@DATABASE "CoolNESs-guide"
@WIDTH 77
@(c) "1997-1999 Fredrik Olsson"
@INDEX Index
@NODE "Main" "CoolNESs, the music sounds better with you!"


@{B}                    CoolNESs a cool NES-emulator for Amiga
                               By Fredrik Olsson
                           version 0.76 [1999-04-20]
@{UB}

New in V 0.76: Almost everything regarding sound is fixed.



@{B}Features:@{UB}
   Support for Mapper: 1-5, 7-11, 15, 16, 18, 19, 21-25, 32-34, 64-66, 68, 69, 78, 79.
   10 inputs (Normal+CD32pad+MegaDrivepad+4pl-adapt) and keyboard.
   4player-adapter and paddle.
   Screenscrolling.
   SplitScreen.
   All known VRAM mirroring-modes (1screen, horizontal, vertical, 4screen).
   8 & 16 high sprites.
   Battery save.
   Soundsupport.	(both square-waves, triangle and noise or PCM)
   Keyfile support.
   GUI.
   Screengrabing.
   Continue.
   Internal @{"IPS" LINK "IPS"} support.
   GZip support.
   Support for @{"palette" LINK "palett"} files.
   Support for CLI arguments.


   @{" Copyright    " LINK "copyr"}	Who owns this.
   @{" Introduction " LINK "intro"}	What is this anyway?
   @{" Requirements " LINK "requirements"}	What exactly do you need.
   @{" Usage        " LINK "usage"}	How to use this thingi.
   @{" The Future   " LINK "future"}	I see..... somethings.
   @{" History      " LINK "history"}	How it was before.
   @{" Registration " LINK "limits"}	The limits and what you can do about them!
   @{" Bugs         " LINK "bugs"}	Nasty little buggers.
   @{" Author       " LINK "author"}	Thats me, the man.
   @{" F.A.Q.       " LINK "faq"}	Questions from people who wonder.
   @{" Thanks       " LINK "thanks"}	People I wanna thank.

@ENDNODE

@NODE "thanks" "Thanks"

  I would like to thank the following people for their help in obtaining
information regarding NES emulation.

Marat Fayzulin,			Would never have started without his doc!

Yoshi,				Thanks for the docs on sound.

Alex Krasivsky,			He started the research on the NES-hardware.

Juan Antonio Gomez Galvez,	Thanks a lot, for hints on the code and stuff.

Firebug				Very good mapper doc.

D				Has done extensive research on mappers.

Goroh				For confirming some of the "facts" i've come up with.

Matthew Conte			For doing the best reverse engineering on the sound.

All the people on the NES-Dev mailing list.



Thanks to all Amiga-Users.....
All who registered        Thanks alot for the moral support.
Specially to all who have payed for it:
Blonde Lion
Martin Chantler
SnuskBob
Olov Sandell
Björn Johansson
Nikolaos Theologou
Fredrik Eriksson
Josef Andersson
Robert Karlsson
Peter Mattsson
Carl Röjstrand
Gouygou David
Johan Eriksson
Paul Murphy
Marcus Johansson
Lars-Erik Åström
Daniel Beorchia
Andreas Olsson
Christopher Hart
Jesper Klingvall
Per-Ola Eriksson
Peter Fischer
David Ståhl
Erik Dahlberg
Niclas Aronsson
Nicholas Nilsson
Lennart Johannesson
Kenneth Johannesson
Johan Rönnblom
Christian Andersson
Nicola Filotto
Jonas Österberg
Christian Westman
Jimmy Johansson
Mikael Törnquist
Alan Stokes
Makoto Kawamura
Thomas Palestig
Krister Skrtic
Jon Åslund
Jesper Andersson
Cagnac Forbier
Steven Anderson
Kjell Lindén
Krister Nylén
Jukka Varsaluoma
Björn Andersson
Erik Dalén
Dinos Costanti
Paul Ellis
Joona Pöhö
Andreas Witte
Juan Orellana
Gonneau David
Michael Bromery
Jaakko Pohjamo
Crepin Oliver
Martin Persson
Pasi Ylinen
Anders Karlsson
Tobias Bellinder
Kevin Ross
Lars Olsson
Michael Rupprecht
V.Bang
Dirk Schneider


All the WarD-members.
Guru, for always wondering "how is it going with CoolNESs?" ;)
Tesla, for some crazy ideas for CoolNESs and help with the keyfile+GUI.
Ash, hopefully providing some gfx soon.
Axe, for being the best friend ever =)
xTs, will there ever be a CooLYNX?.
Classes, code & coke, party & beer.
CaB, for maintaining the @{B}WarD@{UB} homepage.
BluMental, for being a realy kewl dude.
$tud for making excelent music.

