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"Ootake" version 2.28
   Copyright(C)2006-2010 Kitao Nakamura.
   Copyright(C)2004-2005 Ki.(PC2E code)
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In English (e̓{Lq͉̂قɂ܂)

Hello. Thank you for downloading "Ootake".
It is emulator software of great machine "PC Engine"(TurboGrafx16).

As for "PC Engine", to demonstrate the abilities of individual parts to its
maximum, the sense was designed well. The basic processing speed was faster
than great machine "SUPER NES" and "GENESIS" that had gone out, and wonderful
machines with potential more than the spec table.

It was for that, and a lot of masterpiece software where the idea and zeal had
shut oneself up arose especially in Japan. After it becomes it, these..
elderly persons are sure to have the time that wants to play and becomes it 
absolutely. I want to play hot on such an occasion by a sense as possible as
near a real machine. Such a desire was produced having it.

----- About a necessary "ROM image" file -----
  "ROM image file" that sucked out the content of the "Hu-CARD(TurboChip)" to
  the personal computer is necessary for use.
  In the use of "CD-ROM2 SYSTEM CARD", it is possible to play by turning on
  the "PC Engine(TurboDUO) CD-ROM disk" to the drive of the personal computer.
  "ROM image" file becomes a breach of the Copyright Act when distributing it
  to the other. Therefore, please treat it carefully.
  The questions about the "ROM image file" are not accepted to the author.

----- System requirements -----
 "Windows XP/2000/Vista/7(32bit/64bit)" and "DirectX9.0c(or more)". 
 (It doesn't operate in "Windows 98/Me".)
  Video card for "DirectX9.0c(or more)".
  Sound card for "DirectX9.0c(or more)". It is likely to become noisy in a
  part of "Onboard Sound" and the "USB Sound", etc. A sound card fast (It is
  few of latency) is recommended.

  Perhaps, CPU more than "1GHz-2GHz class" is necessary to play comfortably.
   - If your personal computer is not fast, push "Light(Fast)" button on the
     option screen (appear with "Option" button under the left after Ootake
     starts). 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.

  To play by the sense of a real average machine, it is recommended to play by
  "JoyPad with a good reaction". The reaction of the pad to which the
  vibration function has adhered by an original driver might be late. Use the
  quick one that moves by the driver of the Windows standard to operate.

----- Directions -----
  This program is a freeware. The author is maintaining the copyright.
  This program is not guaranteed. Please use it by the self-responsibility.
  Business use is prohibited.

----- HomePage -----
  http://www.ouma.jp/ootake/

----- E-mail -----
  ootake@ouma.jp
   - I am not good at English language.
   - Sorry. I think that it cannot reply by the convenience at time.

----- Start -----
  It starts from the Windows start menu. Or, please double-click "Ootake.exe"
  of the installed folder(default "C:\Program Files\Ootake"). 
  - If a game of CD-ROM is played, set CD-ROM in the drive before pushing the
    selection button.
  - If the "ZIP file" of rom-image is opened, "UNZIP32.DLL" is necessary.
    -> http://www.csdinc.co.jp/archiver/lib/main-e.html
  - If your personal computer is not fast, push "Light(Fast)" button on the
    option screen (appear with "Option" button under the left after Ootake
    starts). 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.

----- How to use -----
  Please read "Manual(English)" from the Windows start menu clicking.

----- Uninstallation -----
  Please uninstall "Ootake" from "Control panel" of Windows. The save file and
  the configuration file remain. When you want to delete it, after
  uninstallation, by hand power, delete "Ootake" folder, please.
  When you want to move the environment to a new personal computer, copy
  former configuration file("Ootake.dat") after installing Ootake in a new
  personal computer.

----- Upgrade in a new version -----
  Please install new "Ootake" in the same place as old "Ootake". 
  Automatically, a new file is overwrited. 
  In the same way, the Downgrade can be done. - "The SaveState File preserved
  by a new version" might not be able to be loaded normally when the version
  is downed. Take care only there, please.

