 MAMEINFO.DAT v0.87u1
 --------------------

 Homepage: http://www.mameworld.net/mameinfo
 Please submit bugs in the Mameinfo.dat, questions or infos to:   mameinfo@freenet.de


 .......................................................................

 Questions not regarding the Mameinfo.dat, PCB-Infos, MAMEinfo-Source or
 the  ARCADE AT THE MOVIES  *will* be ignored.

 .......................................................................



 MAME
 If you want to know more about MAME, then read the
 MAME Frequently Asked Questions page at: http://www.mame.net/mamefaq.html

 
 SOURCE
 If you want to know more about MAME source, then read the
 http://www.codeproject.com/cpp/vcmame.asp

 
 DRIVERINFOS
 To display the Source driver bugs and infos, listed at the end of the
 Mameinfo.dat, compile MAME with the *extra* MAMEinfo-Source.
 Download the MAMEinfo-Source from http://www.mameworld.net/mameinfo


 MAME32
 Use the new art tab function in MAME32 ( View \ Show Pictures \ History )
 to display the game infos in a full window, without the screenshot.



 UPDATE THE MAMEINFO.DAT 
 - To update your Mameinfo.dat, you must have all files of the older Mameinfo.zip into your MAME/MAME32 directory
 - Copy now the Update.zip in your MAME directory
 - If you have not the programs patch and unzip (used for compile MAME), then download these first
	patch:  <A HREF="http://www.mameworld.net/compile32/pat253b.zip">http://www.mameworld.net/compile32/pat253b.zip</A>
	unzip:  <A HREF="http://www.mame.net/zips/compile/unzip.exe">http://www.mame.net/zips/compile/unzip.exe</A>
   and copy the program files into your Windows Command directory or system32 (WinXP).
 - Doubleclick on the Update.zip and WinZip open the archiv
 - Doubleclick on the Updatexxxx-xxxx.bat
 - Now Patch updates your Mameinfo.dat!!!


 THE MAMEINFO.DAT CONTAINS INFOS ABOUT:

 - Reported bugs from the MAME Testing Project:
   'Current Bug Report', 'Know Bugs', 'Possible bugs', 'The Orange Files',
   'Bugs that aren't bugs', 'DIP Switches and INPUT Bugs' and 'Source Issues'.
 - MAME Work-In-Progress (WIP) from February 1999-July 2004
 - WIP informations from other DEVs (Example: 12th December 2003: DOX - Fix protection...)
 - Whatsnew.txt from MAME 0.01-0.87u1
 - Notes about Setup, Service, Test Mode and Known issues
 - MAME-Listinfo 0.34RC1-0.87u1
 - Number of Game LEVELS: http://www.emuitalia.com/mamend/
 - Category and Recommended Games
 - 'PLAY INSTRUCTIONS' and 'STORY'
 - 'ARCADE RELEASE' dates
 - Other Emulators: Calice, Callus, CINEMU, Cottage, GalEMU, HiVE, FinalBurn, JAE, JAS-SYS1,
                    JFF, LASER, M72, Mimic, Nebula, RAINE, Retrocade, Shark, Sparcade,
                    System16, SystemC2 and VAntAGE
 - Game Drivers (TODO, NOTES)
 - Source code (drivers/vidhrdw/sndhrdw)
 - Version releases for all original games
 - 'UMAMED NOTES' from http://unmamed.mame.net
 - Clones from MAME 0.35b1-0.87u1
 - Samples
 - Romset (kb/files/zip)
 - Games with different language
 - Tips and TODO




 BUG COLOUR CODING

 Red      Fatal bugs (crashes, games not working etc.)
 Yellow   Severe emulation problems (corrupt graphics, sound not working, etc.)
 Green    Cosmetical issues (jerkiness, minor gfx problems, etc.)
 Blue     Misfit issues that don't fit anywhere else
 Orange   Useful Information
 Gray     DIP Switch and/or Control/Input Information
 Cyan     Links to screenshots, .inp files, .sta files or additional text.
 V        Tested and verified by a number of testers.
 P        Verified though a side-by-side comparison with an original PCB.

 