Spot/Up Rough, Yo're gonna make kewl musicdiscs, right!?!.
Skope/Up Rough, MAN watta jungle tjunez.

Tomas Amsrud for the kewl icons and install script, also for maintaining his site.

Lennart Johannesson for the swedish guide and a lot of moral support.


Nintendo???

More to come.......


@ENDNODE

@NODE "copyr" "Copyright"
    This guide and the executable CoolNESs-file is
    copyright 1997-1999 Fredrik Olsson. This is shareware so spread it as much
    as you like, non altered. But don't spread the keyfiles.

    This Software is provided "As is", so if your computer or anything
    else bursts into flames or starts leaking or anything else unpleasent
    happens and you think you can blame me, you'r wrong. You are responsible.
    Don't use this if you don't like it.

    This product may only be used on an Amiga compatible computer.

    It may not be sold for profit.
    If published on a coverdisc/cd with a magazine I would like a copy of
    the magazine or atleast be noticed about it.

    You are not allowed to use this software in the creation of weapons.
    
    If you cant read this text then you MUST ask a friend or
    a parent to read it for you  ;)

    If you happen to crack the keyfiles I would like one registered on me ;)


@ENDNODE

@NODE "author" "Contact Me"

	I've just moved to my own apartment now, it happend faster than I thought.
	Telephone and internet-connection is now setup,
	so I can read my mail more often.
	I hope to be able to update CoolNESs a bit more often now.


    EMail:
	flubba@hem2.passagen.se
	fredrik.k.olsson@europe.eds.com

    HomePage:
	http://hem2.passagen.se/flubba/	(coolness.html)

    Mail:
	Fredrik Olsson
	Hjortmossegatan 84
	461 51 Trollhättan
	Sweden

    Telephone:
	+46 (0)520-39253

    IRC:
	FluBBa


For registration see @{"Limitations" LINK "limits"}

@ENDNODE

@NODE "intro" "Introduction"


  I was looking for a cool NES-emulator but all around me was darkness. ;)

  Well it all started out a couple of years ago when I started on a Zelda-
  simulator, first we started recreating the graphics, and then some rutines
  but the more I coded the more I saw how much time this would take.
  So when I heard of Nes-emulator for the Amiga I thougt......

  Eeeh well at least I tried to think :)

  I started the coding of the CPU with help from a source from Aminet,
  This wasn't too good, so I started redoing everything from scratch.
  Downloaded docs from a Finnish site about the 6502 and soon had a working
  CPU-core, then Juan contacted me and he teached me a couple of tricks.
  I then applied this to the core and rewrote it a couple of times.
  As it stands now this should be the fastest 6502-core available for Amiga.
  Free for anyone to use.

  So here is the result of some weeks thinking and some weeks of coding.
  (Actully it begins to look like months and a year now....)

  Zelda is working now! =)
  This was my first and only goal actually.

  And it's coded in 100% assembler, sorry I don't know how to code C.
  The GUI is coded in C, but that's my friends (Peter Bengtsson) work.


                                @{B}CoolNESs!@{UB}



@ENDNODE

@NODE "usage" "Usage of CoolNESs"

	Remember to copy the tabs.gadget to SYS:Classes/Gadgets/ !!!

	Kind of simple actualy, just run it from cli or WB.
	Click Load and select a *.nes file and away you go.
	Now also takes arguments from cli (Good for DOpus =).
	All buttons should have a shortcut-key also, experiment!


	Return or Yellow works as @{B}Start@{UB}.

	Right_Shift or Green works as @{B}Select@{UB}.

	Left_Alt, Fire1 or Red is @{B}B@{UB}.

	Left_Amiga, Left_Shift, Fire2 or Blue is @{B}A@{UB}.

