vol.1" came to operate.
- In "Tengai Makyou - Fuuun Kabuki Den", the display order of the character became correct.
- In game that has changed resolution of each line, the operation was modeled on a real machine more.
- Additionally, a detailed part has been improved and corrected.
- The image quality of "TV Mode"(Processing is light) has been improved. And it was made "Screen setting of default". By "Setting->Screen" menu it is possible to set it to the previous default("Special Scanlined" - sharp and play easily).
- The item that set the "Gamma-value(brightness)" was put on "Screen" menu.
- The item that set the "Density of Scanline" was put on "Setting->Screen" menu. When setting it to "TV Mode" or "Horizontal Scanlined", it is reflected.
- The tone quality of the sound has been improved. In the personal computer environment from which the noise has occurred, I think that the noise decreased(disappeared) in some measure.
- The sound processing part and additionally, a detailed part was sped up.
- The speed and timing were brought close to a real machine more. In demo scene of "3x3 Eyes", the gap of the sound was solved. I think that the operation timing improved in other games, too.
- In ending of "Splatterhouse", the staff roll was made the same expression as a real machine.
- In demo play of "Magical Chase", the problem that the noise sound had been emitted when having started was solved.
- Additionally, a detailed part has been improved and corrected.
* I was deeply moved by Sato Takuma's running in the Canada F1 Grand Prix.
Therefore, it was possible to work more better this time(v1.09).
- The processing part related to "Joypad" and "Memory Base 128(Preservation device put on the market in Japan)" has been improved. In "THE ATLAS", "Super Mahjong Taikai", "Emerald Dragon", and "Linda Cube", etc. it came to be able to save to "Memory Base 128".
- Operation speed & timing of CPU has been elaborately adjusted.
- In "Burning Angel", the problem that the character was displayed in front of the status display was solved.
- Additionally, a detailed part has been improved and corrected.
-**<IMPORTANT please read>
In almost all the games of TurboGrafx16's "Turbo-Chip", there is a report that is able to play without trouble with Ootake. Please convert it into a correct image file if you use the sucking out machine for Japanese "Hu-Card".
It is possible to convert it when the file is opened with Ootake.
The converted "just proper" image file can be used with [a lot of other Free TG16/PCE emulators], too. This is a "fair" method for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan. (Thank you for reading.)
- Video chip (VDC,VCE) processing part was considerably sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- The screen processing of "SUPER GRAFX (Japan)" was improved, and the speed improved.
- Processing related to the "ARCADE Card (mass buffer memory card of Japan)" is improved, and interchangeability has been improved. "Laplace no Ma" came to operate without trouble.
- "ARCADE Card" menu was added to "CD-ROM" menu. If this check is removed, it can be operated in the state of "ARCADE Card none".
- "Star Mobile" came to operate.
- Operation speed & timing of CPU has been elaborately adjusted. In stage 3 of "Soldier Blade", the screen disorder of one frame (generated by v1.10) was solved.
- In visual scene of "Ninja Ryuukenden", overlapping the screen was corrected.
- Additionally, a detailed part has been improved and corrected.
- Operation speed & timing of CPU has been elaborately adjusted. In "Cyber Cross", the bug to which the demonstration was not displayed (generated by v1.11) was corrected.
- In start of "Dai Makaimura", the bug to which the memory check message was not displayed (generated by v1.11) was corrected.
- Additionally, a detailed part has been improved and corrected.
- The sprite display processing was improved, and "Fighting Run" came to operate. (I got material information to operate from PC2E author's Mr.Ki. Thanks very much.)
- Operation speed & timing of CPU has been elaborately adjusted. In a lot of games, I think that it approached a real machine by the timing of the sound of the demonstration scene. And in "Snatcher", the freezed trouble (generated from v1.11) was solved.
- In "Kaze no Densetsu Xanadu II" and "Exile", the display order of the screen was corrected. (This bug was generated from v1.11.)
- In "Ginga Fukei Densetsu Sapphire", the bug that the screen advances early (generated from v1.11) was corrected.
- Additionally, a detailed part has been improved and corrected.
- The drawing processing and the CPU processing etc. were sped up
respectively a little. I think that processing lightened in some measure of a personal computer environment so not fast.