 THE FOLLOWING BUGS ARE NOT LISTED IN THE MAMEINFO.DAT

 "analog"     : When using the keyboard, the position is never centered. You need to move in the opposite direction to make the ship/cursor stop (but it's quite difficult to find the middle). Just to prove this, test other games like SINISTAR, ROADRUNN or EPROM. Totally unplayable with KEYBOARD. The only solution I see is a AUTO CENTERING option for keyboard users. PS: those problems are resolved if you use a joystick, or you could try playing with the mouse.analog37b4greYMIV
 "analog control": ptblank, term2, others: The crosshairs will sometimes jump to another place on the screen without the user directing it to that place: it will move by itself. This bug most likely affects other shooters, this report will be updated as more information comes in. 0.56 Update (was shooters055yel, then fastanalog056yel): Also happens in duckhunt, pc_duckh, opwolf, cameltry, marble, 2 of which aren't shooters. Tried it too with arkanoid, arknoid2, arkretrn, irrmaze; doesn't seem to happen in those games. Another update: This bug has nothing to do with how fast you move the mouse. I've also discovered that it affects the controls of these games even if you're using digital controls *IF* you have "joystick" enabled in your mame.ini. joystick set on (1) is the culprit here. Set it to 0 and the bug vanishes. BTW, this bug also affects peekaboo. This isn't a bug in MAME: some digital joypads/joysticks, especially older ones which connect through the pc's midi port suffer from a little bit of 'interruption/interference'. You can see this by looking at the white square at: windows control panel->gaming options->properties->test. If it does not completely stand still, your joypad is one of those. Therefore this issue is caused by inaccuracies in PC controllers and not the fault of MAME.-Jonemaan / Smitdogg / Eee Mail 
 "analog menu": Various games using analog controls: In some games' in-game analog menu, if you push right or left while pointing to the "Return to Main Menu" option at the bottom, it will crash with an "ACCESS VIOLATION". Examples of games that do this are tailg, puchicar, bowlrara, and shufshot. Though it doesn't happen in every game using analog controls. analogmenu058red BarnacleEd
 "artwork"    : Some games get turned red when using artwork. Most likey anything using VIDEO_RGB_DIRECT and/or VIDEO_NEEDS_6BITS_PER_GUN. Ex.: spcinv95. Fix from BUT: artwork.c in function compute_rgb_components: change memcpy(rgb_components, rgb32_components, sizeof(rgb_components)); to memcpy(rgb_components, rgb32_components, sizeof(rgb_components[0]) * 3); artwork070u4ora Tsunoo Rhilty / TriggerFin / Tourniquet / BUT
 "artwork"    : bezel use: When using -nobezel, the games begin to load and then quit with an error before starting. Using -noart will not give an error. 
 "artwork"    : In b5 when I rotate a game (-ror) on my vertical mounted monitor with a backdrop like dotrone or astdelux the backdrop is not rotated correctly, the sides of the backdrop are truncated.artwork37b5greJvanmeelV
 "artwork fps": various: In a few games, like BZONE, OMEGRACE, ASTDELUX; i.e. games with new, oversized artwork, when you press F11 to show FPS, it puts a large strain on your processor, when you press it again, speed goes back to normal. artfps061ora HobbesAtPlay 
 "ASM 68K core": This is a list of bugs that happen when the ASM 68K core is used: -In assault the collision detection between the player's tank and enemy vehicles does not work. asm68k070u1ora various
 "cfg saving" : 1. Doesn't save default key settings src/inptport.c line 1598 replace cfg = config_open(NULL); to cfg = config_create(NULL);  2. Doesn't save mixer settings src/config.c line 629 replace return CONFIG_ERROR_SUCCESS; to cfg->position = POSITION_AFTER_COINS; return CONFIG_ERROR_SUCCESS; cfg074u1ora BUT
 "Ctrlr ini files": I thought that the ctrlr ini files at some point were able able to over-ride driver set inputs (if there wasn't a cfg/cfg file), but as of 0.70u1 and u2, they don't. Tested 0.70u2, "mame -ikari" with mame.ini having "mouse 0" and "ctrlr hotrodse", ctrlr/hotrodse/default.ini added "dial_ini dial", and ctrlr/hotrodse/dial.ini with only: mouse 1, P1_DIAL  "KEYCODE_D" and P1_DIAL_EXT "KEYCODE_G". One first run of ikari, the player1 dial inputs are still the driver set "Z" and "X"; and even if ctrlr is null by commenting it out in mame.ini. ctrlr070u4gra uRebelScum
 "default.cfg" Do the following: - Start Mame.exe with anygame - Mame.exe makes a default.cfg controller file. - Now start mame.exe again with -ctrlr xarcade (get the new .cfg controller files at Aaron's site.) - It works ok with the xarcade controller - Now change the controller back to keyboard.- Start any game now - it will still only react to the xarcade controller layout. (4 for inserting coins) If you then take a look at the default.cfg controller file there are some extra lines added to the tags. To overcome this problem you have to delete this default.cfg to get keyboard control back. defaultcfg085u2gra globalsubsonics
 "-depth 16"  : Some drivers still need fixing: 8080bw.c, arabian.c, battlane.c, cinemat.c, cosmic.c, dday.c, jedi.c, konamiic.c, leland.c, llander.c, offtwall.c, starfire.c, system16.c, toypop.c, twin16.c, vector.c, williams.c, sprite.c, toaplan.c 
 "direct 3d"  : Turning on -d3d breaks: -the title screen of rolling thunder (pauses), -hard drivin' status bar (flickers) and -puyo puyo raster effects on the 2nd title loop (doesn't stretch). direct3d068ora Kitsune Sniper / Haze
 "debugger"   : Problem with the debugger and the TMS32031 core: The memory window doesn't update the address that the cursor is over properly. It basically treats every 4 bytes as 1 this makes writing to ram impossible except for last byte. debugger085u2ora Malice
 "desyncing gfx": desyncing gfx This is kind of a weird issue. In some game, eg. aso, xevious, truxton2, guwange, some but not all gfx (usually on the ground) seem to desync/shake up and down during gameplay. We are unsure if it's a screen refreshing issue or what. For example the first two enemy sprites on the ground in xevious. The right one shakes, the left one is in sync with the background. When you shoot both, the "crater" on the right is in sync with the background and the "crater" on the left side shakes. Kinda wierd. I have found another game with that bug, its truxton2. The "craters" shake there too, you can see this in attract mode. Update: In gunfront, background & sprites are not synched. It's noticeable in the desert with all the tanks on the sand. (For all these games) the sprites probably need to be buffered by one frame. Update: The sprites on nemesis seems to lag slightly behind the background graphics..... This can be seen evident on the vertically scrolling levels..... Eg the guns seems to wobble when scrolling up and down..... they don't quite stick to the ground. Note: Doesn't occur on some computers when -syncrefresh is enabled (see snapshots). desync060ora startrash / Smitdogg / DCisTHEbest / Tourniquet / colindavies 
 "DCS Sound System": DCS Sound System revx, mk3, maybe others: (Was revx057gre_2) If you adjust the volume in service mode and you exit the game and load it back up, it doesn't keep the same volume, although if you go back into service mode, visually the volume bar is right where you left it. You can even lower it a tad and you'll actually hear the volume increase as it "snaps back in place". Sometimes you don't even have to exit the game, just switch between some screens in the service mode, and it will get knocked out of place just the same... dcs057ora Karasu / Smitdogg
 "driver.c"   : possibly forgotten games in driver.c: There are a couple of games that appear in drivers without flags that don't appear in driver.c, even as a testdriver. These are xeviousb from xevious.c, and dotrona from mcr3.c. forgotten062gre Randolph
 "key mapping (source issue): Since 0.74, MAME uses the new Z axis input, but the input is not mapped with buttons of normal joysticks. This is important for games like After Burner for the turbo boost. Games affected are: After Burner I+II, Aztarac, Bradley Trainer and Hang-On. Also, not all games like WEC Le Mans have mapped 'P1 Pedal 1' to the joystick. Games like Pole Position and Grand Champion use only the STRG left key. keymapping081u7ora MASH
 "Flicker"    : -tb, -nohws, and -nowindow various: When using -triplebuffer and -nohwstretch together running MAME in fullscreen mode, the window will be drawn and it will flicker. Update: This only happens when you have the default two color gradient set in Window's title bars. When you change it to be a single color, the flicker doesn't happen. Update (MAME .62) : The actual windows doesn't flicker anymore, however, running eg. Pac-Man under these conditions with artwork, the artwork itself will flicker. flicker061ora asmodius / BobHansen / Pi / solidus667 / djrosen / Smitdogg / Firewave
 "in-game text" Various: Some games require more space for their text than the maximum MAME currently allows, for example, in bubbobr1, the info screen before the game starts, gets cut off (notice no "Press Any Key" at the bottom). Another example: In aafb, if pressing tilde key (~) for adjusting sounds, the text selection "80186 manually-driven DACs" will overflow the alloted length and cover the edge of the box borders, since the description is longer than what the user_interface box will allow. Suggestion: Add a scroll feature for text that is too long/much. Update (MAME .64): This is mostly mixed now, left/right scrolling is fine, but there is still the problem with having too many lines like in bubbobr1's info screen, there is still no "Press Any Key" at the bottom. ingametext058ora gregf / djrosen / Smitdogg
 "LED"        : windows\video.c, maybe others: When games call for your keyboard's LED lights to blink, it causes some computers to freeze for about a second intermittently. Examples of game that do this are bsktball, aliensyn; in ajax, this bug will occur after you get a power-up. An example of test results are dropping to 6 fps (during/through a freeze) on an AMD 1.2 Ghz computer in bsktball. Notes: This bug doesn't occur on all computers. Commenting out line 1069 in src\windows\video.c disables the LED feature (at least for testing purposes). After commenting it out and compiling, there are no freezes (and LED blinks are disabled). led058ora Pook / Smitdogg / iob
 "LED"        : windows\video.c, maybe others: This is an old bug. Under 9x, the LED state will mess up on exit, but fine otherwise. It works fine for a normal PS2 keyboard under XP (using direct hw access to the lights). On XP/2k with a USB keyboard you want to change the setting in your .ini, this results in it working, but messing up on exit like 9x. led083ora PsikyoFan 
 "Light guns" : lightguns policetr, others: Act-Labs gun: Occasionally a fired shot is way, way off target, while all the others are dead on. Doesn't happen when shooting the desktop in Windows or in any PC gun games I've tested. Update: After some more testing, I think all the "off" shots are actually hitting the edges of the screen area, as if they aren't registering at all or something. Update: While fiddling around with a few games I've discovered that this problem happens when the crosshairs, whether visible or not, or controlled by the mouse/Act-Labs gun or whatever, cross either the x or y center axes. Cross thru the dead center of the screen and it's even more funky. Launch Police Trainer and move the crosshairs very slowly past the axes and they will do a little jump, cross it over the dead center position (where p2's crosshairs remain if unchanged) and you'll see it freak out and probably jump to an edge. You must have lightguns switched on as well. Update: One reason the center "jumps" happen could be because of mame's "fall through" method of reading inputs. The center of the screen is (0,0) in "lightgun speach". Each axis falls through on its own if that axis gets a 0 from the osd_lightgun_read() function, so... When the (invisible) windows cursor (aproximated by the crosshairs) is at the center of an axis, mame falls back, in this order, to analog joystick, mouse, then keyboard. Once the windows cursor exits the center of the axis, the light input overrides the other inputs again. So the problem is happening when transfering between the lightgun input data processing method and the joystick, mouse, or keyboard inputs. I think one of the problems is with switching between lightgun & mouse data methods. First, note that a delta of 1 from a mouse does not always result in a delta of 1 of the cursor. Second, mame has a max of 257 lightgun positions per axis, so even if the win cursor moves a pixal or four (for example: 1024 resoltion / 256 = 4), mame might not see a change in the lightgun position. Third, mame will see that same small change in the mouse delta method since the mouse method just looks at the mouse data & not cursor position. So if the lightgun method results in a 0 for an axis, mame stops using that method. The mouse method, however, does see changes too small to change the mame 0 value. This is the small jumps seen when crossing a single center axis line. lightguns062ora Smitdogg / uRebelScum 
 "Light guns" : If you do a recording with the gun games using -record and them attempt to play it back using -playback then pause the playback using p the crosshair still moves around the screen even when its paused, I guess this isn't the desired behavior. (I could be wrong but it certainly seems weird to me). I tested it with NyCaptor (the reported game) but it also happens in oneshot, bbusters and probably more. inp061ora roncli / Barry Rodewald / Chad / [Haze]
 "Light guns" : "lightgun 1" and keyboard/joystick inputs: After player 1 uses the lightgun or a mouse with the -lightgun option enabled, the keyboard and joystick movement inputs "stop working". Mame probably still gets the inputs, but the non (0,0) position of the windows mouse cursor (which mame uses to position the game crosshairs) over-rides any other inputs. To be able to use the keyboard/joystick again, you have to exit and restart mame. Another computer's testing: If I use -lightgun at all, it totally kills the game pad and keyboard from the get go, they never work even if I don't even pick up my gun. Also, the crosshair for player 1 begins in a random place, or at least it moves there immediately upon launching. So basically the same thing happens here except I get the crosshairs starting in a random position. lightguns066ora uRebelScum / Smitdogg
 "Light guns" : The hack that was added in 0.74u1 to help reload actlab lightguns with off screen shots does not work. Update:It looks like it's trying to do something now especially when you use the 2nd button on the gun but it's just not working right at all. Every few shots it will reload but it isn't consistent. You can tell it's hacking the crosshairs to the top right corner but a red shot graphic appears an inch closer to the middle of the screen before it gets a chance to get there. It's as if the instructions are sent to give a fire before the instructions are sent to point it there, if that makes sense. Should be the other way around. IIRC the info actlabs said about how the two players would work, the guns work by sending which button pressed, then the location separately. Mame might be seeing the button before the gun sends the location change, mame changes the location to (0,0), then the gun changes the location back to the old spot. This does not, however, explain the 1" from the top that I also see. OTOH, my symptoms differ a little. The mame crosshair shows at the 1" position, not any game shot graphic. I never reload if I shoot off screen. But, the next time I shoot on screen, sometimes I reload. Nor would it explain why I do not see any problems with the shoots lagging one location I last shoot behind. lightgun074u2ora uRebelScum / Smitdogg 
 "-listinfo"  : Games that start with parentheses in their description show up twice with using -listfull & -listgames. For example mmcamera. 074u1ora Minwah
 "messages"   : In game messages various: This is a (growing) list of drivers/games that stephh has compiled may pop up error messages that aren't commented in the source. 
                drivers/88games.c : static WRITE_HANDLER( k88games_5f84_w )        games: 88games, hypsptsp, konami88
                vidhrdw/astrocde.c: WRITE_HANDLER( astrocde_magic_control_w )      games: ebases, gorf, gorfpgm1, robby, seawolf2, spacezap, wow
                drivers/bottom9.c : static WRITE_HANDLER( bankswitch_w )           games: bottom9, bottom9n, mstadium
                drivers/dooyong.c : static WRITE_HANDLER( lastday_bankswitch_w )   games: bluehawk, bluehawn, gulfstr2, gulfstrm, lastday, lastdaya, pollux
                vidhrdw/gsword.c  : WRITE_HANDLER( gs_videoctrl_w )                games: gsword
                drivers/hexion.c  :
                vidhrdw/hexion.c  : static WRITE_HANDLER( coincntr_w ) WRITE_HANDLER( hexion_bankswitch_w ) games: hexion
                vidhrdw/konamiic.c: void K007342_tilemap_update, int K051960_vh_start, int K053245_vh_start, int K053247_vh_start  TOO MANY !
                vidhrdw/kyugo.c   : WRITE_HANDLER( kyugo_gfxctrl_w )               games: 99lstwar, 99lstwra, airwolf, flashgal, gyrodine, repulse, sonofphx, skywolf, skywolf2, srdmissn
                drivers/labyrunr.c: static WRITE_HANDLER( labyrunr_bankswitch_w )  games: labyrunr, tricktrp
                drivers/m90.c     : static WRITE_HANDLER( quizf1_bankswitch_w )    games: atompunk, bbmanw, bbmanwj, bombrman, hasamu
                vidhrdw/mexico.c  : WRITE_HANDLER( mexico86_bankswitch_w )         games: kicknrun, kikikai, mexico86
                vidhrdw/othldrby.c: READ16_HANDLER( othldrby_videoram_r ), WRITE16_HANDLER( othldrby_videoram_w ), WRITE16_HANDLER( othldrby_vreg_w ) games: othldrby
                vidhrdw/redclash.c: void redclash_vh_screenrefresh                 games: redclash, redclask, zerohour
                vidhrdw/segac2.c  : static void vdp_register_w                     games: bloxeedc, borench, columns, columns2, columnsj, ichidant, ichidnte, potopoto, puyopuy2, puyopuya, puyopuyb, puyopuyo, stkclmns, tantr, tantrbl, tantrbl2, tfrceac, tfrceacb, tfrceacj, zunkyou
                vidhrdw/shangha3.c: WRITE16_HANDLER( shangha3_flipscreen_w )       games: blocken, heberpop, shangha3
                drivers/shangha3.c: void HD63484_command_w                         games: shangha2, shanghai
                drivers/spy.c     : static WRITE_HANDLER( bankswitch_w )           games: spy
                vidhrdw/taitoic.c : WRITE_HANDLER( TC0360PRI_w )                   TOO MANY !
                drivers/tmnt.c    : static READ16_HANDLER( ssriders_protection_r ) games: ssrdrabd, ssrdrebc, ssrdrebd, ssrdrjbd, ssrdruac, ssrdruad, ssrdruda, ssriders

