Virtual Jaguar v2.1.0 GCC/Qt
----------------------------

* Added gamepad support. [Shamus]
* Added fullscreen option. [Shamus]
* Added some more developer goodies to Alpine mode. [Shamus]
* Re-added command line switches. [Shamus]
* Moved JERRY into host audio IRQ. This should make sound much smoother, though
  it may run ahead of the rest of the emulator. [Shamus]
* Kludged a fix into the audio handler to set the correct frequency for audio
  playback. Note that there could still be problems with this approach, as it
  can be easily fooled. Thanks to Dr. Typo for the initial analysis and insight
  into this bug. :-) [Shamus]
* Preliminary fixes for proper emulation of memory reads between $200000 and
  $800000. [Shamus]
* Proper handling in the OP of objects with 0 IWIDTH. [Shamus]


Virtual Jaguar v2.0.2 GCC/Qt
----------------------------

* Fixed problem on OP with 24BPP bitmaps. [Shamus]
* Cosmetic GUI fixes. [Shamus]
* Switched to UAE 68000 CPU core. [Shamus]
* Fixed some RISC STORE and LOAD alignment issues. Still need to verify against
  real hardware. [Shamus]
* Fixed video frame timing for both NTSC *and* PAL. [Shamus]
* Improved OP logging, added emulation of OP bug. [Shamus]
* Fixed addressing bug with UAE 68000 core. [Shamus]


Virtual Jaguar v2.0.1 GCC/Qt
----------------------------

* Fixed NTSC timings; they were hardwired to PAL rates. [Shamus]
* Fixed possible missing trailing slash on path fields input by user. [Shamus]
* Fixed exit hotkey to work on Win32. [Shamus]
* Changed PAL/NTSC switch to only work when virtual machine is powered off.
  [Shamus]
* Miscellaneous documentation fixes. [Shamus]


Virtual Jaguar v2.0.0 GCC/Qt
----------------------------

* Switched GUI to Qt. And there was much rejoicing. ;-) [Shamus]
* Added detection code to fish out files from inside ZIP archives. What this
  means is that now you can have other goodies inside of your ROM ZIP like
  labels, box art, and overlays. See built-in help for details. [Shamus]
* Various usability improvements, too many to list here. ;-) [Shamus]
* Various compatibility improvements to the Jaguar core, too many to list
  here. ;-) [Shamus]


Virtual Jaguar v1.1.0 GCC/SDL (r299 - Never officially released)
----------------------------------------------------------------

* Switched OpenGL rendering to 32 BPP. This is not only how a real Jaguar
  renders graphics, but it also gives VJ a nice speed boost. ;-) [Shamus]
* Changed execution to a time-based solution so that timers and IRQs and
  such can happen when they're supposed to. [Shamus]
* Fixed blitter writes so that Intensity[0-3] and Z[0-3] are written in the
  correct order. [Shamus]
* Major rewrite of blitter to conform the the TOM ASIC nets. This should fix a
  bunch of stuff that wasn't working correctly before. [Shamus]
* Fixed writes to 64 bit blitter registers. [Shamus]
* Refactored GUI to be more maintainable, better looking and more responsive.
  [Shamus]