- Operation speed & timing of CPU has been elaborately adjusted. In "Wonder Momo", the bug to which the picture after the stage cleared was not correctly displayed (generated by v1.13) was solved.
- In the ending of "Formation Soccer'90", the trouble that had been freezed (generated from v1.11) was corrected.
- Additionally, a detailed part has been improved and corrected.
- In the last stage of "Image Fight", the character came to be displayed correctly.
* As a result, all the games of "Hu-Card" might operate without trouble at the report from users.
- Operation speed & timing of CPU has been elaborately adjusted. In "Kisou Louga", the gap of the voice was solved. I think that the operation timing improved in other games, too.
- Processing related to the memory access was considerably sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- When "Gradius","Salamander" or "Parodius" is started, the sound automatically becomes a stereo mode. Tone quality is considerably good!
- Additionally, a detailed part has been improved and corrected.
- The bug not to be able to start "Takeda Shingen" (generated from v1.15) was corrected.
- In "World Heros 2", the problem that the screen fell into disorder occasionally was solved.
- Operation speed & timing of CPU has been elaborately adjusted.
- Additionally, a detailed part has been improved and corrected.
- The operation timing of CD-DA(CD sound source) play processing was brought close to a real machine. In "Double Dragon II", "Kisou Louga", "3x3 Eyes", "Laplace no Ma" and "Linda Cube", etc., the timing of "Sound and picture" has improved. Perhaps, all the games might have become similar.
- Operation speed & timing of CPU has been elaborately adjusted. The following effect existed.
- In the last stage of "Akumajou Dracula X", when going up the stairs, the problem that had been uncommonly occasionally freezed (generated from a recent version) was solved.
- In "Wizardry I&II", the problem that the status display part had shaken (generated from a recent version) was solved.
- In the start demo of "Necros no Yousai", "The attack scene of Amazon dashes out only by one frame" was reproduced.
- In the opening scene of "Shin Megami Tensei", the problem that the screen sometimes fell into disorder by one frame occasionally was solved.
- In "Wizardry V", the trouble to which the enemy character had not been displayed (generated from v1.15) was corrected.
- Additionally, a detailed part has been improved and corrected.
- In "Gradius","Salamander" and "Parodius", when "Load State" is done, the bug that the pad was not able to be operated (generated from v1.15) was corrected.
- Operation speed & timing of CPU has been elaborately adjusted. At the stage clear of "Parasol Star", the problem that the screen shook uncommonly occasionally was solved.
- In the opening demo of "Popful Mail", the problem that the surface of the image flickered uncommonly occasionally was solved.
- Additionally, a detailed part has been improved and corrected.
- The operation timing of CD-DA(CD sound source) play processing was elaborately brought close to a real machine. I think that the timing of the voice and the image became it in a lot of games as well as a real machine.
- Processing related to the memory access and drawing, etc. was sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- When "Gradius II" is started, it become the mode to which the laser and spread-bomb do not blink. As a result, it is possible to play comfortably. In case of unnecessary, remove the check on "Auto Improve Graphics (Gradius II)" of "Setting->CPU" menu.
- In "Rainbow Island", when the display of "Hurry!!" appears, the going under water scene was made reproduction near real machine (The character display remains in the line top of water).
- In "Top wo Nerae vol.1", the load to the personal computer has been decreased.
- In some games ("BURAI" etc.), when the CD sound source is played, the bug that had stopped in the first part once occasionally (generated from v1.19) was corrected.
- "PC Performance Test" was added to "Info" menu. Whether Ootake operates comfortably without the processing delay is checked. If "((( Bad Condition [x]! )))" is displayed, the processing delay has occurred. In that case, the trouble (in the game) might occur because the disk access timing is late when playing "CD-Game".
- Additionally, a detailed part has been improved and corrected.
- Operation speed & timing of CPU has been elaborately adjusted. In the visual scene of "Private Eyedol", the problem that the display in the upper part of the screen blinked uncommonly occasionally was solved. In a lot of other games, I think that it approached a real machine by timing, too.
- The start demo of "Efera & Jiliora - The Emblem From Darkness" came to operate normally.
- It came to be able to recognize CD-ROM of "Juuouki".