                messages056ora stephh 

 "mixer.c"    : Namco WSG emulator outputs rough sounds with noise. So we made a solution for this and found other issues. 1) The sample rate transformation (from internal rate to actual output rate) of mixer.c for Namco WSG games is rough. This causes sound with noise. 2) Namco WSG games are not 60.0FPS but 60.606060...FPS. 3) Namco WSG PCBs seem to work at equivalent of twice as MAME's internal frequencies (e.g. 24000Hz to 48000Hz). You can see details, download source and sample sounds here. Note: most of the links are now dead and I couldn't retrieve them. mixer37b11ora Fujix et al
 "MSM5205"    : MSM5205 sound emulation. The screams in some games uses this chip and the sound is extremely distorted. Some examples are Kchampvs, Ogonsiro/Gladiator, Kingofb and others. The screams in these games looks like the fighters are screaming 'under the water'. The MSM5205 is an extremely primitive and extremely lossy sample player. Sounds from it are supposed to sound super lo-fi and distorted. The real hardware is that way too. - R. Belmont 
 "NES crosshair": pc_wgnmn, hogalley, duckhunt, maybe others: If you shoot the white part of a target, the shot will not register. nescross37b16ora Kale / irish1982e / warlock / BSR
 "NES Sound"  : dkong3, duckhunt, hogalley, pc_tmnt2: Music/Sound starts off fine. However, sound quailty becomes very scratchy and garbled as you continue playing. The pitch starts to go way off and other sound problems persist while playing, until you reach a point of hearing a high pitch sound constantly. Update: This is with mamew, I can't reproduce it with dos mame so it may be mamew specific. Another update: Also effects punchout and cstlevna. In the latter sometimes you have to lose a character before it gets really bad. Another update: (MAME .69) this affects almost all PC-10 games. nessound37b16ora Trebor / Brian B. / iob / fart_flower / Smitdogg / Jonemaan
 "No Direct Draw": If you set ddraw=0 in the mame.ini, everything will be drawn 2 pixels to the right, including the information screen when starting mame (before booting the game). The 2 rightmost pixels appear at the left. nonddraw057ora Jonemaan
 "Num Lock"   : Num Lock bug Num Lock gets changed from it's original position (when starting MAME) to it's ending position (after exiting MAME) after playing various games. It seems to happen only sometimes, and it also seems to happen more in Windows 9X than Windows 2000. An example of a game affected in Windows 9X is mainevt. An example of a game affected in Windows 2000 is tempest. This bug also affects Windows XP. Update from stephh: I've experienced sometimes the same bug with DMAME in a Win 95 DOS box when I played the vsnes games. numlock054ora Ciro / Smitdogg / BSR / djrosen / cfalk / stephh 
 "Pause"      : Various: When you pause the screen in a game in m92.c, then hit tab, and then hit it again (to close it) the screen goes black. Unpause and the game is fine. This is because the raster effects don't get emulated while the game is paused (but the screen is redrawn constantly). You can also see it if you pause the emulation at the Sammy logo in Viewpoint. Update: Any game that uses partial updates could be affected by this bug (with various results). Williams games, the Leland games, the Neo Geo raster games, many Atari games, etc, etc. Update: This is caused when fillbitmap() is used. When you pause a game the screen refreshes from the start and causes the contents of fillbitmap() to appear to the user. pause060gre Nephrite / Santeri Saarimaa / Aaron Giles / Darkk / Kale 
 "Pause Issue": When you pause the screen in a game in m92.c, then hit tab, and then hit it again (to close it) the screen goes black. Unpause and the game is fine. This is because the raster effects don't get emulated while the game is paused (but the screen is redrawn constantly). You can also see it if you pause the emulation at the Sammy logo in Viewpoint. Update: Any game that uses partial updates could be affected by this bug (with various results). Williams games, the Leland games, the Neo Geo raster games, many Atari games, etc, etc. Update: This is caused when fillbitmap() is used. When you pause a game the screen refreshes from the start and causes the contents of fillbitmap() to appear to the user.  I wouldn't really consider it a bug, when mame is paused the cpu isn't running, the cpu needs to be running to change the display mid-frame, for the sake of debugging mame updates the display every frame even when paused. -Haze
 "pause & window resizing": There's a sound buffer feedback when resizing window (of a paused game). pausewindow069u3ora Darkfalz
 "skip_gameinfo": If 'skip_gameinfo' is enabled, virtual fighter (for example) becomes unplayable, since it's heavily zoomed. Sometimes it's not overzoomed, but the heads of the players (when you select a character) don't appear if -skip_gameinfo is used, Looks like there are some init routines in the gameinfo display which are skipped......still think you should remove the skip options... This may affect lots of other games. skip_gameinfo085u2ora Roman
 "snapshots"  : snapshots nycaptor, all games in bbusters.c, othunder, area51, most KOF games, luckywld, nstocker: Taking a snapshot brings up a ''palete_get_color() out of range''. In most of the KOF games, this message pops up after you go into the tilemap viewer and take a snapshot. snapshot062ora Nerox91 / Smitdogg / Kitsune Sniper / El Condor / BarnacleEd 
 "Snapshots - 2color"  : ace, blockade, possibly others: Snapshots are taken in black and white but they have color while playing. 2color062ora Karasu
 "Sound Issue": See game list at notbugs.html. Games will not accept credits with sound off. Games will give an error in the POST that says "Sound board error" (or similar) with sound off. Games will not run with sound off, though it works fine with sound on. The sound CPU also controls the coin inputs in some games, so if it's disabled then so are the coin slots. If you need to run the game without sound (i.e. you don't have a soundcard), you can get around this by enabling cheats or setting the games to free play. In the original machine in some games, the game as part of its POST will check the status of the sound board to see if it's gone bad. When you run the game with sound off, it's like the sound board/CPU is not there. Obviously, the game sees that as a bad thing, and that's why the message comes up. However, if the game refuses to run with sound off, you must have sound on to run the game, currently there's no way to get around that.
 "sound normalisation":  Is it possible for the devs to include an option in mame (much like cheat enable/disable) for sound normalisation? How many times have you jumped from a game like amidar (very low volume) to a game like tumble pop where your speakers near blow you out of the room. Mr Belmont has normalisation in M1 and it works like a charm. If it were an option then it would not be 'detrimental' to the original game but a selectable enhancement that most would utilise. Given the extreme volume differences in some games I don't think this is too much to ask for. sound078u3ora Chook
 "std.ini"    : The ctrlr/std.ini example file does not have the new lightgun inputs. stdini061ora uRebelScum 
 "syncrefresh": On a few computers, when syncrefresh is enabled, the fps jump to random amounts. We've tried this on two computers with the same video card drivers, one did this, the other worked correctly. Also (on some other computers) it runs unthrottled when playing a game in a window with synrefresh on. syncrefresh060ora asmodius / andronova
 "TAB menu"   : MAME and the "input (this game)" menus. When a game has at least three types of buttons assigned to it, so the menu option has an ellipsis point (...) after it, when you select it, then move away from the selection, part of the box that appears with the button functions is still there.tabmenu36b16greThe tECHIDNA
 "TAB/Tilde"  : The Configuration menu (TAB key) or On Screen Display (Tilde key) menu doesn't completely disappear when exited in games like 'Turbo' or 'Lunar Lander'. turbo055gre MASH / iob
 "nowindow various": When using -triplebuffer and -nohwstretch together running MAME in fullscreen mode, the window will be drawn and it will flicker. Update: This only happens when you have the default two color gradient set in Window's title bars. When you change it to be a single color, the flicker doesn't happen. flicker061gre asmodius / BobHansen / Pi / solidus667 / djrosen / Smitdogg
 "V30 Core"   : This is a long report. View the txt file of it by clicking here. v30057ora Tomasz Slanina / stephh 
 "Vector"     : Various: Run tempest, quantum, tacscan, etc. with -nohws and the bottom 1/3 of the screen will be cut-off. Update: Not many people can reproduce this, is it possibly a video card driver issue? Another update: FWIW it's because mame isn't swapping options.vector_width / options.vector_height for vertical games. With hwstretch it shrinks it to the correct size, otherwise you end up with a vector display of 480x640 being displayed on a 640x480 screen. src\windows\config.c & src\windows\video.c need a bit of hacking to get it working properly. vector061ora2 asmodius / smf
 "Vector flicker": flicker option: If you set the Vector Flicker to a certain value in the mame.ini file, it will not be the same when you view the value during game play. For example, set it to 10.00 and play a vector game. Look at the value while playing a vector game and it will be 25.00. flicker059ora Saucer Man
 "Verify"     : If you run -verifyroms or -verifysets on a collection of ROMs which does NOT include any clones, the report will indicate that it found clones, i.e. theglob3, omega, youma, pacnchmp, etc. which are all bad. The clones that it finds depends on the originals that are included in the collection. If this is run on a complete collection without any clones, the report will find 19 clones. Of course, the total count of found ROMs is also not correct. Note from TriggerFin: I can verify that in some instances (the ones listed, supposedly others), the non-existant set will be "found," and listed as bad (incomplete). I don't know the mechanism by which mame finds rom sets for these tests, but I'd guess that there's some key rom for each, and it is wrong for these (19?) games. verify054ora Saucer Man / TriggerFin
 "window mode": Start any game in a window. Now pause the game and switch to another window without minimizing the MAME window. The game will still be visible. Notes: This only occurs on some computers and may be because of crappy video card drivers. On one computer tested, it didn't occur in .58 but did in .59. window059gre asmodius
 "YM2203"     : Sound core various: Updated for MAME .68: Almost everything previously mentioned has been fixed, but in edrandy, there is still some sound looping that is incorrect, sometimes when the train comes up over your head. The 'whoosh' sound keeps looping, over and over. There's also some issues with a staticy sound during the ending, and on stage 2 on the section where you drive "into" the screen, there's a noise that loops forever. ym2203065ora Nomax / Nerox91 / ocp_001 / Kale / big_lenny_c / Smitdogg
 "YM3812opl"  : NOTE: Some old SNK games: ikari, vroad, gwar, tdfever, chopper, psychos, bermudat and athena. If you set YM3812opl on, sound effects aren't played. Soundblaster only has one OPL chip while these games need two or more. -stephh




