Version 0.99

6502
- BCD Add sorted entirely now (all flags now correct - I hope)
VIA
- Stopped System VIA IER being cleared on reset, which mended the
  always clear memory and doing a hard reset upon a BREAK.
- Timers now take correct amount of time to 'reset'
FS
- More of the FS now exists
KEYBOARD
- Home key toggles split position
- Interrupts now generated correctly (hopefully)
VIDEO
- Bug removed that made VSYNC occur 1024 bytes too late each 'scanlines'
  screen draw.
SOUND
- Enabled white noise (Yuk - not 'harsh' enough!)
- Sounds better!


Version 0.9a

VIDEO
- Code cleaned up slightly making split modes work better.
SOUND
- minor tinkering
I got Elite_A to work
Footy: Derby 3-1 Blackburn


Version 0.8/0.9 - (0.8 wasn't released in public...)

Preliminary Disk Filing System added
- &E00 DFS ROM written in 6502 assembler
- Save/Load/*DISK/*DISC/*DIR/*RUN implemented
- BPUT/BGET/OPEN etc. are not implemented at this moment in time
CPU
- A couple of 6502 optimisations
- Added a couple more 'undocumented' 6502 opcodes.
- Sorted the V flag in ADC/SBC instructions - Thrust/Aviator/Exile now work.
VIA's
- Sorted out a minor bug in the SYSTEM/USER VIA's
- Sorted out a major bug in the SYSTEM/USER VIA's :)
Preliminary sound support added
- Sound sample sine waves are created and mixed real time!
- The playback frequency is currently fixed at 16000Hz, unfortuately
  speech requires a playback frequency of 125000Hz (it just changes the
  volume) and so cannot be reproduced :(.
Keyboard
- > sign missing from keyboard code... ELITE now works,
  Happy, Happy, Joy, Joy :)
- Keypad 4 and 5 are also now Copy and Delete - for left/right in games
FA Cup : Derby 2-0 Southhampton :)


Version 0.7 - BEEBinC (crap name yes or no? .. I think yes)

DISASTER - Accidentally deleted *all* of the current source code. Spend
three hours trying to remember all the changes made because I could only
undelete 4 files. This really pissed me off! I considered halting
development at that point :(
Derby beat West Ham 2-0, so I changed my mind. :)

Sorted LSR abs and ROR abs that I broke just before the last release when I
removed the code in ALTER.TXT - this prevented modes 1 + 5 initialising
properly... Sorry!
PCX Screen Snapshot saving added - press Scroll lock.
FS Added - sort of I just trap the OS - only loading works at the moment.


Version 0.6 - Still no decent name for my emulator (Suggestions?)

Added command line options -frameskip## and -scanlines
Finally sorted ASR imm and SLO zp instructions, so ZALAGA works correctly.
Disassembling it helped - the problem lay in the print sprites mirrored code,
which uses SAX,ASR and SLO to flip the data from oXoXoXoX to XoXoXoXo.
Too late, have found a full list of 6502 'undocumented' instructions - would
have saved loads of work for myself.
SYSVIA, USERVIA, MAIN & 6502 all updated giving a faster overall machine.
Compare the new speed of Wizadore to the old.
Sorted out the changing palette code and improved the palette 'ageing'
algorithm.
Re-organisation of the screen draw code, split screens (--- Elite ---)/palette
changes that occur during the drawing of the screen, appear in the right
place (If scanline drawing is enabled)! (Your ship now appears in Syncron)
Neatened up CHANGES.TXT and README.TXT, also put them thru' a spelling
checker [*blush*] :)


Version 0.5

Managed to shoe-horn Dr Who and the Mines of Terror into the emulator - it
works at a very playable speed, unlike on a real beeb!!!!!!
Fixed the mode 7 graphics character for > (it was backwards)
Sorted out a 6522 VIA Handshaking bug. Now takes into account PCR register
when generating keyboard interrupts.
Allowed lightpen interrupts to be 'faked' by s/w. Pharoahs Curse needed this
to run - it was using this to wait till the raster gun position hits a
certain position for sychronisation (don't you just love creative
programming!).
Port B on the User VIA now contains a random number always, well not actually
random - just the number of processor cycles elapsed % 256. Snapper and others
now work.
Keyboard LED emulation added, but disabled at the moment, it causes keys to
be 'held down' on some machines
Cut down screens in Modes 4/5/6/8 now work - along with Repton.
Added multiple lookup tables for the screen code - 10 palette changes allowed
per screen mode, with less slow down than before.
Neatened up the VIA code by adding a few goto's !! (Sorry purists, NOT)
Sorted the bug that mean't when pressing F11 and then returning to the
emulator, the palette occasionally messed up - its was the flashing colours
not being restored to the correct state.
Tracked Zalaga bug down to dodge ASR immediate command.


Version 0.4

Mended a couple of pixel faults within the MODE 5 screen code. That's what
happens when you create huge data tables 'by hand'. Also a slight MODE 1
pixel problem.
Added 4 'undocumented' opcodes to get Zalaga up and running.
Sorted the BCD (Well Hopper now works - Zalaga runs, but imperfectly - a
couple of sprite faults - I think this is to either do with the palette
changing to simulate animation or the BCD).
The Sentinel ran first time! (I had expected some hassle from this program
as Geoff Crammond usually does lots of tricky exact timings).
FRAK! also ran first time!


Version 0.3

First attempt at graphics added. Uses a tweaked version of the 640x350x16
mode. If anyone could supply me with a tweaked 640x264x256 colour mode it
would be much appreciated. Yes, I mean 264 not 256...

A Rather stupid and pathetic Timer 1 bug in the VIA's was found and destroyed.
It was this that was messing up the system clock and key repeats. Who would
have thought that adding 8 lines of C code, would result in a 1200% speed up!
Not me that's for sure!!!!!!  But it did, honestly.


Version 0.2 - Still want a name for the emulator.

Shifted down the all mode 7 characters by 1 pixel, that aren't graphics.
Fixed the pound sign graphic characters.

Cursor now blinks once every 25 frames in mode 7. This is same rate as the
flashing characters - which now flash instead of being permanently flagged
as 'on' never toggled to 'off'. In my observations flashing characters
blink on and off once in a second (on the BBC).

Keyboard half sorted. (Key repeats work slightly better now).


Version 0.1 - first public alpha release