- "The processing that takes timing when CD sound source is played (mounted from v1.19)" was sped up. And, the stability has been improved. In a personal computer environment not fast, I think that it was almost lost that the game stops when CD-ROM is accessed.
- The operation of "PC Engine Mouse" was modeled on a real machine. And, the processing was sped up, too. In addition, the amount of the movement were elaborately adjusted, and the cursor was made easy to operate.
- In "Doukyuusei", the problem that the screen fell into disorder occasionally was solved. *The screen falls into disorder uncommonly with a real machine when playing with the mouse.
- In the auto-play demo of "Toilet Kids", the problem that had been freezed was solved.
- Operation speed & timing of CPU has been elaborately adjusted.
- "Full Stretched" was added to "Screen" menu. At full-screen the stretch is done even as for the edge of the screen.
* The scanlined display is automatically released. The image quality falls a little because of the enlargement.
- The video chip processing part has been improved. In "Mizubaku Daibouken (Liquid Kids)", when the thunder item was taken, the shake of the screen was reproduced.
- In "Xak I&II", the problem that the scroll has fallen into disorder was solved.
- In "Macross 2036", the problem that the screen becomes pitch-dark (generated by a recent version) was corrected.
- Additionally, a detailed part has been improved and corrected.
- In "Shinbu Denshou", the problem that the title screen has fallen into disorder (generated by v1.24) was corrected.
- In "Arunamu no Kiba", when the combat ended, the problem that the screen falls into disorder momentarily (generated by v1.24) was corrected.
- Additionally, a detailed part has been improved and corrected.
- In "Mizubaku Daibouken (Liquid Kids)" that is the hidden masterpiece, when the thunder item was taken, the width of the shake of the screen was brought close to a real machine. I think that it approached a real machine by other software, too.
- Additionally, a detailed part has been improved and corrected.
- At the stage beginning screen of "Rainbow Island" and the start demo of "Asuka120%", the bug that the screen display has fallen into disorder (generated from v1.24) was corrected. As a result, I think a similar problem of other games to have been solved, too.
- Additionally, a detailed part has been improved and corrected.
- The resolution of "PSG-sound(wave memory sound)" improved. As a result, the tone has approached a real machine. Especially, I think that it can feel it remarkably at "Galaga'90(Galaga'88)" and "Atomic Robokid Special", etc.
- The capacity of default of the sound buffer was reduced. As a result,
"Timing that the sound rings" has approached a real machine.
- Processing that plays CD sound source (CD-DA) has been improved. At the sound test of "Akumajou Dracula X", When the tune was selected, the problem that had stopped occasionally was solved.
- In "Order of the Griffon", "Ryuuko no Ken" and "Asuka120%", the image quality has been improved (The burr is cut). And, the processing part was sped up.
- In "Downtown Nekketsu Monogatari", the problem that the start screen shook was solved.
- In "Lodoss Tou Senki II", at the scene of "House of Parn", etc. the problem that the screen has fallen into disorder was solved.
- Additionally, a detailed part has been improved and corrected.
- "Output WAV File" menu was added to "File" menu. The recording starts when this menu is executed. Afterwards, when paused ("Esc" key or mouse click), the recording ends. And "setting and function to record beautifully" was put, too.
- If the "hes file (PCE sound file)" is opened, when the tune is selected with I-button or II-button, the no sound time of 0.5 seconds is inserted. (possible to release it by "File->Setting of Output WAV" menu)
- "3Quarters" (volume of 3/4) was added to "Volume" menu.
- In "Lodoss Tou Senki II", at the scene of "After the last boss", the problem that the upper part of the screen had flickered was solved.
- When "Youkai Douchuuki" was started, the multi-tap was removed automatically.
- At the opening title of "Chou Aniki", the problem that the logo shook occasionally was solved.
- A detailed part of RAM access of CPU (zero page access) was brought close to a real machine. (Information from PC2E author Mr.Ki)
- Additionally, a detailed part has been improved and corrected.
- The processing part of "CPU(HuC6280)" and "BG drawing" were sped up. I think that processing lightened in some measure of a personal computer environment so not fast.
