02/08/02 - Started work.
           This is my 6th (!) attempt at a SNES emulator, the last one got
           some games starting but was _VERY_ slow. With this one I'm using
           a different method of opcode fetching and executing that should be
           faster.
03/08/02 - Enough opcodes implemented to run sonic.smc now. Video emulation
           added and optimized, one layer of mode 1. Currently running at 3x
           SNES speed on 350mhz (somewhat faster than my previous attempts).
           Update (at 12:15) -
           More opcodes, meaning more demos run. Second layer of mode 1 added
           (using uber-fast masking technique), now about 2.5x SNES speed.
04/08/02 - Modes 0+7 (no rotozoom though) added. More opcodes as well -
           Sneswish starts, and First Drop runs. Nesquik's scroller is broken
           though, and ATX Xmas demo looks buggered - the muzak code is
           accessed through a JSR, and it rewrites all of RAM and the stack
           pointer, then RTSes. I don't see how this is supposed to work...
05/08/02 - Fixed a big bug in op B1 (LDA (),y) - Nesquik scroller works now
           (along with most of the demo). Fixed scrolling direction - before
           Nesquik it was impossible to tell if it was in the right direction
           or not.
06/08/02 - Fixed stack access, RTS Pac-man now works. Added BG3 in mode 1, but
           it's slightly bugged. Sprites added (early - 16x16 only), Pac-man
           playable!
07/08/02 - More opcodes. Got KSFH to go through main menu and to intro, but is
           bugged - the rats walk round for ever and krusty never comes on
           stage...
08/08/02 - Yet more opcodes. FF2 displays title now (but hangs there).
12/08/02 - Fixed ATX Xmas problem - I never knew that some addressing modes
           can access the next bank - I thought they all wrapped.
20/08/02 - Started work on SPC700 (for no reason...)
23/08/02 - SPC700 now works with some demos (no DSP emulation yet though),
           however it hangs KSFH for some reason. I need an SPC disassembler...
24/08/02 - Fixed FF2 problem - pad 2,3 and 4 registers can't return $FF (as I
           have been making unimplemented registers do), otherwise the game
           thinks all buttons are pressed...
           (later on)
           Added tons of opcodes for FF2, now it starts the intro, but sprites
           are missing and it hangs after fading out from map...
25/08/02 - Fixed a couple of 65816 bugs, ATX-DEM1.SMC starts. Palette now
           emulated. Attempted to slow down using vsync, but this just makes
           it drop 20fps, not drop to the refresh rate...
	   (later on)
	   Got Mario World to...start. The entire level data is missing from
	   VRAM, so no collision detection works and everything bollockses up.
26/08/02 - Attempted to track down Mario World bug, failed.
           Added some BCD, Columns now kinda works.
           FF2 now draws map during intro.
           Revamped sprite support, KSFH intro looks okay now (Krusty stops at
           the middle of the screen in mid step though :)
           (later on - again)
           KSFH is now playable! (just). Krusty has difficulty jumping very
           high though, and the second sprite table isn't set up, so added a
           hack to fix 16x16 sprites.

28/08/02 - HDMA processing added.
02/09/02 - Started mode 7 rotozoom, not correct yet
04/09/02 - Added vline counter for Legend of the Mystical Ninja, still doesn't
           work.
05/09/02 - Added some more opcode to get Super Soccer up and running. Runs
           demo mode fine (except for mode 7 bugs), but can't start game (skips
           to demo instead).
06/09/02 - Fixed stupid bug in INC abs, loads of games work better. Added the
           BCD.
07/09/02 - Fixed the BCD. Made ADC+SBC modular, for less inconsistencies.
           Added a couple more SPC opcodes. Some debugging reveals that the
           KSFH SPC lockup is a 65816 bug, not an SPC700 bug. Added toggles
           for BGs.

13/09/02 - Added more opcodes, mainly for Gradius 3 (playable!).
14/09/02 - Fixed sprite size bug, was combination of bad drawing code and
           incorrect docs. Added couple of opcodes for Super Off-road, still
           unplayable though. Fixed CMP [],y - DWARF.SMC now works fine (about
           fucking time).