----- About attached source files -----
  This program was produced in changing and the shape given based on the
  source code of PC2E(The distribution has been ended now).
  On this occasion, respectfully in PC2E author's Mr. Ki and the PCE-emulator
  developers from old as thanks.
  The source files is in the "Source" folder in the installed folder.
  The development environment is "Visual C++ (Visual Studio 2008 Standard)".
  Without trouble, it was possible to compile(build) even by "Visual C++ 2008 
  Express" distributed free of charge.
  The library of "DirectX 9.0 SDK" besides attached source files is necessary.
   - File "dinput.lib" (for interchangeability before DirectX 7) that exists
     only in an old version is also necessary. Download the file from the site
     of Microsoft. And, copy "dinput.lib" to the folder that passes.
      DirectX 9.0 SDK Update - (October 2004)
      http://www.microsoft.com/downloads/details.aspx?FamilyID=b7bc31fa-2df1-4
      4fd-95a4-c2555446aed4&DisplayLang=en
     * I strongly recommend the use of "dinput.lib" of 17.3KB(size) that the
       input reaction is the fastest.
       "dinput.lib" since "December 2004"(size of 157KB) has input delay.
       And, latest "dinput8.lib" has bigger input delay.
     * The input delay of this Windows (DirectInput in recent years) is a
       problem that I would like you to think not only Ootake but also all the
       Windows game developers. If a fast, old library is used, it is not
       inferior to the machine only for the game. Normally, Microsoft
       Corporation should seriously think about this.
       http://www.ouma.jp/ootake/delay.html
  Attach the source code when you open the remodeling version and the
  succession version to the public. and, please contact me by E-mail.
  Business use is prohibited.

  Person who offered TOC database
  "Necstasy PC-Engine & PC-FX TOC database" Mr.Squaresoft74
   http://www.necstasy.net/
  Thanks.