	Arrow_Keys or joy is direction.


	@{B}F1@{UB} selects normal joy1.
	@{B}F2@{UB} selects CD32pad1.
	@{B}F3@{UB} selects MegaDrivepad1.		@{"What" LINK "MDPad"} do I need?
	@{B}F5@{UB} turns on joy2.
	@{B}F6@{UB} selects Zapper2 emulation with mouse2 (test).
	@{B}F7@{UB} selects Paddle emulation with mouse2.
	@{B}Esc@{UB} or Play is used to Quit.
	@{B}BackSpace@{UB} (<-) insert coin (vs-system).
	@{B}F9@{UB} selects NMI-rate (slowmotion, some games work better).
	@{B}F10@{UB} or Forward+Backward is Reset.
	@{B}Help@{UB} IRQ on/off (only mapper 4 & 5 yet).
	@{B}*@{UB} Grab screen (the star on the numerical keypad).
	@{B}P@{UB} Freeze game.
	@{B}O@{UB} Melt game (continue frozen game).
	Keyboard1 is always connected to Input1.


        @{" Custom Palettes " LINK "Palett"}

	@{" Patching games  " LINK "ips"}

	@{" Picture of keys " LINK "newkeys.iff/MAIN"}

@ENDNODE

@NODE "faq" "Funny, Amusing and irritating Questions."

CoolNESs F.A.Q.
Q=Question A=Answer S=Solution

(1)
	Q: Why is my game quiting for no reason?
	A: Some games are very touchy about the timing,
	and as CoolNESs uses the Amiga hardware to do the timing
	and the CPU for emulation this screws things up sometimes.
	I've done a fix for this now but it's not perfect.
	S: Try to use F9 for slower NMI (slowmotion).
(2)
	Q: Why does the sound suck!?
	A: Give me a fifth channel for the Amiga and I'l show you =).
	S: Maybe I'll have to implement mixing.
(3)
	Q: Why isn't the battery-save working on Zelda?
	A: Probably cause the battery-bit in the header isn't set or the
	filename is missing .nes on the end.
	S: Use a Hexeditor and alter bit#1 in byte #6 (0 first), or use a
	special program for modyfing NES-headers.
(4)
	Q: Why do I only see the statusbar correct in some games?
	A: That is probably due to a splitscreen.
	S: Use Help-key to turn on IRQ (and splitscreen).
(5)
	Q: Why do I get nothing but a black screen?
	A: Probably because you have no PAL/NTSC monitor.
	S: Hmmm, not much to do more than to plug in your old TV-set.
(6)
	Q: Why isn't the logo displayed on SMB?
	A: This is a hacked version (no 2player option either).
	S: Get the real one.
(7)
	Q: Where do I find my favourite game on the net?
	A: How should I know ?!
	S: Use your favourite search-engine (FTP) and your head.
(8)
	Q: Why is it so slow?
	A: Emulation takes time. There may be some small optimizations
	in the future.
	S: Buy a Pentium200 and run Nesticle ;)
(9)
	Q: How do I use custom palettes?
	A: Rename the file to CoolNESs.pal or to "gamename.pal".
	S: Take a look at the @{" Palette " LINK "Palett"} Instructions.




@ENDNODE

@NODE "IPS" "How to use IPS (International Patching System)."

	To use IPS-files with CoolNESs all you have to do is copy the IPS-file to the
	same directory as the NES-file and rename it accordingly (Zelda.nes & Zelda.ips).
	Then you just mark the _Patch_ button in the prefs-page of the GUI, if there is
	no IPS-file nothing will happen. If you have several patches for the same game
	then it's smart to save all your patches in a special directory, and just copy
	and rename them when you gonna change patch.

	I'm open for suggestions on this one, thank you.

@ENDNODE

@NODE "MDPad" "How to modify your MegaDrive/Genesis gamepad."

	To make your MegaDrive pad work with CoolNESs (and Wzonka Lad and ADOOM)
	all you have to do is switch places on pin 5 and 7 on the pad
	and put a 470ohm resistor between them.