30/09/02 - TRAC/SNEeSe sent me some corrected SPC docs, might help the core.
           Ran a few more games on the emu - dbz1e.smc is worth mentioning, as
           the main guy on the intro spins round and round ad infinitum. Quite
           amusing, but might also help with debugging. Addams Family is also
           bugged, all the screen data (titles+levels) is squashed.
01/12/02 - Wrote quick test program for ADC/SBC, SBC flags now fixed. 
           Fixed matrix 16x8 multiply results, Super Off-road now OK.
02/12/02 - Couple of 65816 fixes. Nothing major or significant.

21/12/02 - Started rewrite of 65816 core.
19/01/03 - Fixed bug in TYX, KSFH works again. Fixed up some PPU access,
           Mario 1 + 2 in Mario Allstars work now. Sprites now smooth
           horizontally (backgrounds still jerk though).
29/01/03 - Fixed BG masking. Fixed sprite positioning. A couple more opcodes
           added.
08/02/03 - Fixed bug in BIT - TMNT4 works properly again. Fixed some stuff for
           Humans. IRQs now on by default. Centred screen.
09/02/03 - Fixed PAL/NTSC detection (hopefully)

05/04/03 - Started work on new graphics engine.
06/04/03 - Mode 1 now OK in new graphics engine. Full smooth scrolling +
           sprites + priorites + HDMA (in theory).