- Operation speed & timing of CPU has been elaborately adjusted. At "Mugen Senshi Valis" of the game over scene, the problem that the screen had occasionally freezed was solved. At "Power Sports (World Sports Competition)" of the news scene, The disorder of one frame was solved. I think the operation timing have approached a real machine in other software, too.
- "Mute PSG Channel 1"-"Mute PSG Channel 6" was added to "Volume" menu. When "Output WAV file", use it when you want to mute a specific sound (shot sound and jump sound, etc.).
- In "File->Setting of Output WAV->Start at the Next Tune" menu function, at the tune to which the sampling sound is multiused, The problem that it was not occasionally recognized to have moved to the following tune was corrected.
- The CD-ROM access processing part has been improved. When resetting it with "SELECT+RUN" button while accessing CD-ROM, the problem that had been occasionally freezed was solved.
- Processing that decided drawing beginning line was brought close to a real machine. In "Mizubaku Daibouken (Liquid Kids)" , when the thunder item was taken, the width of the shake of the screen was brought close to a real machine. At "Dragon Ball Z" of the opening demo, the problem that the screen has fallen into disorder was solved.
- In "Downtown Nekketsu Monogatari", when playing with a fast CD-ROM drive environment, the problem that ADPCM voice of the elder sister in the bookstore became interrupted occasionally was solved.
- In "Nekketsu Koukou Soccer Hen", the problem that the character display had occasionally received in the status display part was solved.
- Additionally, a detailed part has been improved and corrected.
- The DMA reading processing part of CD-ROM was brought close to the movement of a real machine. "Cobra II Densetsu no Otoko", "Lodoss Tou Senki", and "Kagami no Kuni no Legend" came to operate.
- "Use System Memory" was added to "Setting->Screen" menu. Use the favor a sharp image (the burr stands out a little).
- The fade out processing of CDDA (CD sound source) was brought close to a real machine. In "Downtown Nekketsu Koushinkyoku", the problem of the voice was solved.
- With "Option" button of the start window, the window mode start or the full-screen mode start can be set, too.
- Additionally, a detailed part has been improved and corrected.
- The access processing of CD-ROM was brought close to the movement of a real machine. In "Cobra II Densetsu no Otoko", the problem that had been occasionally freezed was solved. And, "Jantei Monogatari 3" came to operate.
- In the music CD player with built-in System Card, trouble that the music becomes interrupted (generated from ver1.30) was corrected.
- Additionally, a detailed part has been improved and corrected.
- Thank you for this year. Ootake was able to be developed greatly thanks to everybody. Then, a good year!
- The play processing of ADPCM sound source has been improved. In the visual scene of "Lodoss Tou Senki", the problem that the voice became interrupted on the way occasionally was solved.
- The access processing of CD-ROM was brought close to the movement of a real machine. In "Kabuki Ittou Ryoudan", the problem that had been occasionally freezed was solved.
- Additionally, a detailed part has been improved and corrected.
- "Window TopMost" menu was added to "Screen" menu.
- The access processing of CD-ROM was brought close to the movement of a real machine. The problem that "L-Dis" did not operate (generated from v1.32) was solved.
- In "Momotarou Katsugeki", when falling in water, the problem that overlapping the character display might be not correct was solved.
- Additionally, a detailed part has been improved and corrected.
- The function to convert a "bad 3Mbit Rom-image file (over dumped with specific dump machine)" was added.
* Operating a "bad Rom-image file" troubles other PCE/TG16 emulators. The converted "just proper" image file can be used with [a lot of other Free PCE/TG16 emulators], too. This is a "fair" method for the "PC Engine & TurboGrafx16" emulator and the PCE/TG16's fan.
- When setting it to "BigAudioBuffer Mode", the amount of the buffer was increased. As a result, tone quality has improved.
- "FullScreen Customize" menu was added to "Screen" menu. It is possible to use it by an arbitrary display resolution at full-screen. And, when the check is put on "FullScreen Resolution Auto Change" of "FullScreen Customize" menu, "display resolution" can be automatically switched by "resolution of the game (width 256,336,512)". * It is a function to use it on the display such as 15kHz cathode-ray tubes.
- In the SuperGrafx's game with black belt display right and left, the bug to which garbage had been ultra uncommonly displayed was corrected.
- Additionally, a detailed part has been improved and corrected.
