0.36b7.0
--------
- Fixed 'Show Frame Rate' Option! Thanks again to Darren. This was actually very simple but not to obvious. Darren has a keen eye. You can now see how good or bad your favorite games perform. It was a bit dissapointing at first, to see how bad some of the frame rates were. :( But it is also nice to see how well the original MAME Team has made the core. Some of these games are so playable, even with such low frame rates. 

- Sound is Fix! It works in most games but can be rough in others. I think it sounds a bit better than iMame in a few games. 

- Dropped the pallette depth from 16 to 8. This added a definite speed increase without losing the proper color schemes. 

- Added additional options to the toolbar. You can now tweak game settings for Dirty Line redraw and Disable throttle. Some games work better some games break. Experiment and find the best fit for your favorites. (Pucman likes Dirtyline enabled and Disable Throttling).

- Added Ghosts and Goblins by popular demand. :)


0.36b6.0
--------
- implemented Darren's underclocking! Added underclocking to Donkey Kong, Doney Kong Jr, Frogger, and Mr Do. Will do more upon request or as I get time to test them myself.

- Reimplemented inexact z80 emulation. This should add some speed to z80 games.

- Changed the default buttons assignements around. Swapped the Action button and Button 3. Action button is now Player 1 Fire, and Button 3 is Coins and 1 Player start. Don't know if I personally like this layout but for the time being it will stay. If you don't like it, feel free to switch it around in the MAME UI screen. One problem is that you need to start 1 player game and finish before being able to play 2 players. I tried moving the 'Coins' key to the record Button but iPaq button wierdness causes all keys to become 'Coins' key. 

- Fixed correct colors, again. Located in the GSIDisplay.c is a function called setpallette. Changing the red, green, and blue values for PF15 pixel formatting to the same values as PF16 pixel formatting corrected this. This was originally discovered and fixed by Darren who thought it was a hack but was actually wrong values to start with as far as I can tell.

- Refixed Vector games. I reported they were broken at one point but I moved the screen fix routine to mame.c and it now works again. 

- Finished PocketPC toolbar. This release contains a proper toolbar located at the bottom of the Screen. It has options for turning on and off flicker, anitaliasing, and translucency as well as a proper Exit option and button. 


0.36b5.1
--------
- Re-ported Mame Project to the PocketPC. Started from scratch with a clean Mame 36 code base. Created a new project. Then created, snipped, pasted, and massaged code into a new Release.

- GAPI implementation! Graphics have been recoded to use GAPI instead of the old GAMEX routines.

- Compiled the Project for the PocketPC. Both a MIPS and an ARM processor Build have been tested and released.

- Recovered the old Menu Bar that allows you to set options and File/exit properly from the main MameCE Application. (This will be replaced with the properly coded PocketPC menubars in the next release.

0.36b4
------
- internal release never posted. Too many bugs.

0.36b3
------
Program: 
Techmaster-

- Reimplemented no Screen Squeeze Code (Darren's Fix). It wasn't causing the vector game problems after all. Turned out to be a forced 16bit option I added in mamece.c to try and fix the color problem. 

- Found the color problem. Fixed it in GDIDisplay.c. Set the display mdepth to a default of 16. Vector games and regular games seem to work fine and in normal color.

- Speed seems to be a tiny bit faster with the correct color fix in place. (maybe its just me :) . 

- Added a binary build to my page that has alot more games enabled. Most all older games but none that use 68000 CPU. The program is very large. Greater than 6MB! This one is only for those with Expansion cards due to its size ;)
 

0.36b2
------
Program: E115 release only
Techmaster-

- Fixed Keys to work on Casio E115. This build is a separate version that is compiled with different Key definition routines. I hope to add autodetection of the machine and use of proper keys accordingly,  in the future. this would allow me to recombine the release back into a single Build.

-Removed 16bit default color setting. This was causing Vector games not to work correctly. I'll fix this soon with either an option setting or correct the code to detect it properly.