	Easy? =)
	Okey, to make a short explanation long, here is the whole story.
	The Amigas joyport has 9 pins. 1 for ground and 1 for +5V, 4 for direction
	and 2 for firebuttons, so this leaves 1 pin left.
	So how can you get 1 pin to connect to 2 buttons? You use a multiplexer!
	This is what the MegaDrive does, it uses a 74HC157 to change which buttons
	to check for. So the 2 pins that go to the firebuttons can actually
	adress 4 buttons, A, B, C, and Start.

	The only problem is that +5V is pin 7 on the Amiga, and on a MegaDrive
	this is pin 5.
	
	So all you have to do is to open up your MegaDrive pad and find cable
	7 and 5 and switch em round. This can require soldering, and if you'r
	not familiar with that, _DON'T TRY IT_. or you can, but I've warned you.
	I take no responsibility what so ever if something nasty should happen.
	There shouldn't be a problem though.

	Please note that doing this will make the controller incompatible with
	your MegaDrive/Genesis.

	Also check Aminet/util/libs/ControlPad.lha , and ADOOM readme.

@ENDNODE

@NODE "Palett" "How does the Palette Work?"

	Screwed up palette???

	If you have encountered any VS-games or think that the original
	palette of CoolNESs doesn't match, then you can now make your own!

	The format is either raw (from Nesticle), RGBRGBRGB..... at least 192 bytes long,
	or normal IFF format (from DPaint or similar), number of colours must
	be at least 64.

	And to use it all you have to do is name the file CoolNESs.pal and stick it in
	the program directory or name it after a certain game and put in the same directory
	as the game.

	There should be an @{"example" LINK "NES_Colours.IFF/MAIN"} file to get you started.
	Even though CoolNESs should find the palette in a picture you'd probably just want
	to save the palette alone.
@ENDNODE

@NODE "requirements" "Requirements of CoolNESs."

	To start the emulator you need AGA and a 68020 or better.
	Installed "tabs.gadget" in SYS:Classes/Gadgets/ .
	Right now a PAL/NTSC-monitor is required too.
	To get good speed (50/60 fps) you will need a 25MHz+ processor
	and fast-mem. Many intros and some games still _only_ needs
	14MHz and fastmem for 50fps (60fps in NTSC).
	You tell me if this is "fast".

	It needs a total of 500k chip and 250k any mem.
	Plus mem for the cartridge. Varys from 24k to 1M.
	Fastmem is not needed but highly recommended.

	A 2button+ joystick is nice but not necessary.

	A NES-rom would be fun also... =)
	And NO! I wont send any to you! Not if its Copyrighted.
	Just found out that ELITE is free to spread, too bad it doesnt
	work yet.

	Maybe I write a demo for the NES. :)

@ENDNODE

@NODE "future" "What to come in the future."

	There are a lot of things to come in the future.
	To bad I can't predict the future ;)

	New mappertypes.

	Save frozen games to disc.

	Hardware sprites. (faster if its possible?).

	Vertical splitscreen.

	XPK support.

	Cycle-count and system-screen to allow for real multitasking.
	And a non-AGA version???

	Better sound.

	NES-DiskDrive???

	FamilyBasic Keyboard???

	Zapper, try F6 =)

	A kewl demo, to show off some gfx.

	V1.0? Never!

@ENDNODE

@NODE "history" "The history of CoolNESs"


@{B}Ver 0.76  20 April 1999.@{UB}
	Fixed nearly all sound related problems (Thanks to Matthew Conte).

@{B}Ver 0.75  15 March 1999.@{UB}
	A swedish guide by Lennart Johannesson.
	Added sprite priorities (spr/spr and spr/bgr).
	Changed some things in the CPU-core (speed).
	Smal fix to the triangle channel.
	Added mapper#79 (Krazy Kreatures).
	Better support for the VS-system (still no dip-switches).
	Gzip support (need z.library).
	Fix to the Megadrive-pad reading.

@{B}Ver 0.74  4 January 1999.@{UB}
	Fixes to the Squarewave and triangle channels.
	Fixed the screenheight in the prefs (again?).

@{B}Ver 0.73  1 December 1998.@{UB}
	"Sprite update" in the GUI works now.
	Small update to the graphic-engine, fixes bank swapping.
	Smarter detection of splitscreens.
	Smal fix to the GUI (filename display).

@{B}Ver 0.721  4 November 1998.@{UB}
	Fix for games with battery. C now works in the GUI as Continue.