- In the battle scene of "Tengai Makyou II", etc. when it passed time, the bug that the CDDA music was played (repeat play bug. generated from v1.32) was corrected.
- When using Ootake with "Windows 98/Me", after it had returned from full-screen, the problem that the resolution doesn't return (generation from v1.35) was corrected. * Operation with "Windows 98/Me" is not tested.
- The volume balance of ADPCM voice was elaborately brought close to a real machine.
- The interrupt processing of the CD-ROM access was modeled on a real machine.
- In "Neo Nectaris" and "Macross - Eien no Love Song", the saving to backup-RAM became possible. * In "Neo Nectaris", when the state saving before v1.36 is loaded, the backup-RAM-saving might not be able to be done normally. At that time, please advance to the next stage, and it is possible to save normally.
- When using Ootake with "Windows 98/Me", the bug that the error goes out when becoming full-screen (generated by v1.36) was corrected. * Operation with "Windows 98/Me" is not tested.
- Additionally, a detailed part has been improved and corrected.
- The access processing to the ADPCM memory was modeled on a real machine. "Tengai Makyou - ZIRIA" came to operate. In "Kagami no Kuni no Legend", Nori-P came to talk when the name was input.
- The timing of the CD-DA sound processing was elaborately brought close to a real machine. Moreover, the error margin by the PC environment was shortened.
- The processing speed and timing were elaborately brought close to a real machine. In "Cosmic Fantasy 2", the problem that the screen had shaken by one frame was solved.
- Additionally, a detailed part has been improved and corrected.
- The resolution of the PSG sound (wave memory sound) has been improved. As a result, the tone has approached a real machine. On the other hand, processing is a little heavy. If a personal computer environment not fast is used, select "Volume"->"Light PSG" menu.
- Processing of drawing on the screen was sped up. Additionally, if "Volume" ->"Light PSG" menu is used, the processing lightens. And, In the window mode of "Windows Vista", V-Sync comes to work, and compatibility with gadgets has improved.
- In "F1 Circus", the bug not to be able to start car (Generated from v1.29. Controller processing relation) was corrected.
- The processing speed and timing were elaborately brought close to a real machine. At the title screen of "Macross 2036", the problem that had fallen into disorder by one frame occasionally was solved.
- When "Private eye dol" is started, the message to recommend [CD Install ("CD-ROM"->"Install" menu)] is displayed. The screen display of the demo is steady by the "CD Install".
- It corresponded to the initial shipment version of "Linda Cube".
- Additionally, a detailed part has been improved and corrected.
- The noise of the sampling voice of the wave memory sound reduced. As a
result, the tone quality has been improved.
- The ADPCM sound processing was brought close to a real machine.
- The processing speed and timing were elaborately brought close to a real
machine. In the third stage of "Soldier Blade", the problem that one frame
screen fell into disorder occasionally was solved. In "Racing Damashii",
the problem that race screen shook occasionally etc. were solved.
- While playing CD-DA, when a game is reset with "SELECT+RUN" button, the
bug that had been occasionally freezed was corrected.
- Additionally, a detailed part has been improved and corrected.
- The image quality (color tone) has been elaborately adjusted. If a fast
personal computer environment is used, it is possible to set it to a sharp
image quality by "Screen->Screen" menu, too.
- "Briteness" menu was added to "Screen" menu. Use it to adjust brightness
slightly.
- The operation timing of the raster interrupt processing was brought close
to running on of a real machine.
- In "Zan - kagerou no toki", the problem that the window shakes up and down
was solved.
- The transfer part between V-RAM has been improved. In "Nazo no
Masquerade", the problem that the character takes the shape (generated
from ver1.02) was solved.
- "Joypad Background Ok" and "Keyboard Background Ok" were added to "Input"
menu. The permission of "the operation when no focus of Ootake's window"
can be set.
- When using Ootake with "Windows 98/Me", the problem that CD-ROM drive
might not be able to be recognized was corrected.
* Operation with "Windows 98/Me" is not tested.
- Additionally, a detailed part has been improved and corrected.
- Some overall processing speeds were sped up (The optimization option of the development compiler was changed). Especially, processing might have lightened in some measure on the personal computer environment with a not high spec.