----- Upgrade history -----
  2006/07/09 0.50 completion
  - It is the first version of a formal opening to the public.
  2006/07-2009/01 v0.51-v1.69 released
  (Details are described in "Update.txt".)
  2009/01/31 2.00 released
  + This time, the development environment became "Visual C++". An attached
    source file is for "Visual C++". (The compilation method etc. was
    described at this file (Readme.txt) ahead. I described the input delay
    problem, too.)
  + Please let me do a talk important here. The source code in the part that I
    wrote might be not beautiful. It is a little shameful in reality.
    However, I think that "The source of the emulator has been opened to the
    public" is important. Because the transplant(Windows 7 and more, Mac and
    Linux, .etc) and development can be continued for a long time from now on.
    Even if I cannot develop Ootake, development might continue even for
    hundreds of years in the platform of the age. If the game of the
    masterpiece of "PC Engine(TG16)" has been played in those days, I am glad.
    It is energy that I develop Ootake.
  + There is a meaning of "Emulator that has opened the source to the public"
    there. Personally, I want to support "Emulator that has opened the source
    to the public" in emulators other than "PC Engine", too. 
    I think that it will be connected with the best result (The one to which
    the reproduction level is high and easy-to-use is completed, and
    development continues) in the future.
  + Though it is not certain whether to have considered this, many people
    support Ootake. This version v2.00 was able to be released thanks to them.
    Thank you really.
  Hereafter, it is a change point of v2.00.
  - It corresponded to Windows "DirectX 9.0c", and drawing by "Direct3D"
    became possible. In a lot of PC environments, I think that "Display Image
    Quality", "Display Speed (load reduction to the personal computer)", "Tone
    Quality of a built-in sound (stability of the tempo and the tone
    reproduction)", and "Input Reaction Speed of the JoyPad" improved.
  Improvement of "Display Image Quality"...
    The quality of bi-liner filtering (jaggy is made unremarkable) processing
    has improved by using Direct3D. Moreover, in "Windows Vista", the filter
    processing became possible, and it corresponded to "Aero", too.
  Improvement of "Display Speed"...
    A personal computer not fast might have come to work in some measure
    comfortably. Especially, the effect might be large in the personal
    computer equipped with the video chips other than made by NVIDIA(2D is
    originally high-speed).
  Improvement of "Tone Quality"...
    Accuracy by which the timing of 1/60 seconds is measured has improved by
    using Direct3D. As a result, processing of a built-in sound approaches the
    axis of the time of a real machine, and, it became a tone near real
    machine more.
  Improvement of "Input Reaction Speed"...
    A detailed setting was done, and it stuck to the limit of one frame more.
  - On the option screen of the start ("Option" button under the left after
    Ootake starts), some set items were added. Moreover, "Light(Fast)" button
    and "Default" button were set up.
   * If your personal computer is not fast, push "Light(Fast)" button.
     Afterwards, push "SET" button. Then, operation becomes light(fast) set.
     However, the screen might flicker when scrolling because it is not
     V-Sync(vertical synchronization). Therefore, set only the item of
     "V-Sync" (the 3rd from top) to "V-Sync 60Hz (Beauty,Default)" after
     pushing "Light(Fast)" button if it is possible.
  - "Direct3D" and "DirectDraw" menu were added to "Setting->Screen" menu.
    When "DirectDraw" is selected, it becomes the same drawing as the old
    version (v1.69 former). Moreover, the detail of each drawing method can be
    set. Please see the manual (Open it from "Info" menu) for details of a set
    item.
  - "PC Power Saving" setting of "Setting" menu was abolished. Because it
    entered the best CPU use state in default.
  - The speed and timing were brought close to a real machine more. In
    "World Stadium" and "World Stadium '91", when the ball hits the bat, the
    problem that one frame screen has fallen into disorder (generated by a
    recent version) was solved. I think that it approached a real machine by
    the timing of operation in a lot of other games.
  - The stability of the CD-ROM access processing has been improved.
  - Additionally, a detailed part has been improved and corrected.
  2009/02/01 2.01 released
  - In the personal computer environment without the runtime component of
    "Visual C++ 2008", it operated. (Other content doesn't have the change
    from v2.00.)
  2009/02/02 2.02 released
  - In "Windows Vista", the bug that V-Sync(Processing because of do not flash
    screen) was not effective occasionally was corrected.
    And, "Vista Use Auto-V-Sync" was added to "Setting->Screen" menu. Use it
    with the check put on this usually. If you use "Basic Design desktop (old
    desktop)", remove this check. Then, V-Sync is effective.
  2009/02/05 2.03 released
  - The stability of the CD-ROM access processing by the difference of the
    personal computer environment has been improved.
  - The volume balance of CD-DA, a built-in sound, and ADPCM sound was brought
    close to a real machine more.
  - The volume distribution in a built-in sound source was brought close to a
    real machine. In the start of "Blood Gear", the buzzer sound approached
    the atmosphere of a real machine. I think other games to have approached a
    real machine, too.
  - The speed and timing were brought close to a real machine. In "Aoi Blink",
    the problem that one line of the upper part of the status screen has
    fallen into disorder (generated from a recent version) was solved.
  - The bug of the CD-ROM access wait processing was corrected. In the
    conclusion of "Fighting Street" by time up, the problem that the voice
    announcement of the victor was not occasionally done (generated by a
    recent version) was solved.
  - The display processing part of sprite was sped up.
  - Additionally, a detailed part has been improved and corrected.
  2009/02/11 2.04 released