 

 SOME FREQUENTLY ASKED QUESTIONS
 
 Q: How can i use the Mameinfo.dat?
 A: Copy the Mameinfo.dat into your MAME/MAME32 directory and start MAME.
    - If you use DMAME or MAME you must press TAB and select 'GAME HISTORY'.
    - If you use FMAME32/MAME32 the infos are displayed in a window under the snapshot
      and also after starting a game by pressing TAB and 'GAME HISTORY' or
     'GAME MAMEINFO' and GAME DRIVERINFO' in FMAME32.

 Q: Why must i wait for displaying the Mameinfo.dat with DMAME/MAME?
 A: Because MAME-DOS loads the Mameinfo.dat each time for every game and
    FMAME/MAME32 only after startup.

 Q: What means blazer36b8gre Gamester?
 A: Blazer is the romset name, 36b8 is the MAME-version, gre is the Color-Coding
    Green (Cosmetical issues) and Gamester is the people who post this bug.
    The description of the bug 'Colour Coding' can you also find in MAME32
    under the first game >'88 Games<.

 Q: I can't find the worldwar-bug in your list?
 A: This is a clone of 'Bermuda Triangle (US). You can find the bug under 'bermudat'.

 Q: Can i report Mame bugs?
 A: Yes, tart your webbrowser and go to the 'Bug Report Board'.
    And before post a bug please remember to check the 'Current Bugs' and
    'Known Bugs Pages'.

    MAME Testing Project  : http://www.mametesters.org/
    Bug Report Board      : http://www.mameworld.info/ubbthreads/postlist.php?Cat=&Board=mametesters
    Current Bugs          : http://www.mametesters.org/currentbugs.html
    Known Bugs 0-F        : http://www.mametesters.org/knownbugs0-f.html
    Known Bugs G-O        : http://www.mametesters.org/knownbugsg-o.html
    Known Bugs P-S        : http://www.mametesters.org/knownbugsp-s.html
    Known Bugs T-Z        : http://www.mametesters.org/knownbugst-z.html
    The organe files      : http://www.mametesters.org/orange.html
    Possible Bugs         : http://www.mametesters.org/possiblebugs.html
    Bugs that aren't bugs : http://www.mametesters.org/notbugs.html
    DIP/Input Bugs        : http://www.mametesters.org/dips.html

    Snapshots, savestates and INP files can you mail to: smitdogg@mameworld.net
    Addition to MAME mail to: gridle@mbnet.fi


 Q: What kind of bugs can i post?
 A: Oh...a lot!
    - Crashes and non working games
    - Games with messed up graphic or sound
    - If you have an original board or use an other emulator, you can verify colors,
      graphics, sound and timings with the MAME version
    - All other strange problems

 Q: What means 'Other Emulators'?
 A: This is a list of Windows programs that are also supports/emulates the game.
    For many people is the information that RAINE support this game very important.
    They have only a slow computer or the game works better with RAINE. 
    A list of all games that 'Other Emulators' supported are in the 'Specials.zip'. 

 Q: Why are there no NeoGeo game informations?
 A: They are rare and MAME didn't list them in the documentations - Reason: unknown.

 Q: I want to play Missile Command with my 3Button Mouse?
 A: If you have problems to mapped the middle mouse button in MAME, take a look
    at the Windows Registry-Key:
    [HKEY_LOCAL_MACHINE\SOFTWARE\Logitech\MouseWare\CurrentVersion\SerialV\0000]
    "DoubleClick"="001"  ... or "DoubleClick"="0010"
    Set "DoubleClick"="000" and you can play Missile Command with all three buttons.







  OTHER ARCADE EMULATORS
  

  Calice   : CALICE is a fast Capcom system 1 and 2 Windows emulator. Over 50 games are
             supported. It uses the 68000 emulator from Neill Corlett, the Multi-Z80
             32 Bit emulator from Neil Bradley and the YM2151 FM emulator from Jarek Burczynski.


  Callus   : Callus by Bloodlust Software with netplay. The graphics renderer, palette mapper,
             digital YM2151 emulation, QSound mixer and ADPCM mixer were written from *scratch*
             in assembly. The 68k and Z80 are also in asm. The rest is in C++.
             The patched version of Callus95 0.42, made by Bloodlust Software allowing
             extra games, DIP settings and features that were unknown at the time of release.


  Cinelator: Cinelator (c) 1994-98 from Paul Kahler and Kurt Mahan supports for all Cinematronics Vector Games.
  

  CINEMU   : Cinematronics Emulator (CINEMU 1997-2000) from Zonn Moore supports for all Cinematronics Vector Games,
             with the exception of Cosmic Chasm which doesn't use the standard Cinematronics CPU.
             - Mouse support for Tailgunner, Boxing Bugs and Speed Freak.
             - Only supports 640 x 350 VGA resolution screen.
             - No sound.


  CottAGE  : CottAGE (Cott Arcade Generic Emulator) plays games with Java-capable browsers. Some
             games have sound. Supported CPU's: Z80 and 6809. Supported Sound: AY8910 and Namco


  GalEMU   : GalEMU is an arcade emulator that emulates games that use Galaxian hardware
             (like Galaxian!)