@{B}Ver 0.72  1 November 1998.@{UB} Released at Compusphere X.
	Continue and freeze/melt.
	All settings in the GUI should work now =) (except sprite update).

@{B}Ver 0.71  25 October 1998.@{UB}
	Screengrabing (* on numerical keypad).

@{B}Ver 0.70  17 September 1998.@{UB}
	Now includes a French guide (V0.69).
	Support for palette files (raw and IFF). @{"Palette?" LINK "Palett"}
	Added PAL/NTSC switch.
	Added mapper#78 (Holy Diver).
	Fixed some sprite problems with MMC5.
	Changed CPU-core for all games with <=32kb PROM.
	Updated writes to the PPU (faster).
	Set IRQ default to off. Use HELP to turn on.

@{B}Ver 0.692  11 July 1998.@{UB}
	Fixed the IPS-routine to support packed data and not lock up.

@{B}Ver 0.69    7 July 1998.@{UB}
	Added insert coin for vs-system (backspace, <- )
	Added a fix for the "gfx-take-too-long-time-so-now-I-quit" bug =)
	Fixed nearly all gfx for mapper #9/#10.
	Added a little looping on samples (Punch Out).
	Fixed sample active-bit in PPU (Racket Attack)
	Smal speedup in CPU-code.
	Fixed a minor error in PPU-Scroll registers (NARC).
	Added @{"IPS" LINK "IPS"} "on-the-fly" support (patch games).
	Added mapper#66 (SMB/DuckHunt 2-IN-1, Gumshoe).
	Added mapper#65 (Hammering Harry 2 Jap).
	Added support for paddle (Arkanoid) use F7 to turn on.

@{B}Ver 0.68    17 May 1998.@{UB}
	Smal fix to PPU code (more accurate and faster).
	Added mapper#10 (Fire Emblem Jap).
	Added mapper#18 (BasesLoaded Jap).
	Added mapper#64 (Shinobi).
	Added mapper#68 (AfterBurner2) still glitches.
	Added mapper#69 (Batman1 Jap, Batman2:Return of the Joker).
	Smal fix for Mapper#21 (KonamiWorld2).
	Smal fix for Mapper#23.
	Added IRQ for mapper#19 (3Gohukas).

@{B}Ver 0.67    10 May 1998.@{UB}
	Added mapper#24 (CV3 Jap).
	Added install-script.
	Smal fix to Noise channel.
	Smal fix to Triangle channel.
	Smal fix to PCM channel.
	Mapper-routines rewritten a bit.

@{B}Ver 0.66    29 March 1998.@{UB}
	Smal fix to Noise channel.
	Smal fix to mapper#4 which caused some games to behave strange.
	Added PCM channel (not together with noise yet).
	Smal speedup in gfx-routines.
	Added support for 2 CPU-cores, makes non mapping games (0 & 3) faster.

@{B}Ver 0.65    22 March 1998.@{UB}
	Small fixes to the GUI, now takes arguments from CLI again.
	Smal fixes to mapper 22 and 34.
	Added mapper#33 (PonPokoPon J).
	Added mapper#32 (ImageFight J).
	Added mapper#25 (Gradius2 J).
	First try to make a splitscreen (only one split yet).
	Added a F.A.Q. to this guide plus some more things.
	Changed the CPU-core to the one in V0.61 as the last one was buggy.
	Lots of fixes to Mapper#5 (Bandit Kings of Ancient China).
	Fixed the palette for "Punch Out". Edited some entries.

@{B}Ver 0.64    8 March 1998.@{UB}
	Now you can pay with D-Mark (Germany).
	Lowered the price to £10 for GB.
	Fixed Mapper#4 (SMB3, TMNT3).
	Fixed a bug in VRam layout, Trojan prints more text.

@{B}Ver 0.63    2 March 1998.@{UB}
	Fixed Mapper#1 (Wrath of the Black Manta).
	Fixed Mapper#34 (DragonBall).
	Added Mapper#16 (DragonBallZ(2)), no IRQ yet.
	Added Mapper#8 (Doraemon).
	Added Mapper#23 (Kid Dracula).
	Added Mapper#22 (Twin Bee 3), still glitches.
	Added Mapper#21 (Goemon2).
	Rewritten graphic-routines.