  - The problem with the possibility of stopping uncommonly when CD-ROM was
    accessed by the personal computer environment was corrected.
  - When "Direct3D" is used, if the Net Surfin' etc. are done while sounding
    BGM such as the games and hes with Ootake, the problem that the noise
    occasionally entered BGM was solved.
  - "Priority High" and "Priority Low" were added to "Setting" menu. if you
    want to give priority to other background Windows applications, select
    "Low". "High" to which BGM doesn't fall into disorder easily and operation
    is steady is recommended usually.
  - The CD-ROM of latter lot of "3x3 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.
  2009/02/19 2.05 released
  - By some PC environment, when "Load State" or "CD access" was done in the
    CD-ROM game, the bug that Ootake occasionally closed because of the error
    was corrected.
  - The timing of the CD-ROM access processing was 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.
  - The speed and timing were brought close to a real machine. In
    "Horror Story", the problem that the boundary of the raster-scroll has
    fallen into disorder was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/02/23 2.06 released
  - At use with fast CD-ROM drive environment (virtual drive etc.), when
    CD-ROM is accessed, the bug to which reading was not done uncommonly
    correctly was corrected.
  - When the check on "Speed->Fast CD" menu is removed, the music track access
    speed has approached at the speed of a real machine more.
  - "Sprite Layer" and "BG Layer" were added to "CPU" menu. Sprite and BG can
    be non-displayed. (This is a function for soft development.)
  - The speed and timing were brought close to a real machine. In
    "Chou Aniki", the problem that the boundary of the raster-scroll has
    fallen into disorder (generated by v2.05) was solved.
  - In "Chou Aniki", when a fast CD-ROM drive is used, the problem that the
    title screen occasionally fell into disorder by one frame was solved.
  - Additionally, a detailed part has been improved and corrected.
  + The execution file for "Windows 98/Me" was opened to the public. The
    operation test is not done. Please see "Readme98.txt" in the ZIP file
    about details and notes, etc.
    http://www.ouma.jp/file/Ootake206-for98.zip
  2009/03/07 2.07 released
  - In the game where 99 numbers of tracks of CD-ROM exist ("Cosmic Fantasy"
    and "Sol Moonarge"), the bug that the CD-DA sound was not played (
    generated from v2.00) was corrected.
  - When "Juuouki (J) (CD-ROM version)" is started, the system card of "Other
    SystemCard 1" is used. * "Juuouki (J)" operates correctly only with the
    system card of an old version(v1.0-v2.1). Moreover, "Juuouki (J)" of an
    initial lot operates only with the system card of v1.0(oldest).
  - The speed and timing were elaborately brought close to a real machine. In
    "World Studium '91", the problem that the screen falls into disorder by
    one frame after the foul ball was solved. In "TAITO Chase HQ", the problem
    that the title screen has fallen into disorder by one frame (generated by
    a recent version) was solved. In "3x3 Eyes - Sanjiyan Hensei", the
    pronunciation timing of the image and the sound has approached real
    machine more.
  - Additionally, a detailed part has been improved and corrected.
  2009/03/22 2.08 released
  - Sound processing of DirectX (DirectSound) is done by corresponding
    DirectX8.0 (same as Ootake v1.xx). As a result, the sound of the high
    pitched has improved (it is likely to depend on the favor). And, it became
    feeling near a real machine.
  - Processing related to the video chip has been improved. In "ROCK ON", the
    problem that the screen occasionally fell into disorder was solved.
  - In "Bazaar de Gozahru no Game de Gozahru", the remote control operation in
    the game came to be effective.
  - The processing of the vertical display beginning position decision has
    been improved. In "Bazaar de Gozahru no Game de Gozahru" and "Strider
    Hiryuu", etc., the problem that one uppermost line in screen has fallen
    into disorder was solved.
  - The speed and timing were elaborately brought close to a real machine. At
    stage start of "Pac Land", the problem that the screen has fallen into
    disorder by one frame was solved. In "Mizubaku Daibouken", the screen when
    the thunder item was taken became it as well as a real machine.
  - Additionally, a detailed part has been improved and corrected.
  2009/03/28 2.09 released
  - "HighQuality" button was added to the options menu (Option button after
    started). Please use it when you want to make it to "High setting of
    quality from default" easily. Processing becomes heavy a little.
  - The speed and timing were elaborately brought close to a real machine. In
    "Star Breaker", the problem that had been freezed (generated from v1.62)
    was solved. In the third stage boss of "Mizubaku Daibouken", the problem
    that the lower side of the remainder life display had flickered (generated
    by a recent version) was solved. I think a lot of other software to have
    approached the movement of a real machine (especially, timing of picture of
    the visual scene and the sound).
  - Additionally, a detailed part has been improved and corrected.
  2009/04/11 2.10 released
  - The speed and timing were elaborately brought close to a real machine. In
    "Cyber Dodge", the problem that the screen occasionally took the shape
    when beginning to play a game (generated by a recent version) was solved.
    In the Level-8 stage of "Prince of Persia", the problem that the upper
    part of the screen has fallen into disorder was solved. In the start demo
    of "Private Idol", the problem that the upper part of the screen
    occasionally flickered was solved.
  - Processing that decided the horizontal display beginning position was
    corrected. In "Dragon Knight & 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.
  2009/04/26 2.11 released
  - The number of "Numbered Save State" has been increased to 50 places.
    Save from #21 to #50 is possible by "File->Save State another II" menu.
    And, "File->Load State another II" menu was added for loading.