  HiVE     : HiVE (High Velocity Emulator) is a Win32 program which emulates classic arcade
             games such as Galaga and PacMan. This project was formerly know as CAGE (Classic Arcade Game Emulator),
             but has been totally rewritten with support for more games and much more speed.
            The main goals of HiVE are as follows:
             Be THE FASTEST classic arcade game emulator available for any platform.
             Support save/load game states and hiscore save for all games.
             Have a friendly user interface which allows total control of gameplay.
             Support the ROM, SAMPLE and HISCORE files of MAME since it is current king of the emulation world.
             Encourage cooperation and idea sharing among emulator programmers.
             Nearly every supported game runs at full speed on a 486-66.


  FinalBurn: Final Burn (c) 2000 emulates the unencrypted After Burner-based games (AB1/2,
             Thunder Blade Japanese version), and the Galaxy Force-based games (GF1/2,
             Power Drift, G-Loc, Rail Chase, Strike Fighter). It also has sound support.
             Note that the Out Run, Super Hang-On and Thunder Blade drivers are incomplete
             test drivers.


  JAE      : JAE (The Java Arcade Emulator) is a general emulation engine in Java. The emulated
             games can be played with Java-capable browsers. For the raster games you need a
             fast PC, the vector games and the older ones are fast enough on slower machines,
             too.


  JAS-SYS1 : JAS-SYS1 (c) 1999 from Charles Scheffold and Thomas Pytel was the first arcade simulator
             for the Namco system 1 hardware. This game board appeared around 1986 and supported
             some real classic games, such as Pacmania, Galaga'88, Dragon Spirit and SplatterHouse.


  JEmu     : JEmu is a general emulation engine in Java. The emulated games can be played with
             Java-capable browsers. Yie Ar Kung-fu is the first JEmu driver which uses
             Sam Wong's 6809 cpu emulator, so JEmu is no longer restricted to z80/i8080 based
             hardware! The HTML has also some cool features added.


  JFF      : "JUST FOR FUN" Emulator. It emulates 20 games like: Roller Aces, Omega Fighter,
             XX Mission, Ninja Kid II and Penguin-Kun Wars.


  LASER    : LASER (Lopantu's Arcade System Emulator Release) based on Richard Mitten's RAZE Z80 emulator.
             Multi Game Support, with support for Space Invaders and its clones and now some others.


  M72      : The M72 emulator is for emulation of the the best IREM arcade games since 1987
             to 1990 which were all based on the M72 hardware architecture. The basic parts
             of M72 are:
                        1. NEC V30 processor clocked at 8 MHz as the main processor
                        2. Zilog Z80 processor as the sound processor
                        3. Yamaha YM2151 for FM sounds
                        4. Customized PCM sound chip
                        5. Customized video controller made by Nanao


  Mimic    : Mimic - The Generic Hardware Emulator runs off text based driver files that are
             easy to write. Don't need to know C or change the executable to add a ROM set.


  Nebula   : The first emulator with a PGM system emulation and supports all CPS1, CPS2, NeoGeo
             and some KONAMI games. Nebula has a Windows GUI and language support.


  RAINE    : Raine is the fastest emulator, it emulates many M68000 and M68020 arcade games
             and is mainly focused on Taito and Jaleco games hardware. It started as an experiment
             with the Rainbow Islands romset, dumped by Aracorn/Romlist. Raine can emulate
             many nice games now, and new games (previously unemulated) are appearing weekly.
             Sound is also getting better, mainly thanks to the work of Hiromitsu Shioya.
             Emulating cpu's and sound chips takes quite a lot of coding time, so, like most
             of the current emulators, Raine uses emulation engines already available when
             possible. Raine uses the following:

             CPU:

             M68000:  Neill Corlett's Starscream 68000 emulator.
             M68020:  Based on Bernd Schmidt's UAE 68020 emulator.
             Z80:     Neil Bradley's MZ80 emulator.
             M68705:  Richard Mitton's static recompiler.

             SOUND:

             YM2151:  Jarek Burczynski.
             YM2203:  Tatsuyuki Satoh.
             YM2610:  Tatsuyuki Satoh and Hiromitsu Shioya.
             YM3526:  Carl-Henrik Skaarstedt (or via SB OPL).
             YM3812:  Carl-Henrik Skaarstedt (or via SB OPL).
             M6295:   Hiromitsu Shioya.
             M6585:   Richard Bush.
             MSM5205: Hiromitsu Shioya.


  Retrocade: Retrocade emulates a large number (114) of classic arcade games from the late
             1970's and the 1980's. Retrocade offers advanced emulation performance by
             utilizing 100% assembly language CPU emulators in both the DOS and
             Windows 32-bit versions, as well as highly optimized display code
             (supports linear frame buffer access via VESA 2.0, as well as dirty buffering).
             Full sound support is offered as well both through sound-chip emulation and the
             use of high quality (16-bit @ 44.1 KHz) samples and sample-playing techniques
             (real-time mixing of samples with other samples as well as emulated sound).  


  Shark    : Shark is an arcade game emulator for the Win95/98 operating system.
             The games are mainly TOAPLAN arcade games up to 1992, plus a couple of TAITO
             games from 1986. 


  Sparcade : Sparcade is a multi-game arcade emulator with support for games based around
             the 6502, 6809, Z80, 8086 or 68000 processors. Unlike many other emulators,
             Sparcade's core is 100% assembly language, providing true arcade speed and
             smoothness even on low-specced machines.


  System16 : System16 emulates the Sega System 16 arcade board used by many Sega arcade games
             from 1987 to 1989, like Shinobi, Altered Beast and E-Swat. There are over 20
             existing System 16 games. The System 16 board uses a Motorola 68000 for the
             main program, a Z80 and the "YM2151/3012" couple for sound. The emulator itself
             emulates much more than 'just' the System 16 board, because now you can play
             System 18 games like Shadow Dancer, even those with dual 68000 processors like
             Hang-On, Space Harrier and Out Run !!


  SystemC2 : The Sega System C2 was an arcade board based on Genesis hardware, but like other
             arcade machines based on consoles, has improved parts and speeds. Games for it
             include the likes of: "Bloxeed", "Columns", "Puyo Puyo", "Thunder Force AC" among
             others.


  U64Emu   : U64Emu emulates the hardware that Killer Instinct, Killer Instinct 2, and other
             games run on.
             Notes: Main PCB Nintendo/Rare 5770-14397-03
                    Main processor - SDT79R4600-100MS <50MHz
                    4x - CPLDs, various
                    Sound processor - ADSP-2105 10MHz Analog Devices DSP

                    Harddrive : Seagate Model ST9150AG, Cylinders: 419, Heads: 13, Sectors: 47
                                Size 131.0 Meg 


  VAntAGE  : VAntAGE (Vertical Antiquated Arcade Game Emulator) uses Neil Bradley's MZ80 Z80
             emulator for its CPU emulation engine. It was written to be as small and fast as
             possible and to run the arcade games 'as intended'.
             Uses own samples and it's very fast. 


  ZiNc     : 






    MAME VERSIONS                           GAMES        DRIVERS     INFO
 
    0.01     February   5th 1997              5
    0.02     February   9th 1997             16  +11
    0.03     February  13th 1997             17  + 1
    0.04     February  16th 1997             19  + 2
    0.05     February  20th 1997             34  +15
    0.06     February  23rd 1997             41  + 7
    0.07     February  27th 1997             48  + 7         20
    0.08     March      4th 1997             59  +11         25
    0.081    March      4th 1997             59  + 0         25
    0.09     March      9th 1997             62  + 3         26
    0.091    March      9th 1997             62  + 0         26       Only Phoenix was screw up

    0.10     March     13th 1997             65  + 3         29       Support for 6502 CPU
    0.11     March     16th 1997             68  + 3         32
    0.12     March     23rd 1997             76  + 8         35       Multiple CPU support
    0.13     March     30th 1997             77  + 1         35
    0.14     April      2nd 1997             78  + 1         35
    0.15     April      6th 1997             80  + 2         35
    0.16     April     13th 1997             85  + 5         37
    0.17     April     14th 1997             89  + 4         39
    0.18     April     20th 1997             98  + 9         45
    0.19     April     26th 1997            102  + 4         52

    0.20     May        5th 1997            106  + 4         52       Added -list option (lists all supported games)
    0.21     May       12th 1997            112  + 6         55
    0.21.5   May       16th 1997            112  + 0         55
    0.22     May       25th 1997            118  + 6         58
    0.23     June       2nd 1997            124  + 6         62
    0.23a    June       3rd 1997            124  + 0         62
    0.24     June      13th 1997            134  +10         64
    0.25     June      28th 1997            146  +12         69
    0.26     July      14th 1997            167  +21         82
    0.26a    July      18th 1997            168  + 1         82
    0.27     August    10th 1997            200  +32         94       Christopher Kirmse ported MAME to Win32
    0.28     September  7th 1997            225  +25        102
    0.29     October   20th 1997            258  +33        110

    0.30     January    7th 1998            346  +88        136

    0.31     April     25th 1998            478  +132       172

    0.33b1   May        3rd 1998            493  +15        175       0.32 doesn't exist to avoid confusion with MAME32!. Started to publicize the MAME betas.
    0.33b2   May        8th 1998            500  + 7        176
    0.33b3   May       17th 1998            540  +40        190
    0.33b4   May       31st 1998            565  +25        199       Color PROMs no longer have to be included in the source.
    0.33b5   June      10th 1998            583  +18        194
    0.33b6   June      16th 1998            604  +21        200
    0.33b7   July      21st 1998            628  +24        210
    0.33RC1  July      29th 1998            629  + 1        210
    0.33     August    10th 1998            629  + 0        210
 