@{B}Ver 0.62    22 February 1998.@{UB}
	Fixed the joyroutine to handle upper 3 bits (more games start).
	Added noise, isn't quite right yet.
	Optimizations to the CPU-core, this is a test.

@{B}Ver 0.61    19 February 1998.@{UB}
	Tweaked the sound a bit.
	Smal bugfixes to the GUI.

@{B}Ver 0.60    15 February 1998.@{UB}
	Added sound for unregistered users.
	Rewrote the CPU-core to handle memory mapping in realtime.
	Added mapper#34 (3D World Runner).
	Added mapper#19 (Splatter House).
	Removed mapper#16 as it was invalid.
	Added mapper#5 (CastleVania3).
	Fixed the VROM switching for mapper#4, #5 and #19 (faster).
	Rewrote some PPU,CPU and sprite code (Bubble Bobble2 a bit faster).
	Enhanced the sound-routines.
	Smal fixes to the GUI.

@{B}Ver 0.59    10 December 1997.@{UB}
	Added GUI.

@{B}Ver 0.49    never released 17 November 1997.@{UB}
	Added IRQ support for Mapper#4 (Batman3 & Jurassic Park doesn't lock up).
	Added 4player-addapter support.
	Fixed Mapper#1 a bit (Zelda2 now looks good).

@{B}Ver 0.48    10 November 1997.@{UB}
	Rewrote the keyboard-routine to use the OS.
	Fixed a bug in the PPU which caused many RARE-games to look strange.
	Added 4Screen VRam (Gauntlet works).
	Fixed a small bug when exited.
	Added Mapper#15 (100in1).

@{B}Ver 0.47    3 November 1997.@{UB}
	Added Mapper#16.
	Smal speedup in hardware access.
	Now doesn't quit till you cancel.
	Fixed Mapper#7 a bit.
	Added support for cli argument, now also finds the keyfile from cli.
	Fixed bugs in ASL-requester/prefs.
	Added support for modified Megadrive-pad.	Check @{"MegaDrivePad" LINK "MDPad"}


@{B}Ver 0.46    12 October 1997.@{UB}
	Now remembers the last directory.
	Small speedup in spriteroutines.
	Speedup in some Mapper#4 games.	
	Smal fixes to memoryhandling (no leaks).
	New MWB-icons by Tomas Amsrud.

@{B}Ver 0.45    29 September 1997.@{UB}
	Fixed the sprites! =)
	Minor speedup in the cpu routine SBC + memory access.

@{B}Ver 0.441   14 September 1997.@{UB}
	Fixed the mapper routine wich I screwed up in V0.44.

@{B}Ver 0.44    11 September 1997.@{UB}
	Added Mapper#4. Most Gfx seem okey now, no IRQ is supported yet.

@{B}Ver 0.43    5 September 1997.@{UB}
	Added CD32-joypad support.
	Fixed the keyboardhandler.
	Fixed dutycycles in sound(some games sound much better).

@{B}Ver 0.42b   27 August 1997.@{UB}
	Fixed backgroundcolour (again).
	Added Mapper#11.
	Major speed improvements.
	Turned of filters (will be selectable).
	Fixed border bug.
	Rewrote soundroutines.
        
@{B}Ver 0.41b   11 August 1997.@{UB}
	Added Keyfile support. Thanks to Blonde Lion. =)
	Rewrote some of the CPU emulation. Thanks to Juan Antonio Gomez.
	Added minimal soundsupport.

@{B}Ver 0.40b   9 August 1997.@{UB}
	Added 16pixel high sprites.
	Added battery save.
	Mapper#1 Partially working. Zelda, KidIcarus, Metroid, Castlevania2.
	Edited sprite-flag in PPUstatus register (again).
	Fixed the background-color.
	Minor update of the gfx&cpu-routines.

@{B}Ver 0.39b   2 August 1997.@{UB}
	Lowered vertical resolution.
	Fixed Mapper7 and Mapper9.
	(Have you seen the PunchOut-logo in Darkness?)

@{B}Ver 0.38b   1 August 1997.@{UB}
	Fixed sprite-flag in PPUstatus register (many more games work).