Virtual Jaguar v1.0.7 GCC/SDL
-----------------------------

* Various fixes to make for smoother compilation on MacOS. [Adam Green]
* Fixes to filetype parsing. VJ now properly recognizes .abs, .jag, .rom,
  and .j64 files--be sure to check the README for the gory details! [Shamus]
* Added a kludge to allow homebrew demos to run without a Stubulator ROM and
  without crashing the emulator. [Shamus]
* Fixed a blitter intensity addition problem. This fixes the title in Hover
  Strike and the road/shadows in Checkered Flag. [Shamus]
* Partially fixed a problem with the SUBC opcode in the RISC processors. This
  allows Hover Strike, Phase Zero and Fight For Life to boot into their title
  screens and makes them somewhat playable. [Shamus]
* Fixed a horizontal scaling problem in the OP and the off-by-one bug that it
  reintroduced. This fixes the road in Atari Karts and probably a few others.
  [Shamus]
* Fixed a long standing blitter bug that kept certain doors in AvP from
  rendering correctly. [Shamus]
* Fixed some vertical positioning bugs in the OP. Now Checkered Flag, Alien
  vs Predator and probably others now work as they should (graphically ;-)
  [Caz]
* Better GUI support. Most options in the GUI work now, and more are expected
  to be functional in the near future. [Shamus]
* Fixed a few more lingering blitter bugs (there are more to be found). This
  fixes most of the glitches in Cybermorph and Alien vs Predator. [Shamus]
* Fixed an Object Processor scaled bitmap bug that caused incorrect
  positioning of scaled bitmaps that started outside the line buffer, and
  also fixed a problem that caused the OP to hang in certain situations. This
  fixes Bubsy, International Sensible Soccer, and probably a few others.
  [Shamus]
* Cleaned up various bits of video rendering related code. [nwagenaar]
* Added support for OpenGL textures with a depth of 16bpp, 24bpp or 32bpp.
  [nwagenaar]
* Rewrote several OpenGL related rendering code concerning the new OpenGL
  texture depths and texture sizes. [nwagenaar]
* Rewrote several OpenGL rendering functions concerning speed related items.
  [nwagenaar]
* Several bugs resolved due to OpenGL and normal rendering code. [nwagenaar]
* Default resolution for OpenGL is now 640x480. [nwagenaar]


Virtual Jaguar v1.0.6 GCC/SDL
-----------------------------

* Added support for gzipped ROM files. [Adam Green]
* Added OpenGL support. Because of this, aspect ratios in the various
  graphic modes should be correct now. Thanks goes to Niels for enlightenment
  in this area. :-) [Shamus]
* Moved all platform specific video code to video.cpp. This should make it
  easier to add functionality to the video subsystem without having to chase
  code around in places where it didn't belong. [Shamus]
* Key bindings are now customizable. [Shamus]
* VJ now uses a config file (vj.cfg) for commonly used settings. Settings in
  the config file can still be overridden by command line switches. [Shamus]
* Preliminary GUI mouse support. [Shamus]
* Fixed an off-by-one bug in the Object Processor when dealing with scaled
  bitmap objects. [Shamus]
* Fully virtualized screen size. What this means is that we can keep the
  Jagaur screen displayed in a convenient size (320 x 240) and the graphics
  that various ROMs display will now be properly centered (more or less, they
  were really centered for a TV display). [Shamus]
* Border color is now displayed properly. [Shamus]
* Fully pipelined DSP core. Because of this, Wolfenstein 3D now has sound. To
  use the old core, use the -nopipeline switch. [Shamus]


Virtual Jaguar v1.0.5 GCC/SDL
-----------------------------

* Various fixes to the codebase so that it compiles and works properly on
  Linux. :-) The makefiles are almost identical now, the only thing that's
  different between them are the SYSTYPE and EXESUFFIX variables defined at
  the top. [Shamus]
* Fixed a pernicious blitter bug that kept Rayman from doing proper collision
  detection. [Shamus]
* Added a simple file selector so that typing in long filenames in order to
  run the emulator is no longer necessary. :-) To use it, instead of
  supplying a ROM name, simply put in the name of the directory where your
  ROMs live. [Shamus]
* Removed all the assembly language code from the DSP, so it should be a
  little less buggy now. Also, removed some brain-dead timeslice releasing
  that was causing a bunch of problems with various ROMs. [Shamus]
* Added sound support! In order to hear any sound, you probably have to
  start VJ with the -dspon switch. Also, unless you have a very fast computer
  the sound is going to be choppy. Hopefully future optimizations will cure
  this. ;-) [Shamus]
* Added GUI support. You can see the results by hitting the TAB key while the
  emulator is running. ;-) [Shamus]
* Lots of cleanups to the source code including the ability to trace who
  writes what to where. [Shamus]


Virtual Jaguar v1.0.4 GCC/SDL - source only release
---------------------------------------------------