    0.34b1   August    16th 1998            702  +73        218
    0.34b2   August    30th 1998            766  +64        226
    0.34b3   September 17th 1998            804  +38        226
    0.34b4   October    4th 1998            854  +50        230
    0.34b5   October   16th 1998            904  +50        231
    0.34b6   October   28th 1998            938  +34        234
    0.34b7   November  10th 1998            980  +42        236
    0.34b8   November  29th 1998           1023  +43        244       'Over 1000' released! Stereo sound support. Added -listinfo option.
    0.34RC1  December  14th 1998           1024  + 1        243
    0.34RC2  December  21st 1998           1024  + 0        243
    0.34     December  31st 1998           1024  + 0        243
 
    0.35b1   January    7th 1999           1047  +23        247
    0.35b2   January   24th 1999           1107  +60        251
    0.35b3   February  15th 1999           1148  +41        252
    0.35b4   March      1st 1999           1178  +30        255       Support for Exidy laser games.
    0.35b5   March      7th 1999           1186  + 8        255
    0.35b6   March     15th 1999           1217  +31        257       Support for Cinematronics vector games
    0.35b7   March     18th 1999           1219  + 2        256
    0.35b8   March     24th 1999           1241  +22        258
    0.35b9   March     30th 1999           1254  +13        261
    0.35b10  April      8th 1999           1263  + 9        262
    0.35b11  April     22nd 1999           1317  +54        268       Added support for .wav samples. The custom .sam samples are no longer supported.
    0.35b12  May        1st 1999           1342  +25        273
    0.35b13  May       24th 1999           1400  +58        285
    0.35RC1  June      13th 1999           1437  +37        286
    0.35RC2  June      24th 1999           1459  +22        287
    0.35     July       4th 1999           1474  +15        287
    0.35fix  July       5th 1999           1474  + 0        287
 
    0.36b1   July      19th 1999           1532  +58        297
    0.36b2   August     8th 1999           1601  +69        312       Support for System 16 games. Removed YM-3812 samples.
    0.36b3   August    22nd 1999           1642  +41        320
    0.36b4   September  4th 1999           1684  +42        325
    0.36b5   September 18th 1999           1723  +39        330
    0.36b6   September 29th 1999           1765  +42        336
    0.36b7   October   17th 1999           1794  +29        339
    0.36b8   October   30th 1999           1831  +37        342
    0.36b9   November  13th 1999           1858  +27        345
    0.36b91  November  14th 1999           1858  + 0        345       Only a few bugfixes in the TMS34010 games
    0.36b10  November  20th 1999           1877  +19        352
    0.36b11  December   6th 1999           1900  +23        353
    0.36b12  December  18th 1999           1912  +12        356
    0.36b13  December  30th 1999           1932  +20        361
    0.36b14  January   11th 2000           1951  +19        362
    0.36b15  January   21st 2000           1971  +20        366
    0.36b16  February   4th 2000           2000  +29        364
    0.36RC1  February  26th 2000           2021  +21        364       Pong and other drivers have been removed !?
    0.36RC2  March     13th 2000           2048  +27        366
    0.36     March     21st 2000           2048  + 0        366
 
    0.37b1   April      6th 2000           2073  +25        369
    0.37b2   May        6th 2000           2103  +30        375
    0.37b3   May       27th 2000           2145  +42        382
    0.37b4   June      16th 2000           2157  +12        383       API Changes
    0.37b5   July      28th 2000           2240  +83        393       Over 80 new games added
    0.37b6   August    20th 2000           2283  +43        400       PlayChoice-10 games + Over 60 changes to the romsets
    0.37b7   September  5th 2000           2337  +54        407       Over 30 PlayChoice-10 games added + Lotto Fun is back
    0.37b8   October    3rd 2000           2411  +74        417       New memory interface + Huge batch of Mahjong drivers
    0.37b9   November   6th 2000           2476  +65        421       New ROM loading interface + Sega System C2 games
    0.37b10  December   6th 2000           2539  +63        438       Century Video System (CVS) games
    0.37b11  January   16th 2001           2664  +125       448       VS and Taito F3 games
    0.37b12  February  15th 2001           2773  +109       460       Looping. Huge batch of Mahjong drivers. A ASM fix follows!
    0.37b13  March     10th 2001           2839  +66        471       DECO Cassette system games
    0.37b14  April      7th 2001           2883  +44        476
    0.37b15  May       24th 2001           2930  +47        478       MAME goes Windows
    0.37b16  July       2nd 2001           3008  +78        498       MAMEW with 'Blitter effects'. Mameinfo- and History.dat back again!
 
    0.53     August    12th 2001           3098  +90        499       MAME have abandoned the "beta" numbering scheme, which was becoming pointless. The current version is 0.53 because 0.36 (the last "non-beta" release) + .16 (the number of "beta" releases since then) = 0.52. The Windows port is now called "MAME" (instead of "MAMEW"). The DOS port is called "DMAME".
    0.54     August    25th 2001           3102  + 4        499
    0.55     September 17th 2001           3123  +21        501
    0.56     November   1st 2001           3155  +32        502
    0.57     January    1st 2002           3229  +74        514       Buck Rogers and Subroc-3D
    0.58     February   6th 2002           3254  +25        521       ARM CPU and partial screen updating
    0.59     March     22nd 2002           3290  +36        529       Hitachi SH-2 and R3000
 
    0.60     May        1st 2002           3368  +78        543       PGM System and Atari GX2
    0.61     July       4th 2002           3469  +101       563       New artwork functions
    0.62     November  12th 2002           3596  +127       605       Harddisk and 3D polygon games
    0.63     January   12th 2003           3690  +94        623       Sega System32 and DECO_CPU16. Compiler updated to MinGW-2.0.0-31.
    0.64     January   26th 2003           3731  +41        626       Art & Magic games
    0.65     February  10th 2003           3749  +18        628
    0.66     March     10th 2003           3792  +43        631       Halley's Comet. Compiler updated to gcc-3.2.2-20030208-1
    0.67     April      6th 2003           3826  +34        635       Sega Multi System 32, Konami System GX
    0.68     May       16th 2003           3936  +110       657       Basic Direct3D. Compiler updated with dx70_mgw. 
    0.69     May       24th 2003           3964  +28        663
    0.69a    May       31st 2003           3971  +7         663       First source diff update
    0.69b    June       2nd 2003           3978  +7         664
    0.69u3   June       5th 2003           3988  +10        664       Changed the numbering system (a, b = u1, u2) to cause less confusion
 
    0.70     June      11th 2003           3990  +2         665
    0.70u1   June      12th 2003           3991  +1         665
    0.70u2   June      19th 2003           3993  +2         666
    0.70u3   June      21st 2003           3995  +2         666
    0.70u4   June      21st 2003           4006  +11        667
    0.70u5   June      30th 2003           4014  +8         667
    0.71     July       5th 2003           4024  +10        669
    0.71u1   July       8th 2003           4027  +3         669
    0.71u2   July      12th 2003           4052  +25        677       + Quickfix.diff
    0.72     August     9th 2003           4083  +31        679
    0.72u1   August    15th 2003           4088  +5         680
    0.72u2   August    25th 2003           4107  +19        683
    0.73     September  4th 2003           4116  +9         685
    0.74     September 14th 2003           4123  +7         686       The cleaned up version  ;)
    0.74u1   September 23rd 2003           4134  +11        690
    0.74u2   October    6th 2003           4447  +313       693       TESTDRIVER system has been removed
    0.75     October   13th 2003           4473  +26        695
    0.75u1   October   14th 2003           4474  +1         696
    0.76     October   19th 2003           4499  +25        697
    0.76u1   October   25th 2003           4606  +107       698
    0.76u2   November   1st 2003           4608  +2         699
    0.77     November  12th 2003           4640  +32        702
    0.77u1   November  23rd 2003                                      Internal release, not for the public :(
    0.77u2   December   1st 2003           4660  +20        705
    0.77u3   December  13th 2003           4668  +8         707
    0.78     December  25th 2003           4705  +37        712
    0.78u1   January    4th 2004           4718  +13        711
    0.78u2   January    9th 2004           4718  +0         711       Memory Rewrite
    0.78u3   January   11th 2004           4725  +7         711       Memory Rewrite Part 2
    0.78u4   January   13th 2004           4727  +2         708       Memory Rewrite Part 3
    0.78u5   January   18th 2004           4731  +4         708       Memory Rewrite Part 4
    0.78u6   January   20th 2004           4731  +0         708       Memory Rewrite Part 5
    0.79     January   28th 2004           4752  +21        709
    0.79u1   February   8th 2004           4768  +16        707
    0.79u2   February  21st 2004                                      Internal release
    0.79u3   February  25th 2004                                      Internal release
    0.79u4   February  28th 2004           4790  +22        712
 