@{B}Ver 0.37b   30 July 1997.@{UB}
	Added First try on mapper9, Punch Out.
	Rewrote some cpu-routines (saved 10 cycles on rotate-left).
	Rewrote the gfx-routines (scrolling games faster).
	Added keyboard-support (not good but it works).
	No more NMI during MemSwapping, mapper2 works better.
	Moved gfx-routines out of the interupt. woops!
	Added First try on mapper7, Wizards&Warriors etc.
	Mapper3 changed to "Noncopying", pointer instead (faster).
	Added MemAlloc for CartSize.

@{B}Ver 0.36b   17 July 1997.@{UB}
	Added Asl-requester.
	Added RomInfo

@{B}Ver 0.3 never released.@{UB}
	Fixed a groovy bug in the CPU-command SBC.

@{B}Ver 0.2     never released.@{UB}
	Made screen-core.
	Made cpu-core.

@{B}Ver 0.1     never released   29 June 1997.@{UB}
	Started on the concept of a NES-emulator.
	Downloaded Marats NES-Doc.

         
@ENDNODE

@NODE "limits" "Limitations."

	Are there Limitations!?!

	If you are unregistered a requester appears when you start CoolNESs.
	You'll need a keyfile to unlook this limitation.
	Some mappers still not emulated.
	And splitscreens and IRQ-emulation is not what it could be.


	This will change in the @{"Future" LINK "future"}, but I want your response.
	So if you want a full version then register.
	This keyfile will work with all future versions of CoolNESs.

	And from now on it will cost:
				 15 USD. US-Dollar.
				 10 GBP. Great-Britain Pound.
				 30 DEM. Deutsche Mark.
				100 SKR. Svenska Kronor.
	Only bills please, no coins (if it's possible).
	Or you can send _International_ postal money.
	Or if you have an old Nintendo game cartridge, I _may_ trade it for
	a keyfile, but then you _must_ contact @{"me" LINK "author"} first.
	Games I'd like:
	RCProAm(2), CobraTriangle, TMNT(2), etc.


	Send your full name, _adress_ and money to:

	Fredrik Olsson
	Hjortmossegatan 84
	461 51 Trollhättan
	Sweden

	You will need an email-adress to receive keyfile.
	or send me an error free disk plus $2/£1/10Skr or enough stamps.

@ENDNODE

@NODE "bugs" "BUGS!!!!"

	Are there @{B}BUGS!?!@{UB}

	The CPU-emulation should be quite OK by now, there is still
	no write protection of ROM for Read-Modify-Write instructions.
	I Still have problems with the timing of some games, shouldn't
	happen as often now though.
	Joy2 has problems with some games.
	The keyboard and joy seem to miss keys sometimes.


	Probably some more to....

	Check @{"Limitations" LINK "limits"} also.
	For Bugreports check @{"my adress" LINK "author"}.
	Remember to include computer plus processor info.
	Any patches. Rom + Wb info.
	I don't want any reports about games not working, or trashed
	graphics. I know about it.
	BUT! If you see a game with an unsupported mapper type, please
	contact me.

@ENDNODE

@NODE "Index"

   @{" Author       " LINK "author"}	Thats me, the man.
   @{" Bugs         " LINK "bugs"}	Nasty little buggers.
   @{" Copyright    " LINK "copyr"}	Who owns this.
   @{" F.A.Q.       " LINK "faq"}	Questions from people who wonder.
   @{" History      " LINK "history"}	How it was before.
   @{" Introduction " LINK "intro"}	What is this anyway?
   @{" IPS          " LINK "ips"}	How to use IPS on NES roms.
   @{" Joy and keys " LINK "joy_keys.iff/MAIN"}	A help picture.
   @{" Limitations  " LINK "limits"}	The limits and what you can do about them!
   @{" MegaDrivepad " LINK "MDPad"}	How to modify your MD-pad.
   @{" Palettes     " LINK "Palett"}	How to use Custom Palettes.
   @{" Requirements " LINK "requirements"}	What exactly do you need.
   @{" Thanks       " LINK "thanks"}	People I wanna thank.
   @{" The Future   " LINK "future"}	I see..... somethings.
   @{" Usage        " LINK "usage"}	How to use this thingi.


@ENDNODE