* Lots of bugfixes. [Shamus]
* Jaguar BIOS now works properly and is used by default. BIOS failure was
  due to a bug in the GPU (specifically in the SUBC and ADDC opcodes). To
  override this behavior, use the -nobios switch. [Shamus]
* Rewrote the OP code--mostly because it was pissing me off. ;-) Not
  to mention that it was almost completely unmaintainable in its former
  state and was just plain wrong in its implementation in many places.
  Because of this, some RMW effects that were missing from AvP are present
  now and leftover crud in scaled bitmaps in Rayman is gone now. ;-) [Shamus]
* ZIP support! Now there is no longer any need to unzip ROMs (although if
  you prefer to waste HD space, VJ will gladly accomodate you). The code to
  support this is a pretty ugly hack, but it works and there are other fish
  to fry at the moment. Also, ZLIB is now required to compile VJ. [Shamus]
* Support for PD ROMs. Currently the only one that works at all is JagMania,
  though as the hardware emulation gets better more PD ROMs will begin to
  work. Note that you must use the -nobios switch for this to work. [Shamus]
* Preliminary support for PAL Jaguar emulation. Default is NTSC. To use it,
  use the -pal switch. [Shamus]
* Support for DSP activation. The DSP is now *off* by default, since it
  doesn't work properly yet. Use the -dspon switch to force the DSP on.
  [Shamus]
* Removed all hacks that were written to support a specific ROM from the OP
  and GPU code (much more remains to be removed). Since the CRCs that were
  calculated to support these hacks were done on byte swapped ROMs, they
  weren't working anyway. Besides which, a hack means that you don't
  understand the hardware properly and/or don't know how to write the code to
  properly emulate the hardware. ;-) [Shamus]
* Renamed the executable from the ridiculously named jag_em to the more
  sensibly named vj. Note that the Jag_em.cpp file has also been changed to
  reflect this name change. [Shamus]
* Removed Aaron Giles 68K dissasembler in favor of the one included with the
  Musashi core. It's there, why not use it? ;-) [Shamus]
* Reordered the order of A, B, and C buttons to more accurately reflect their
  respective positions on a real Jaguar controller. Also fixed a small bug that
  kept the number pad from reporting the right numbers to the emulator. :-)
  [Shamus]
* Started to remove the !__PORT__ defintions from the source code. Since this
  is supposed to be a portable emulator, we won't be using any MS specific
  code anyway. [Shamus]
* Fixed some problems with the blitter when doing clipping and bit expansion.
  Also fixed (reintroduced?) a bug that existed in the real blitter HW (the
  YADD1 bit in A2--fixes Tempest 2000). [Shamus]
* Probably a bunch of other stuff that I've forgotten about. ;-) [Shamus]

NOTE: Tested only on WIN32 platform! ;-)


Virtual Jaguar v1.0.3 GCC/SDL - source only release
---------------------------------------------------

* Converted GNU assembly in the GPU core to C code -- Rayman and
  Alien vs Predator work again. :-) [Shamus]
* Removed closed source Starscream and replaced it with the open source
  Musashi core. Because of this, VJ runs a little faster now. :-) [Shamus]
* Various cleanups to the source files (still lots of work to do!). [Shamus]

NOTE: Tested only on WIN32 platform!


1.0.1 - 1.0.2 - Unreleased, mostly for testing/finding bugs
-----------------------------------------------------------

* Lots of stuff happened, but we can't remember any of it. :-)


Virtual Jaguar v1.0.0 GCC/SDL - initial source release
------------------------------------------------------

* Converted VC++ assembly to standard GNU assembly.
* Fixed small bugs in SDL related items (keyboard/graphics).
* Added *some* optimalisations to the graphics sources.
* Added joystick support (not tested).
* Added joystick port support (not tested).
* Added frameskip support.

Source only release. Tested on BeOS, Linux, FreeBSD and WIN32.
SOUND emulation was NOT done. Need help with this one :)


SDLEMU (Niels Wagenaar & Caz) - http://sdlemu.ngemu.com