- It corresponded to software that had changed the width of each line of the screen display. In Chapter-4 of "Yami no Ketsuzoku", the message came to be displayed correctly.
- Additionally, a detailed part has been improved and corrected.
- "Screen->Show Overscan Area" menu was added. When the check is put on this menu, over scanning area (part not seen in edge usual TV of the cathode-ray tube almost) is displayed. I think that the person who was handling the monitor where the over scanning area is seen feels the atmosphere.
* When the game is made, the over scanning area assumes the possibility of not seeing it. There is no problem even if it doesn't see it. Therefore, in some games, the noise image is displayed in the over scanning area.
* The display can be switched by even pushing "F11" key. The switch of "TV Mode" changed to "F11" while pushing "Ctrl" key.
* At "Setting->Screen->Start Overscan Customize" menu, the setting for the start is possible.
- The processing speed and timing were elaborately brought close to a real machine. In "Metal Angel", the problem that the screen has blinked was solved.
- In "Dragon Spirit", "Ys IV", "Youkai Douchuuki" and "Legend of Hero Tomma", even when the turbo-button(auto-fire) setting was set to "High Speed", the function became effective.
- With the game for "PC Engine Mouse", the click operation can be done by even pushing "I" button and "II" button of the joypad (controller 1). And, a wrong reset operation was prevented when the wheel(SELECT&RUN) is operated.
- In "Side Arms (Hu-Card)", the problem that some raster scrolls fell into disorder occasionally was solved.
- Additionally, a detailed part has been improved and corrected.
- Processing that decided the vertical display beginning position was brought close to a real machine. In "Strider Hiryu", the problem that the high-score display in the top of the screen is lacked was solved.
- "Overscan Height 6dot" menu was added to "Screen->Overscan Customize" menu.
- Additionally, a detailed part has been improved and corrected.
- "Use Black Belt when Hide Overscan" menu was added to "Setting->Screen" menu. If this check is put, the size of Ootake-window can be maintained when the over scanning area is concealed ("F11" key or "Screen->Show Overscan Area" menu).
* At "Start Overscan Customize" menu (above one), if it is set that the over scanning area is not displayed, this menu is invalid.
- The access processing of CD-ROM was brought close to the movement of a real machine. In "GS Mikami", the problem that had stopped on a black screen occasionally was solved.
- In the visual scene of "Nekketsu Legend Baseballer", the gap of the voice was corrected. (I was able to do the correction confirmation even to ending.) *The play installed by "CD-ROM->Install(CD speed-up)" menu is recommended (CD-ROM access is severe in this game).
- Additionally, a detailed part has been improved and corrected.
- The volume (listening-feeling) in the small volume part of the PSG sound was brought close to a real machine. The sound condition and harmony have approached a real machine. I think that I was able to improve the entire tone quality. Especially, a small-volume game as "Soldier Blade" and "Gunhed (Blazing Lazers)" obtained a big improvement.
- In the visual scene of "Akumajou Dracula X", the problem that the top on the screen falls into disorder uncommonly was corrected. * The disorder is still seen when changing to the setting that displays the over scanning area. Therefore, the play switched to the setting that doesn't display the over scanning area ("F11" key. The setting can be maintained by "File-> Set Resume" menu or the state saving.) is recommended.
- Additionally, a detailed part has been improved and corrected.
- CPU(HuC6280) processing part was sped up. I think that processing
lightened in some measure of a personal computer environment so not fast.
- The repetition processing of the CD-DA sound was brought close to a real
machine. In the visual scene of "Arunamu no Kiba", the problem that had
stopped at a pitch-dark screen occasionally (generated from a recent
version) was solved.
- In "Popful Mail", the weight of processing was reduced in some measure
with PC not fast.
- In the visual scene(one place) of "Nekketsu Legend Baseballer", the
interrupted voice was corrected.
- At Full-Screen mode, when setting it to the resolution of 1600x1200 or
more, the bug to which the screen had not been correctly occasionally
displayed was corrected.
- Additionally, a detailed part has been improved and corrected.
- "Set Other SystemCard image" and "Play with Other SystemCard" were added to "CD-ROM" menu. "System card of an old version" can be set (It is possible up to two), and it can be started at once.