23/09/03 - Started again.
24/09/03 - Some more opcodes. Added line-by-line display engine. SONIC.SMC 
           seems OK.
25/09/03 - Added more opcodes to get CDI.SMC & ZD2YR.SMC to work. Added NMI.
           Added BGs 2+3 (not perfect yet).
26/09/03 - Fixed palette problem - Dev-C++ doesn't work out dependencies 
           properly - I have to do it manually instead.
27/09/03 - Added HDMA and tile flip. Fixed BG3.
28/09/03 - Added BG4 (for SNESWish). More opcodes.
29/09/03 - Added sprites. More opcodes. KSFH going mental after intro.
30/09/03 - Ignored KSFH going mental. Now working, but sprite errors.
01/10/03 - Fixed tile flip. More opcodes. Fixed DMA. KSFH near perfect, FF2 
           going through intro.
02/10/03 - SMW intro perfect, Mario gets lost on map screen though.
04/10/03 - Fixed hardware divide, SMW perfectly playable now. FF2 semi playable,
           Mystical Ninja almost perfect, TMNT hangs though.
09/10/03 - Fixed VBL, Lemmings 2 now playable with graphics errors. SRAM added.
03/12/03 - Added WRAM access, Lemmings 2 now OK
           Improved SPU skipper, several games work better
           Fixed SRAM to 8k for now, makes Mario Allstars work
           Sorted IRQ flag
04/12/03 - Added 16x16 tile support, many Ocean games work better
           Sprite disable now works (no more left over junk on some games)
           More opcodes, Shadowrun now works
           SRAM is now actually 8k, Super Metroid is somewhat playable
05/12/03 - 16x16 tile scrolling a bit better. Zool still jumps a bit, but I
           blame that on the dodgy C64-style scrolling it uses.
           Fixed bug in MVN/MVP - TMNT gets a bit further.
           Playfield sizes now line by line.
           Lemmings 2 now broken for no apparent reason.
06/12/03 - Sprite enable now line by line - Putty Squad now has sprites.
           Putty Squad also shows that 16x16 scrolling works and Zool is just
           being shit.
           Added 16x16 tile flipping.
           Fixed mode definitions.
           IRQ timing changed slightly, fixed raster split in Mario 3.
           Added vertical counter, for FFMQ.
           Found a bug in SPC docs.
           Lots more SPC opcodes.
           SPC now plays chewns in Pushover, Pac in Time, RTS Pac-man, TMNT4,
           Mystical Ninja, infinity.smc, and plays something faintly resembling
           music in SMW, Mario Allstars, Smash TV and Desert Strike.
           Fixed Mario World map corruption.
           More opcodes - Prince of Persia now goes through demo
07/12/03 - Fixed sound clicking
           Fixed nasty bug in sound
           Screen blanking now line-by-line - Lemmings 2 now OK
           Fixed IRQ more or less - fixed Mystical Ninja.
           Fixed HDMA continuous mode - fixes effects in Mystical Ninja, Prince
           of Persia, Super Metroid, Lemmings etc.
09/12/03 - SPC now executes in smaller timeslices - Pac In Time NTSC now works
           with SPC.
10/12/03 - Added some 65816 & SPC opcodes.
11/12/03 - Modified screen brightness code to take highest brightness during
           frame rather than last - fixes Street Fighter 2 and Cool Spot.
13/12/03 - Added HiROM. Bomberman 2,3 and Earthbound playable at least.
15/11/03 - Fixed some SPC bugs, fixed sound in Shadowrun at least.
21/12/03 - Improved 65816 + SPC timing. Also made an attempt at fast/slowrom
	   speeds.
03/01/04 - Better mode 7.
04/01/04 - Fixed some mode 7 bugs. Changed old style joypad reading - Seiken
           Densetsu 3 gets to menu.
05/01/04 - Added old style joypad reading for DKC - still not playable. $420C
           now readable - more correct, but unfortunately breaks the Chrono
           Trigger beta.
14/01/04 - Optimizations, better mode 7.
15/01/04 - Fixed SRAM sizes, Lost Vikings works.
17/01/04 - Changed sprite timing, no more shaky sprites.
6/02/04  - Started tile caching, seems marginally faster
7/02/04  - Several minor optimizations
           Fixed mode 7 bug, F-Zero, FF2, etc now have good mode 7. (both have
           other problems though)
           Also fixed mode 7 masking
9/02/04  - Attempted to add mode 7 repeat - somewhat broken
           Added some SPC instructions for Cameltry
           Added ADSR to DSP
10/02/04 - Added filters to DSP. Fixed looping bug (wasn't decoding last block).
	   Many more games have good sound now (TMNT4, Mystical Ninja, FFMQ, 
           F-Zero, Cameltry, etc).
	   Delayed NMI by a few cycles - fixes Puzzle Bobble and Chrono Trigger
           intro.
04/03/04 - Rewrite of timing system - less sync problems between 65816 and SPC.
           Required new SPC emulation - TMNT4, Cameltry, Earthbound still good,
           SWIV now works with sound, but SMW and Pac in Time no longer play
	   music (will play sfx though).
06/03/04 - OBJ addr now reset on vblank - fixes sprites in Bomberman, BC Kid,
           FF2, Chrono Trigger, DKC etc
07/03/04 - Some more opcodes.
09/03/04 - Optimisation to visuals code, Mario World now hits 60fps with sound
24/03/04 - Dropped back to old SPC core/timing - less bugs. Quite a bit slower
           though.
28/03/04 - Fixed bug in ADDW/SUBW in new SPC code, so switched back.
29/03/04 - DMA size now reset after DMA transfer - affects F-Zero (slightly
           better sprites), Secret of Mana (playable, but with bad visuals),
           Final Fantasy 3 (playable, but with some visual errors), and Secret
           of Evermore (playable, but with good visuals).
           Fixed 4016 reading at last. DKC, Bomberman, Secret of Evermore,
           Prince of Persia and others now OK. Mario Allstars still has
           problems though.
           Added BRK instruction for Super Ghouls 'n' Ghosts
06/04/04 - Started 16 bit mode. Most PPU backgrounds and sprite stuff
           supported. Bugs in sprite vertical flipping though.
           Added mosaic (full in 8 bit, vertical only in 16 bit).
07/04/04 - Seperated main and sub screens.
15/04/04 - Subscreen addition/subtraction added. Probably buggy
30/04/04 - Fixed several sprite bugs. Improved subscreen add/sub a bit, now
           affects sprites, and fixed colour now on SMW (wrong colour though).
02/05/04 - Added colour windows. Probably buggy.
27/07/04 - Fixed up 8 bit mode again - both 8 and 16 should work now.
	   Fixed sprite flipping bug.
26/09/04 - Altered timing a bit.
27/09/04 - Got joypad ready bit wrong way round.