  - The operation when the CD-Read made an error was brought close to a real
    machine. In the ACT4 of "Valis IV", the problem that the voice was not
    occasionally correctly played was solved.
  - The processing of the vertical display beginning position decision has
    been improved. In "Popful Mail", the problem that one surface line of the
    screen has disappeared (generated from v2.08) was solved.
  - The speed and timing were elaborately brought close to a real machine. In
    "Uchuu Senkan Yamato" and "Ys IV", etc., I think that I approached a real
    machine by the timing of the image and the voice generation.
  - Additionally, a detailed part has been improved and corrected.
  2009/05/31 2.12 released
  - "Output Screenshot" was added to the "File" menu. The Screenshot in the
    game can be preserved. It is possible to execute it with the [PrintScreen]
    key, too. Moreover, the setting menu of the Screenshot was added.
  - When WAV output menu ("File->Output WAV File") was executed, the bug where
    the possibility that the error goes out existed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/06/06 2.13 released
  - The drawing processing part was sped up. I think that processing lightened
    in some measure in a not fast personal computer environment. 
  - "Save to [screenshot] Folder" was added to "File->Setting of Screenshot"
    menu. When this is selected (default), the screenshot is preserved without
    putting out the save dialog.
  - "Size Non-Stretched (x1)" was added to "File->Setting of Screenshot" menu.
    Use it if you want to preserve non-stretch image.
  - The setting of the drawing effect was added to "File->Setting of
    Screenshot" menu. When the screenshot is preserved, it is possible to
    preserve it by a drawing effect different while playing.
  - Additionally, a detailed part has been improved and corrected.
  2009/06/16 2.14 released
  - It corresponded to special horizontal display beginning position. In the
    start demo of "Final Blaster", the position where the screen was displayed
    became it as well as a real machine.
  - In the game with special vertical display beginning position ("Final
    Blaster"), the bug that error had occasionally gone out was corrected.
  - The bug of "Window Mode & Non-Stretched mode" of the "Screen" menu was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  + I pray legend pro-wrestler "Misawa Mitsuharu" soul may rest in peace.
    He never compromised absolutely. He was a really strong pro-wrestler.
  2009/06/30 2.15 released
  - The pad operation record function ("File->Start Recording" menu) was made
    "For two players", "For turbo(auto-fire) exclusive button", and "For six
    button pad". * In CD-ROM Game, when there is an access to CD-ROM while
    recording, the gap is caused at playing the record (Because the timing of
    the CD access differs every time at each play). Please use it within the
    range where the CD access doesn't happen. I want to improve it in the
    future.
  - "Start Recording another" was added to "File" menu. Two or more play
    records are possible. "Reproduction" is done by "Play Record another"
    menu. Moreover, "Move" menu for the data movement was added.
  - The timing of operation was brought close to a real machine. In "Wizardry 
    I&II" and "Wizardry III&IV", the problem that the screen has fallen into
    disorder (generated from v1.63) was solved.
  - The processing part of ADPCM voice was brought close to the movement of a
    real machine. In "Langrisser", the problem that the voice occasionally
    fell into disorder while combatting (generated from v1.40) was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/07/17 2.16 released
  - The processing part of ADPCM voice was brought close to the movement of a
    real machine. In "Seisenshi Denshou - Jantaku No Kishi -", the problem
    that the voice had become interrupted (generated from v2.15) was solved,
    and it has approached the utterance of a real machine.
  - In the opening demo of "GALAXY Deka GAYVAN", the problem that the telop
    display has fallen into disorder was solved.
  - The operation timing was brought close to a real machine. In
    "Moto Roader", the problem that the screen occasionally shook ultra
    uncommonly was solved.
  - When the setting of "Volume" menu is "Use Windows Default", it was
    corrected that the volume was not restored when Ootake ended.
  - Additionally, a detailed part has been improved and corrected.
  2009/09/27 2.17 released
  - The play processing of the sound is corrected and has been improved. I
    think that tone quality improved (chiefly CDDA and ADPCM sound source)
    though it is likely to depend on the environment.
  - The balance of the volume was straightened again.
  - The speed and timing were brought close to the movement of a real machine.
    In "Puzzle Boy", when the course was cleared, the problem that the staff
    roll display is not correctly displayed was solved.
  - When "Dungeon Explorer II" is started, a part of CD access timing is
    brought close to a real machine (a little slow). The problem that the
    screen occasionally fell into disorder in the visual scene was solved.
    And, the gap of the sound was solved. *In this game, the CD installation (
    "CDROM->Install" menu) is recommended for the stability operation.
  - In "Nemurenuyoru no Chiisana Ohanashi", the priority level of the screen
    was done as well as a real machine. Moreover, when starting, the mouse was
    automatically connected. *The save file name of this game was changed from
    "Nemurenumori no ..." to "Nemurenuyoru 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.
  2009/09/30 2.18 released
  - In "Dragon Slayer Eiyuu Densetsu", the bug that rhythm of the drum(ADPCM)
    was not steady (generated by v2.17) was corrected.
  - The stability of the sound processing has been improved.
  2009/10/03 2.19 released
  - When using it with the personal computer of the video chip (video card) is
    "Old ATI Radeon series (Less than Radeon 9500)", it become set to be able
    to do a correct display by the automatic operation at the first start.
   * With other old video chips, if the screen is not correctly displayed,
     please select "Setting->Direct3D->TV Use NONE" menu. Or, however when it