    0.80     March      6th 2004           4796  +6         713
    0.80u1   March     11th 2004           4801  +5         714
    0.80u2   March     27th 2004           4825  +24        723
    0.80u3   March     28th 2004           4830  +5         724
    0.81     April      1st 2004           4841  +11        726
    0.81u3   April      4th 2004           4861  +20        728       u1 and u2 are just dev-sync updates
    0.81u4   April      8th 2004           4877  +16        731
    0.81u5   April     14th 2004           4884  +7         731
    0.81u6   April     18th 2004           4891  +7         732
    0.81u7   April     22nd 2004           4895  +4         732
    0.81u8   April     27th 2004                                      Internal release
    0.81u9   April     28th 2004           4906  +11        736
    0.82     May        6th 2004           4921  +15        738
    0.82u1   May       13th 2004           4928  +7         737
    0.82u2   May       23th 2004           4935  +7         738
    0.82u3   May       27th 2004           4942  +7         739
    0.83     June       5th 2004           4953  +11        742
    0.84     July       2nd 2004           5014  +61        747
    0.84u1   July       4th 2004           5020  +6         747
    0.84u2   July      11th 2004           5021  +1         747
    0.84u3   July      15th 2004           5034  +13        749
    0.84u4   July      25th 2004                                      Internal release
    0.84u5   July      27th 2004           5054  +20        751
    0.84u6   August     3rd 2004           5060  +6         751
    0.85     August     7th 2004           5061  +1         751
    0.85u1   August    10th 2004           5068  +7         752
    0.85u2   August    13th 2004           5071  +3         752
    0.85u3   August    21st 2004           5074  +3         753
    0.86     August    23rd 2004           5088  +14        759
    0.86u1   August    27th 2004           5094  +6         761
    0.86u2   August    31st 2004           5131  +37        761
    0.86u3   September  3rd 2004           5133  +2         761
    0.86u4   September  9th 2004           5138  +5         763
    0.86u5   September 15th 2004           5141  +3         764
    0.87     September 21st 2004           5145  +4         768
    0.87u1   September 29th 2004           5185  +40        770



