
	BMOD history: (some comments are used only by me)

Before 0.1
	More and less buggy versions for me and Quaid/BFB Team.

Just before 0.1
	Working version. Yippee! =)

0.1	-Initial eta release.
081096	-PT-commands included:
		9xx - sample offset
		Axx - volume slide
		Bxx - position jump
		Cxx - volume change
		Dxx - pattern break
		E6x - pattern loop (buggy)
		EAx - fine volume slide up
		EBx - fine volume slide down
		Fxx - speed / cia speed

0.2	-Rewrote is_UpdatePatternPointers to two different sections,
141096	is_PreUpdatePatternPointers and is_PostUpdatePatternPointers.
	Pre is called before reading any pattern data and post after
	activating samples in channels.
	-Fixed bug in Dxx-command which caused jump not to work.
	-E6x still doesn't work right. =(
	-EAx and EBx commands fixed. Commands were activated in the last
	ps_PlayCounter position. Now activates them in the first.
	-Fixed bug in AllocateCIAInt, which caused system crash if
	both timers were already allocated by some other program.
	-Included commands:
		1xx - portamento up
		2xx - portamento down
	-Some BSR's removed.
	-Whooah! Fixed CIA timing totally. Rewrote ICR-register addressing
	to use AbleICR, which fixed all timing problems. System routines
	rule!!!

0.30	-Fixed one Mungwall hit. (2 bytes over allocated mem)
181096	-Fixed E6x-command. Now works like it should be.
	-Included commands:
		E1x - fine portamento up
		E2x - fine portamento down
		ECx - note cut (not tested too much)
		EEx - pattern delay

0.31	-If error happened, error code was always -1. Fixed.
	-Now tries to allocate audio channels too. Returns -2 if audio
	channels were in use. (Uses pri 127)
	-Rewrote DMA Wait routine to use DBcc-loops.
	Removed some unneccessary DMACON/INTREQ checks.
	-Included commands:
		0xx - arpeggio
		E0x - filter on/off
	-Wrote some parts of code to conditional assembly.
	-Axx-command fades volume too quickly although it shouldn't.
	-Included source code for the player so you can test it in your
	own productions.
	-Changed module format a little and bumped module revision up
	by one. Convert your BMOD's again.