     is useless, please select "Setting->Direct Draw" menu. Ootake today
     lightened considerably. If the full-screen mode etc. are used, even a
     considerably old personal computer might be able to use it comfortably.
  - The play balance of a built-in sound source was straightened. As a result,
    tone quality has improved.
  - The volume balance of PSG(wave memory sound) and CDDA and ADPCM has been
    adjusted again.
  - The speed and timing were brought close to the movement of a real machine.
    In "OutRun", problem that description of road has fallen into disorder (
    generated from v2.17), in opening demo of "Soldier Blade", problem of
    falling into disorder by one frame (generated from v2.17), in
    "Zero4 Champ", problem that display of race screen has fallen into
    disorder (generated from v2.17), and in "Side Arms", problem that line
    under score display occasionally flickered was solved.
  - In opening demo of "Ys IV" (Scene that walks in port), the CD access
    timing was matched. As a result, the problem that the disorder of one line
    in side goes out uncommonly was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/11/03 2.20 released
  - It corresponded to "Windows 7". It operates also on 64bit version Windows 
    (as 32bit application).
  - V-Sync (synchronization of drawing and operation) can be done when the
    refresh rate of the display is even 59Hz, and 61Hz(value on Windows).
  - With 64bit version Windows, the problem that the save folder open menu(
    "File->Open Save Folder" etc.) was not able to be used was corrected.
  - "Buffer2176" was added to "Setting->Audio" menu. (for fine-tuning)
  - When "Dungeon Explorer II (U)"(English version) is started, the CD access
    timing was brought close to a real machine as well as a Japanese version.
  - The timer interrupt processing has been improved. In "Shin Megami Tensei",
    the problem that the auto mapping display sometimes fell into disorder
    occasionally was reduced. (A similar phenomenon sometimes happens to a
    real machine, too.)
  - "Auto Reduce Bug (Shin Megami Tensei)" was added to "Setting->CPU" menu.
    When "Shin Megami Tensei" is started, the drawing bug problem(happens with
    a real machine similarly) is solved.
  - In the battle scene of "Shin Megami Tensei", the priority level of the
    screen display was done as well as a real machine.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "Double Dragon II" etc., the timing of the picture
    and the voice has approached a real machine.
  - When volume adjustment key (PageUp,PageDown) was left pushed, the problem
    that the key input occasionally collected by the PC environment was
    corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/11/09 2.21 released
  - With Windows7/Vista, the problem that the drawing had been delayed of some
    frames was solved. As a result, I think that the reaction after the JoyPad
    is operated became it as well as WindowsXP.
    * This is a specification of Vista/7 that should scold (the delay of three
      frames is permitted). In game software for all WindowsXP(Direct3D),
      this delay happens. It is necessary to change the video card driver's
      setting to solve it. I brought the method together on the following
      site.
    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.
  2009/11/21 2.22 released
  + Last time, I talked about "Setting for the display delay not to be done
    with Windows7 and Vista". It has the supplementation. With also WindowsXP,
    it recommends the same setting. Because an extra delay can be evaded.
    This setting values an actual operation feeling more than the bench mark
    to enjoy playing a game sincerely.
    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.
  2009/11/27 2.23 released
  - The speed and timing were brought close to the movement of a real machine.
    In "World Heros 2", the problem that the screen has fallen into disorder (
    generated from a recent version) was solved. In the battle scene of
    "Seiya Monogatari", the problem that the screen has fallen into disorder (
    generated from a recent version) was solved.
  - The switching process of the resolution (FullScreen and Window-size) was
    sped up a little. And, when the automatic resolution switch function of
    full-screen is used, the problem that the screen occasionally fell into
    disorder with an old video card etc. was solved.
    * The speed of the screen switch processing might be considerably
      different whether to use Direct3D or to use DirectDraw ("Setting->
      Screen" menu). Select to be suitable for your environment.
    * If the screen is not displayed by the Direct3D of an old personal
      computer environment, select "TV Use NONE" and "RGB Use NONE" by
      "Setting->Screen->Setting Direct3D" menu.
  - At the dialog that opens file, when "File type" column is switched, the
    bug that files had not been occasionally displayed (generated from v2.17)
    was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2009/12/29 2.24 released
  - "CD FullInstall" was added to "CD-ROM" menu. The all(data & audio) track
    of CD-ROM game is installed as a file in the hard disk drive. As a result,
    the access is sped up, and made tranquil.
  - "CD-ROM->Play Full Install" menu was added to "CD-ROM" menu. FullInstalled
    CD-Game by "CD-ROM->CD FullInstall" menu is started. As a result, there is
    no time when the CD board is replaced.
  * Please use "Image File(CUE+ISO+WAV)" carefully. Because distributing
    "Image File(CUE+ISO+WAV)" is illegal. Please avoid direct sunshine and
    moisture, and keep "Mastering CD-ROM" importantly.
  - "Play Installed CD" button (shortcut key 'P') was added to the start
    screen.
  - The version of installer (Inno Setup) was newly updated. When Windows of a
    Japanese environment is used, it displays it in Japanese. The size of the
    file has become small. Moreover, the installation with Windows7/Vista is
    smoothly done in more environments.
    * I think that I can do the multilingualization of the menu and the
      message of the main body of Ootake during next year (2010).
  - Processing of ADPCM played was brought close to the movement of a real