- "Play with Backup-RAM Full" was added to "CD-ROM" menu. The state that the capacity of backup RAM becomes full is reproduced, and the warning screen of each game can be seen.
- The processing part of ADPCM sound was brought close to a real machine. In "Urusei Yatsura", the warning voice full of the capacity of backup-RAM is sounded to the last minute.
- When "Arunamu no Kiba" is started, the message of "Recommend Install" is displayed. ("CD-ROM->Install(CDspeed-up)" menu) Then, it is possible to play with stability.
- Additionally, a detailed part has been improved and corrected.
+ Please let me do a little an important talk for the game field. It is continuation of the story (Input Delay(Lag) problem) written last time.
+ The delay influences people who do not feel the delay, too. Even if you cannot feel the delay, the difficulty of the game goes up certainly, and the pleasure of the game certainly falls. As a result, there might be a case that goes away from the game (Or, the played frequency decreases. Without recognizing the cause for myself).
+ "Golf game" is the most remarkable to feel the delay. Please play "Naxat Open"(the masterpiece golf game of "PC Engine") by full-screen(for easy to watch). And, watch the power meter(small circle) of the screen seriously when you swing. In the state, push the button of the pad when the power meter(small circle) came right above person's head. When playing with the display monitor where delay hardly exists, in "Ootake", the meter (small circle) stops at once if the button is pushed. But, in "MagicEngine(input-lag is large)", the meter(small circle) stops in the place that shifted to the right a little. If you do not push the button (do not shot) after this, this test can be repeated. Please try repeatedly. And, you must feel the difference of "Play Sense".
+ When you recognize the input-lag, if you push the button ahead of time, it becomes a temporary solution. However, you will not feel good feelings in the method. True interest of the action game is ruined. Though it is not desirable, the timing of the golf game can become accustomed. However, the timing of the baseball and tennis game becomes unnatural late. Because up, down, left, and right movement is necessary. Even the timing of other actions and shooting games is similar.
+ As a result, I strongly worry about the misunderstanding (difficult and not interesting for the delay) of the game.
* Example of measures on emulator author side
-> http://www.ouma.jp/ootake/delay.html
* Measures on user side PC environment
-> http://www.ouma.jp/ootake/delay-solution.html
+ Therefore, please read above-mentioned "Measures on user side PC environment", and make a good PC environment if possible. And, in"Ootake", enjoy playing "PC Engine(TG16)" games sincerely.
+ Thank you for reading. Hereafter, they are update details of v1.50.
- "Show FPS" was added to "Info" menu. "Frame Rate (frames displayed per one second)" is displayed on the screen(left-bottom). When the personal computer is an enough speed, this keeps almost 60(occasional 59). When this frequently falls below 60, the processing speed of the personal computer is insufficient. In that case, please lighten the setting(FullScreen[F12] or "Volume->Light PSG" menu).
- In the start demo of "Efera & Jiliora - The Emblem From Darkness", the bug that the voice had become interrupted (generated by v1.49) was corrected.
- When source is compiled with gcc, the part that was not able to be compiled correctly according to the version of gcc was corrected.
- Additionally, a detailed part has been improved and corrected.
- In the start demo of "Pop'n Magic", the problem that the screen has fallen into disorder was corrected. (Timing of CD-ROM access processing)
- At the display of frame-rate with "Info->Show FPS" menu, the bug that had not been occasionally displayed by the environment was corrected.
- In the continue-screen of "Paranoia(Psychosis)", the problem that some characters had shaken was corrected. (Correction of timing)
- Additionally, a detailed part has been improved and corrected.
- When using Ootake with "Non-Scanlined" screen-setting, at the display of frame-rate with "Info->Show FPS" menu, the bug that had not been occasionally displayed by the environment was corrected.
- When switching to the FullScreen mode, the refresh rate of display switches to "60Hz" by the automatic operation. (*In Windows98/Me, it is not possible to switch by the automatic operation.)
- "Auto Check Set Resume" menu was added to "File" menu. If the check is put there, when each game is started, the resume-function("File->Set Resume" menu) becomes effective automatically.
- The speed and timing were brought close to a real machine more. In "Eiyuu Sangokushi", the problem that the surface of the screen fell into disorder occasionally was solved. I think that the operation timing improved in other games, too.