0.36b1
------
Program:
Techmaster-

- Added Darren's tweaks for graphics enhancements.

- Rewritten Keyboard code using Mame32's Code file. This fixed aliasing the Virtual keys on a PsPC to standard codes using the new 'seq' programming introduced in the new original mame source. (No E115 keys aren't fixed yet, but I expect to have them fixed sometime this weekend).

- Added new routine that dynamically creates and uses the proper directory structure relative to the location of the MameCE.exe file. This fixes all issues with the folders for roms, samples, cfg, and hi. Now you can create a folder for MameCE anywhere you want and add folders for the roms and samples in a subfolder from the MameCE application. (it will also create these folders the first time you run CE of they don't exist).

- Injected Mame v0.36Final code into source.


0.3b2
-----

Program:
Techmaster-

- Fixed Default 'Roms' and 'Samples' Directory Creation Routine. 
Program was trying to create the 2 folders in a possibly nonexistant folder(\My Documents\Mamece\ folder which WinCE didn't like in any case). 
I changed it to create the 2 folders in \Program Files\MameCE\ and Storage Card\MameCE\ . This should satisfy both the people who want to keep MameCE in ram and those of us who want to keep the whole thing on CF Cards. 

- Fixed 'Roms' and 'Samples' directory searching Routine. 
When WinCE starts it will now detect roms and samples in the following locations:
.\roms;\Storage Card\MameCE\roms;\Program Files\MameCE\roms;\My Documents\MameCE\roms
.\samples;\Storage Card\MameCE\samples;\Program Files\MameCE\samples;\My Documents\MameCE\samples

Source:
The above changes were made in Mamece.c and Options.c
These 2 files are included in the MameceSourceUpdate.zip File.

0.3b1
-----

Program:
Fabrice Frances-
- colors are correct again (it was a small typo of Ben)
- rewritten dirty buffer and display routines in order to forget all refresh problems, it might be a little faster too
- better usage of screen estate, so that most (nearly all) games now fit in the screen without compression (I've removed compression too, I didn't like it)
Techmaster- Rebuilt Resource File missing from ben's Source. This file adds the Options item back to the Toolbar and relinks them to the approriate Function. Also corrected the "About" dialog to reflect the version change.


Source:
The 3 modified files are GDIdisplay.c, dirty.h and dirty.c 
The modified resource file is MAMECE.rc


0.3
----

Program:
Ben Cooley-
- Graphics optimization routines have been added.  These routines re-convert the sprites in the MAME sprite tables into optimal formats.  These options are as follows:

	Optimize Flipping: Converts sprites which need to be flipped into re-flipped bitmaps. Saves time flipping them every draw.
	Optimize Alignment: Creates a pre-aligned sprite for each four byte      increment so 32bit aligned draws can be performed foreach sprite draw.
	Optimize Pens: Converts each sprite into a pre-paletized bitmap.  Saves time in mame by allowing sprites to be directly drawn to mame's video buffers with 32 bit aligned blits instead of having to individually palettize each pixel.  This option causes problems with transparency in some games.   If you notice a game with blocky sprites.. turn this option off.

	These options give a 20-25% increase in video performance in some games.  Unfortunately. games like Galaga are slow because of the time needed to emulate it's three Z80 processors (which still are taking up the lyon share of the processing time).   Also.. because of increased memory usage.. these options tend to cause more processor cache thrashing.. which seems to negate some of their added efficiency :-(.

- Optimization for Z80 memory access.  Z80 memory reads are slightly faster.

- Optimization for Galaga video drivers.  Galaga should run slightly faster.

Source:

Version 0.01 beta 2/11/2000

o Limited support for sound. Sound enable option on menu.
o Show Profiler menu option.
o Show Frames Per Second menu option (doesn't seem to work).
o Show clone games option (filters clone games in game list).
o Show all supported games option.