    machine. In "AYA", the problem that the voice occasionally became
    interrupted was solved.
  - The access processing part of the video chip has been improved. In
    "Princess Maker 2", when the rest command of the schedule was selected,
    the problem that the display has fallen into disorder (generated from
    v1.61) was solved.
  - When "Mirai Shounen Conan" is started, the speed of the CD access was
    slowed down at the real machine level. The problem that had occasionally
    stopped when the stage began was solved.
  - When it returns from full-screen to desktop, the problem that the window
    of other applications occasionally moved was solved.
  - Additionally, a detailed part has been improved and corrected.
  2009/12/31 2.25 released
  - The bug of processing related to the video chip in ver2.24 (superficial
    error) was corrected.
  + Thank you for associating this year. I wish to become a better even a
    little in 2010.
  2010/01/07 2.26 released
  - The timer interrupt processing was corrected. In "Legion", the problem
    that the tempo of BGM has slowed (generated from v2.20) was solved.
  - The speed and timing were brought close to the movement of a real machine.
    In the opening demo of "FRAY CD - Xak Gaiden", the problem that the screen
    has fallen into disorder was solved.
  - In "Nemurenuyoru no Chiisana Ohanashi", the priority level of the screen
    was done as well as a real machine. Moreover, when starting, the mouse was
    automatically connected. (This mounting was done with v2.17. But, it did
    not function because there was a bug.)
  - In "AYA", the timing of the CD access was brought close to a real machine.
    As a result, sentences became legible.
  - In "Orgel", the timing of the CD access was brought close to a real
    machine. As a result, the problem that the screen advanced fast was
    solved.
  - In the ACT4 of "Valis IV", if playing by CD-FullInstall, the problem that
    the voice was not occasionally correctly played was solved.
  - "Un-Pause Window Inactive" was added to "Setting->Screen" menu. If the
    check on this menu is removed, when focus moves to the window of other
    applications, Ootake is paused. When the personal computer that room is
    not in the speed is used, remove this check.
  - At CD full installation ("CDROM->CD FullInstall" menu), "Number of all
    tracks" is displayed.
  - When playing CD-FullInstalled game, if resetting it with [F1]key, the
    state of controller setting (AutoFire setting etc.) is maintained.
  - When playing CD-FullInstalled game, the bug that "CD-ROM->(drive letter)"
    menu is not executed was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2010/01/14 2.27 released
  - It corresponded to four split-screen display (This screen mode can be used
    by the tip of some games). * "Jack Bauer" doesn't appear there.
    [Power Drift]...In the title screen, push "RUN" while pushing
    "Lower-Right" + "SEL" + "1(I)" button. Next, select "ERIC" and push
    "2(II)" button.
    [World Court Tennis]...In "Pass" of the quest mode, bury all of the
    password with the "poo mark"(bottom, fourth from left). And, select "End".
    [Psycho Chaser]...In the title screen, reset game ("RUN+SEL" button) 35
    times. After that, push "SEL" while pushing "1(I)" + "2(II)" + "RUN"
    button.
    [Youkai Douchuuki]...In the title screen, push "RUN" while pushing "1(I)"
    + "2(II)" + "SEL". Input "SPEED-UP" and the message is displayed. And,
    reset game ("SEL+RUN" button).
  - The volume balances of ADPCM sound source have been adjusted.
  - The CD access processing part was corrected. In "Doraemon Nobita no
    Dorabian Night (CD)", the problem that the game screen has fallen into
    disorder (generated from v1.65) was solved.
  - In "Shadow of the Beast", the problem that the TurboButton(AutoFire)
    setting was not occasionally effective was solved.
  - When game reset was done with [F1] key after the setting was set to
    "three-button pad", the trouble that had occasionally entered the state
    that "six-button pad" is connected was corrected.
  - Additionally, a detailed part has been improved and corrected.
  2010/01/21 2.28 released
  - Processing that played the CD-DA track was sped up (lightened). Moreover,
    the played timing was brought close to a real machine.
  - The CD access processing part was corrected. In "Draemon - Nobita no
    Dorabian Night (CD)", when the first boss is defeated, the problem that
    had stopped was solved (When the state before v2.27 is loaded in this
    game, it has trouble. please play from the start of this game). And, in
    the title screen of "Psychic Storm", the problem that the introduction
    part of the tune has fallen into disorder was solved.
  - It corresponded to the monochrome screen function (This screen mode can be
    used by the tip of some games). * While displaying monochrome screen, 
    the processing is a little heavy because it stuck to the image quality.
    If the personal computer not fast is used, select "Screen->TV Mode" menu (
    default), and use "FullScreen Mode".
    [Side Arms]...In the title screen, push "RUN" while pressing "Up" + "I(1)"
    +"II(2)".
    [Power Drift]...In the title screen, push "RUN" while pressing
    "Lower-Right" + "SEL" + "I(1)" button. Next, select "ERIC" and push
    "2(II)" button. Moreover, push "2(II)" button. By the way, it becomes
    "four split-screen + monochrome screen" if it pushes another times.
    [Heavy Unit]...In the title screen, push "SEL" while pressing "Left" +
    "I(1)" button. Choose the difficulty "HARD". And, push "I(1)" button 46
    times. And, push "II(2)" button 96 times. Push "RUN" button at the end.
    [Coryoon]...Choose the sound test on the title screen. Listen to the tune
    in order of "01, 04, 05, 06, 05, 06, 05, 06, 05, 06, 05, and 06". (the
    tune start is "II(2)" button. Only introduction OK.)
  - "MonoColor Mode" was added to "Screen" menu. It connects "PC Engine(TG16)"
    with the monochrome television. (Moreover, it has the extra function.
    Select with [Ctrl]key is pressed, and the Green Display mode can be used.)
  - Additionally, a detailed part has been improved and corrected.
  + 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/Ootake228-for98.zip