- The access timing of CD-ROM was brought close to a real machine more. In the opening demo of "Ys4", the problem that the noise of the horizontal line was uncommonly occasionally displayed was solved.
- Additionally, a detailed part has been improved and corrected.
- 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.
- "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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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!
+ 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.
- 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.
- 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.
- 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.
- 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.
- 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.
+ 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.
- 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.)
- 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.
- 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.
- 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. http://www.ouma.jp/file/Ootake204-for98.zip
- At use with fast CD-ROM drive environment (virtual drive etc.), when CD-ROM is accessed, the bug to which reading was not done uncommonly correctly was corrected.
- When the check on "Speed->Fast CD" menu is removed, the music track access speed has approached at the speed of a real machine more.
- "Sprite Layer" and "BG Layer" were added to "CPU" menu. Sprite and BG can be non-displayed. (This is a function for soft development.)
- The speed and timing were brought close to a real machine. In "Chou Aniki", the problem that the boundary of the raster-scroll has fallen into disorder (generated by v2.05) was solved.
- In "Chou Aniki", when a fast CD-ROM drive is used, the problem that the title screen occasionally fell into disorder by one frame was solved.
- Additionally, a detailed part has been improved and corrected.
+ The execution file for "Windows 98/Me" was opened to the public. The operation test is not done. Please see "Readme98.txt" in the ZIP file about details and notes, etc. http://www.ouma.jp/file/Ootake206-for98.zip
- 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.
- 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. http://www.ouma.jp/file/Ootake208-for98.zip
- "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. http://www.ouma.jp/file/Ootake209-for98.zip
- 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.
- 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.
- 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.
- 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. http://www.ouma.jp/file/Ootake214-for98.zip
+ I pray legend pro-wrestler "Misawa Mitsuharu" soul may rest in peace. He never compromised absolutely. He was a really strong pro-wrestler.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- With Windows7/Vista, the problem that the drawing had been delayed of some frames was solved. As a result, I think that the reaction after the JoyPad is operated became it as well as WindowsXP.
* This is a specification of Vista/7 that should scold (the delay of three frames is permitted). In game software for all WindowsXP(Direct3D), this delay happens. It is necessary to change the video card driver's setting to solve it. I brought the method together on the following site. http://www.ouma.jp/ootake/delay-win7vista.html
- "Disable Aero (No Time-Lag, Recommend)" and "Use Aero (Time-Lag exists)" were added to "Screen" menu. The delay of the display seems to happen whenever the game for Direct3D is played on Windows7/Vista Aero(desktop that can be made transparent etc.). Because the delay spoils the interest of the action game and the shooting game, play by "Disable Aero" is strongly recommended. Moreover, it is possible to switch quickly with [Ctrl + F12] key.
- When setting it to the size of the window "x4" (Or, full-screen 1280x1024 or more), and, when "Setting->Screen->Special Scanlined" has been selected, the bug that the color of the screen was not correctly displayed was corrected.
- With Windows7/Vista, the best processing method of V-Sync is distinguished by the automatic operation. As a result, "Win7/Vista Use Auto-V-Sync" of "Setting->Screen" menu became unnecessary.
- When "Screen->FullScreen Customize->FullScreen Resolution Auto Change" menu is used (for chiefly 15kHz display), the bug not to be able to do resolution switch smoothly (generated from v0.96) was corrected.
- Additionally, a detailed part has been improved and corrected.
+ Last time, I talked about "Setting for the display delay not to be done with Windows7 and Vista". It has the supplementation. With also WindowsXP, it recommends the same setting. Because an extra delay can be evaded. This setting values an actual operation feeling more than the bench mark to enjoy playing a game sincerely. http://www.ouma.jp/ootake/delay-win7vista.html
- When "Screen->Full Stretched" menu is selected, the effect of scanline becomes effective. * When "Screen->TV Mode" menu (It is possible to switch also with [Ctrl]+[F11]key) has been selected, the effect of the scanline becomes invalid as well as the situation to date (To maintain the image quality).
- The timer interrupt processing has been improved. At the start of "TV Sports Basketball", the problem of freezing it (generated from v2.20) was solved.
- Additionally, a detailed part has been improved and corrected.
- 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.
- "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.