  * The happiness of the game is the world human race commonness. It longs for
    peace.
  * I think that it cannot do improvement & correction of the above-mentioned
    if there are many neither operation report nor defect report. Thank you
    really for you who reported.

----- Exemption matters -----
  It programs as much as possible, and it cannot make amends for the problem
  at all when damage happens because it used this program by any chance.



In Japanese (An English description of this content is in the top.)

ɂ́B_E[hĂ肪Ƃ܂B
"Ootake" ́A@uPCGWṽG~[^[\tgłB

uPCGWv́AX̕i̔\͂őɔł悤ɃZXǂ݌v
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{Xs[hȂǁAXybN\ȏ̃|eVf炵}
VłB

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VlɂȂĂΗVтȂƂ͂łBȂƂɂ́A@
ɏo邾߂oŔMvCBȑzĐ삵܂B

----- KvROMC[Wt@Cɂ -----
Epɂ́AHuJ[h̓ep\R֋zo"ROMC[Wt@C"Kv
B(zo߂ɂ́Azo@Kvł)
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[Wt@CƋɃIWiROMLĂ邱Ƃ؂łB
E҂́AzoC[Wt@CɊւĂ͎̎󂯕t܂B

-----  -----
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Ă@B("Windows 98/Me"ł͓삵܂)
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̃hCoŐU@\tĂpbh͔xƂ܂BWindowsW
̃hCoœ̋@qȂ̂gĂB

----- p̒ -----
ẼvO̓t[\tgłB쌠͐҂ێĂ܂B
ẼvO͖ۏ؂łBe̐ӔCɂĂpB
EIȗp͋ւ܂B

----- s񍐂v]Ȃ -----
z[y[ẂumT|[gfv
@http://www.ouma.jp/ootake/
[i{Iɂւ̕ԐM͂ł܂j
@ootake@ouma.jp

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Ǝv܂B

----- N@ -----
WindowsX^[gj[N܂B܂́ACXg[tH_ift
HguC:\Program Files\Ootakevj́uOotake.exev_uNbNĂ
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CD-ROM̃fBXŃAI{^OɃhCuɃZbgĂB
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----- gɂ -----
WindowsX^[gj[uManual(Japanese)vNbNĂǂ݂B

----- ACXg[@ -----
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----- o[WAbv̕@ -----
VuOotakevAÂuOotakevƓꏊɃCXg[ĉB
IɁAVt@C㏑܂B
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----- Yt\[Xt@Cɂ -----
ẼvÓAPC2Ei݂͔zzIȂĂ܂j̃\[XR[hg
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܂łɂ葽̎ԂvĂAɎ|ĂȂ
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҂KiAĎQlɂĂÂPCEG~[^J҂̕X
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ł́uDirectX 9.0 SDKvɉāAÂo[W̒ɂ݂t@C
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http://www.microsoft.com/downloads/details.aspx?FamilyID=b7bc31fa-2df1-44fd-95
a4-c2555446aed4&DisplayLang=en
"December 2004"ȍ~dinput.lib(t@CTCY157KB)́ADirectX8ȍ~
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EŁApłJȂƂ͕K\[XR[hYtĂB
E̍ۂɎł܂܂̂ŁAЂƂƂm点ƍKłB
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TOCf[^x[X񋟂
uNecstasy PC-Engine & PC-FX TOC databasevSquaresoft74l
 http://www.necstasy.net/
 肪Ƃ܂B

----- o[WAbv -----
2006/07/09 0.50
ŏ̐Jo[WłB
2006/07`2009/01 v0.51`v1.69J
(Yt"Update.txt"ɏڍׂLڂĂ܂)
2009/01/31 2.00J
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2009/02/01 2.01J
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2009/02/02 2.02J
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2009/02/05 2.03J
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2009/02/11 2.04J
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2009/02/19 2.05J
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2009/02/23 2.06J
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2009/03/07 2.07J
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2009/03/22 2.08J
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2009/03/28 2.09J
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2009/04/11 2.10J
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2009/04/26 2.11J
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2009/05/31 2.12J
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2009/06/06 2.13J
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2009/06/16 2.14J
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2009/06/30 2.15J
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2009/07/17 2.16J
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2009/09/27 2.17J
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2009/09/30 2.18J
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2009/10/03 2.19J
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2009/11/03 2.20J
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2009/11/09 2.21J
Windows7/VistaŗpۂɁA`悪t[xĂ܂B
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2009/11/21 2.22J
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2009/11/27 2.23J
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2009/12/29 2.24J
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2009/12/31 2.25J
v2.24ł̃rfI`bv֘A̕s(PAX~X)C܂B
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2010/01/07 2.26J
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