; Mameinfo History
;
; v0.0:  18th Feb 2000   Basic converting of the MAME Testing Project htm-pages. Testing with MAME 0.36b16                
; v0.1:  19th Feb 2000   Merging the dat-files to one file. First the MAME 0.36 Beta 16 Bugs-HTML and second the Known Bugs-HTML
; v0.2:  20th Feb 2000   Added some needed Known Issues from the official mameinfo.dat. Fixed bugs in the list. Make some changes to the format. Write this history.
; v0.3:  21st Feb 2000   Added infos and Known issues from the MAME-gamelist.txt (see mameinfo of bombjack, checkman or gridiron). Sort the dat-file - MAME 0.36 Beta 16 fused with Known Bugs. Fixed bugs like cyberball -> cyberbal.
; v0.4:  23rd Feb 2000   Added Dezember, January and February W.I.P.-Page informations (MAME Work-In-Progress) 'When a problem comes around, you must whip it' (Devo - Whip it '80) Added Color-Code Description to the mameinfo.dat. Fixed some bugs like hunchback -> hunchbkd
; v0.41: 24th Feb 2000   Added November 1999 WIP-Infos. Fixed bugs
; v0.5:  25th Feb 2000   Added new 36b16 Report-bugs and delete cookrace and mk bug. Added October 1999 WIP-Infos. Added more whatsnew.txt-WIP infos from 0.36b7-0.36b16 (see cosmicg or bionicc)
; v0.51  26th Feb 2000   Added August + September 1999 WIP-Infos. Fixed bugs
; v0.52  27th Feb 2000   Added July 1999 WIP-Infos. Added more whatsnew.txt-WIP infos from 0.36b2-0.36b7
; v1.00  28th Feb 2000   0.36RC1 bugs added and some new Known Bugs found in 0.36b16
; v1.01  29th Feb 2000   Added February-June 1999 WIP-Infos - Read the nice Fire One-Wip. Added more whatsnew.txt-WIP infos from 0.34b1-0.36b1. Fixed bugs.
; v1.02   4th Mar 2000   Begin to add release-version for mostly original games, from 0.36RC1 - 0.01. Added 0.34b7-0.36RC1 Version-infos. Added Robby Roto free non-commercial info and authorization
; v1.03  14th Mar 2000   Begin to add informations about other emulators (see snowbros) (Callus, Hive, Jas-sys1, JFF, M72, RAINE, Retrocade, Shark, Sparcade, System16). Added 0.36RC2 Bugs, Known Bugs and delete all fixed bugs
; v1.04  24th Mar 2000   Added 0.36Final Bugs, Known Bugs and delete all fixed bugs. Suggestion: MAME can read the Bugpages-Html - no converting, only downloading. Continue to add infos about other emulators.
; v1.05   6th Apr 2000   Added GUIDE.HTM, changes.txt and HotRod-Infos (see 1941). Added more whatsnew.txt-infos from 0.24-0.34b1. Updated to 0.37 Beta 1
; v1.06   8th May 2000   Now all whatsnew.txt-infos from 0.01 -0.37b2 are in the dat-file (hope). Added GalEMU- and the Cinematronics Emulator (CINEMU)-infos. Added Batch for MAMEDiff + instruction to use. Fixed some bugs in the list. Updated to 0.37 Beta 2.
; v1.07  30th May 2000   Added Mimic-Emu infos. Added 300 (!) PCB-Infos from the romsets, for use in frontends (see Astinvad.txt). Updated to 0.37 Beta 3. 
; v1.08  17th Jun 2000   Added VAntAGE-Emu infos and batch files for JFF, M72 and VAntAGE. Added Callus Patch2.1 infos and Mimic. Also infos of supported games by other emulators (see Other_Emulators-directory). Fixed some format bugs. Added a second set of PCB-Infos. All PCB game.txt files are in the next final again. Updated to 0.37 Beta 4.
; v1.09  29th Jul 2000   Start to add informations about the clones (see invaders). Changed to Callus Patch2.3 and Mimic1.02. Added JAE-Emu infos. Added a Suggestion2 (ZX32 - Color Bleed Effect) for MAME. Updated to 0.37 Beta 5.
; v2.00   5th Aug 2000   Add Romset: KB / Files / ZIP for every game (see blaster). Added more clones and new JAE games. Add MASH-Bugfixes.txt. Add all mamediff.logs from MAME 0.34RC2-0.37b5.
; v2.01  26th Aug 2000   Added Romset (kb/files/zip) infos. Added 'NO GOOD DUMP KNOWN' and 'ROM NEEDS REDUMP' (see machomou, superbon) and 'Artwork needed'. Updated to 0.37 Beta 6.
; v2.02   7th Sep 2000   Added 'MAME Developer's Comments' from the MAME Testing Projekt (see kidniki, hardhat). Fixed some Dat-Bugs. 'Samples needed' added. Added more clones. Rom-Changes.txt is now 'New Features in MAME.txt'. Add a Favorites-List. Added old+new PCB-Infos from the romsets (see Astinvad.txt). Added FinalBurn Emu and new Mimic-Drivers. Updated to 0.37 Beta 7.
; v2.10  24th Sep 2000   Start to add 'Category'/'Recommended Games:' (see boothill, invaders, missile). Added some Known Issues from the History.dat (see Rodland). Added info for games with different language (see dokaben, polyplay). Added all new 0.37b7 Known- and Reported-Bugs.
; v2.11   4th Oct 2000   Add a list of emulated hardware and a list of imperfect games. Changes to the format (see showdown). Added all missing Raine games. Added more 'Recommended Games'. Updated to 0.37 Beta 8.
; v2.50   8th Nov 2000   Added 'COMPILE MAME NOW' section (!). More 'Recommended Games'. Hardware.txt with more stuff (!). New Tool.txt with infos about tools. Added missing old W.I.P-infos (+17kb) and fix some bugs. Some new 'Other emulator' games. Updated to 0.37 Beta 9.
; v2.60  24th Nov 2000   Added 'Source' code information to the games (see 1943). More 'Recommended Games'. More Hardware.txt + fixes. Added all new 0.37b9 Known- and Reported-Bugs.
; v2.61-2.66   6th-    28th Dec 2000   The archiv is now splitted (!). Added bugs from the 'Bugs that aren't bugs' page. Many format fixes. More 'Source' code informations. Updated to 0.37 Beta 10.
; v2.70-2.76  17th Jan-14th Feb 2001   Updated to 0.37 Beta 11. More 'Recommended Games'. Added all new 0.37b11 Known- and Reported-Bugs. Also Final Burn, Calice and Laser emulatoren infos.
; v2.80-2.83  16th-    27th Feb 2001   Updated to 0.37 Beta 12. Added new database: driverinfo.dat. Merge mameinfo with driverinfo.dat. Please delete the driverinfo.dat!!!! The gamedriver infos can now be displayed with the new source changes (little help from EMU+). Added new 0.37b12 Known- and Reported-Bugs.
; v2.90-2.94  11th Mar- 3rd Apr 2001   Updated to 0.37 Beta 13. Move all Source informations from the Mameinfo to the Driverinfo section. Added TODO-list (see Night Driver). If you find things TODO in MAME games, send a mail! Some format fixes (delete all $20 and $A0 after $0D 0A)
; v3.00-3.06   8th Apr-20th May 2001   Updated to 0.37 Beta 14. More 'Recommended Games'. Added new Calice games. Better DIFF-Update.bat with errorlevel. Added non-game related WIP news to the top.
; v3.10-3.15  25th May-12th Jun 2001   Updated to 0.37 Beta 15. Added MAME Newsletter (Upcoming games, WIP, NEWS). Add movies informations (see Star Wars or Tron). Add old whatsnew.txt-infos about preliminary, missing roms and not working games. Big 'Recommended Games' update. ZIP-source: Faster textscroll and the menu selector is on GAME MAMEINFO at startup
; v3.20-3.26   2nd Jul- 6th Aug 2001   Updated to 0.37 Beta 16. Added Hardware.txt (WIP and other informations about all emulated hardware). Update Newsletter and Driver section. Added many 'Recommended Games'. Added driver authors to the driver section. Added new Final Burn v0.123 and JAE games infos. Made some format fixes.
; v3.30-3.40  12th Aug-20th Aug 2001   Updated to MAME 0.53. Added source infos, WIP and Calice v0.4.0 games infos. 
; v3.40-3.43  25th Aug-10th Sep 2001   Updated to MAME 0.54. Zip-Source: New built-in 'MAME STATISTICS' function (TAB-MENU) - Compile it and checkout with games like '720' or 'Mr. Do'. Reorganized some 'Recommended Games'. Fixed the 'http:...' text problems (see Shark Attack) and other dat-bugs. 
; v3.50-3.59  17th Sep-30th Oct 2001   Updated to MAME 0.55. Added 'STORY' and 'PLAY INSTRUCTIONS' (see mhavoc or journey). Added RAINE v0.34 and Laser v0.18 infos. MAMEINFO-Source: 'MAME STATISTICS' with more infos (CPU Hardware list, Stereo, Drivers). Completely rewritten 'MAME STATISTICS' and MAME now shows only the  GAME_NOT_WORKING  warning. All other flags/warnings can you display with 'GAME MAMEINFO' ! Add Sound, Input, Graphic and Palette. Correct resolution sortroutine. Added Monitor/Video ASPECT RATIO, Dual Monitor, 24-bit Display, RGB direct, Shadows, Highlights and FPS to 'MAME STATISTICS'. snd_interface struct now from MAME (tip from inside out boy). Change the Resolution and Palettesize List.
; v3.60-3.6A   2nd Nov- 1st Jan 2002   Updated to MAME 0.56. Add infos from the older listinfos 0.34RC1-0.56. More 'STORY' and 'PLAY INSTRUCTIONS'. Newsletter.txt: Sort and correct WIP. Added RAINE v0.34b infos. MAMEINFO-Source: Added CPU- and SoundSystem number and games, added number of Playchoice-10, DECO Cassette System and Century CVS System games and added missing MAME 0.01-0.34 game numbers (Version-list).
; v3.70-3.76   2nd Jan-31st Jan 2002   Updated to MAME 0.57. Added 'ARCADE RELEASES' (see Out Run). Driver Section: Added 'VIDEO HARDWARE NOTES' from the vidhrdw source (see wof or copsnrob driver info) and 'UMAMED NOTES' from http://unmamed.mame.net and 'SOUND HARDWARE NOTES' from src/sndhrdw. Added Calice v0.5.4 and JEmu emulator infos. Correct NeoGeo and many other entries and Listinfo changes entries.
; v3.80-3.87   6th Feb-14th Mar 2002   Updated to MAME 0.58. Added 'DIP Switches and INPUT Bugs' => http://www.mameworld.net/mametesters/dips.html and new knownbugsmisc.html. Correct and reorganized 'Recommended Games'. Correct Listinfo changes.
; v3.90-3.96  23rd Mar-24th Apr 2002   Updated to MAME 0.59. Added Nebula and FinalBurn v0.510 infos. Correct Listinfo changes (years '81 and '85) and DAT-info bugs.
; v4.00-4.0a   2nd May- 4th Jul 2002   Updated to MAME 0.60. Added over 60 new 'ARCADE RELEASES'. Added CottAGE and Calice emulator infos. Remove the word 'region' in all Listinfo changes. Correct Listinfo changes up to '96. Remove the MAMEINFO-Source (/src) to the Compile-MAME package. MAMEINFO-Source: Disable sound when displaying Mameinfo-, Driver- or History.dat under TAB-Menu for both DOS-MAME and Win-MAME. Mameinfo menu: better ROM REGION output.
; v4.10-4.1c   5th Jul- 6th Nov 2002   Updated to MAME 0.61. Added over 650 LEVELS informations for all games (see batrider) - Thanks to Vaz. Added CottAGE 0.10 and Laser 0.20 infos. Remove all 'Artwork required', Artwork: Bezel, Backdrop and Overlay and all Dev's Comments (out of date). Move the orange infos: Flag, Description, Manufacturer, Year, Hardware and Inp from Doc.Mameinfo.txt to the DriverInfo section of the Mameinfo.dat. Move also the orange info "PORT" to the Mameinfo.dat.
; v4.20-4.26  14th Nov- 9th Jan 2003   Updated to MAME 0.62. Added BIOS infos (skns, pgm, decocass...). Added 120 new Levels infos (thanks to Vaz). Added CottAGE 0.11 and Laser 0.20a. Update the Hardware.txt.
; v4.30-4.32  13th Jan-20th Jan 2003   Updated to MAME 0.63. Add/correct the 'NO GOOD DUMP KNOWN' and 'ROM NEEDS REDUMP' entries for all original games.
; v4.40-4.42  27th Jan- 7th Feb 2003   Updated to MAME 0.64. Added for all 0.63/64 games the Romset (kb/files/zip) and hardisk infos. Added RAINE v0.37.3 infos.
; v4.50-4.53  11th Feb- 7th Mar 2003   Updated to MAME 0.65. Update the Hardware.txt. Added Nebula 2.22a infos. Correct date and other format bugs.
; v4.60-4.64  10th Mar- 5th Apr 2003   Updated to MAME 0.66. INFO: FLAGS and GAMLIST bugs are removed from the orange.html. These are listed in this document for the next time. Added more infos to the Driver-Section from the new Source Issues: http://www.mametesters.com/sourceissues0-m.html/n-z.html
; v4.70-4.74   7th Apr-13th May 2003   Updated to MAME 0.67. Copy the MAMEinfotext from '88games' to the new MAME32 default game 'pacman' ->puckman. Added Homecomputer and Consolen Conversions list for over 300 games. Correct date and other format bugs.
; v4.80-4.81  16th May-18th May 2003   Updated to MAME 0.68. Remove the 'Conversions lists' (these infos can you now find in the History.dat). Added 65 new Levels infos (thanks to Vaz - MAME LEVELS at http://www.emuitalia.com/mamend/)
; v4.90-4.95  24th May- 5th Jun 2003   Updated to MAME 0.69 + a, b, u3. Added 46 new Levels infos (thanks to Vaz). Added all othe stuff.
; v5.00-5.05  11th Jun-30th Jun 2003   Updated to MAME 0.70 + u1-u5. Change Mameinfo version numbering to MAME. Correct and update the NO GOOD DUMP KNOWN and ROM NEEDS REDUMP infos. Correct dat infos.
; v5.10-5.15   5th Jul- 4th Aug 2003   Updated to MAME 0.71 + u1-u2. Added 100 new Levels infos. Added more infos from the MAME source and update the Hardware.txt. Correct some Bugs entries.
; v5.20-5.25  10th Aug-30th Aug 2003   Updated to MAME 0.72 + u1-u2. Correct Tank, Western and other categories. Fixed some mameinfo format bugs. Add/correct TODO and other infos. Added RAINE v0.38.1 infos. Update the Hardware.txt. Added 30 new Levels infos
; v5.30-5.32   4th Sep-14th Sep 2003   Updated to MAME 0.73. Add and correct infos to the Hardware.txt. Update the LEVELS infos (thanks to Vaz - MAME LEVELS at http://www.emuitalia.com/mamend/).
; v5.40-5.45  16th Sep- 7th Oct 2003   Updated to MAME 0.74 + u1-u2. Add many more infos to the Hardware.txt. Add 60 new LEVELS to Mahjong games and 27 new other LEVELS.
; v5.50-5.51  13th Oct-15th Oct 2003   Updated to MAME 0.75 + u1
; v5.60-5.62  19th Oct- 1st Nov 2003   Updated to MAME 0.76 + u1-u2. Added NOW! WIP informations from other pages (Dox, Guru, R. Belmont... ). Added 137 new LEVELS.
; v5.70-5.75  12th Nov-20th Dec 2003   Updated to MAME 0.77 + u2-u3. NOTE: 0.77u1 was not for the public! Update the LEVELS infos with 67 new LEVELS. Correct format of some infos. Added all missing games Romset (kb/files/zip) infos. Update the Hardware.txt.
; v5.80-5.85  25th Dec-19th Jan 2004   Updated to MAME 0.78 + u1-u5. Added 70 new Levels infos. Correct some infos. Update the Hardware.txt. Added 'Recommended Games'.
; v5.90-5.95  29th Jan-28th Feb 2004   Updated to MAME 0.79 + u1-u4. Update the Hardware.txt. Added 38 new Levels infos. Added RAINE 0.39.3 infos.
; v6.00-6.04   7th Mar-28th Mar 2004   Updated to MAME 0.80 + u1-u3. Added WIP infos from Guru. Added 38 new Levels infos. Correct 79u4 infos to u2, u3 and u4. Copy the MAMEinfo text from 'puckman' to the new MAME32 default game '88games'. Update TODO infos and Hardware.txt. Correct Newsletter.txt format.
; v6.10-6.18   1st Apr-28th Apr 2004   Updated to MAME 0.81 + u1-u9. Added 30 new Levels infos. Added RAINE 0.40 infos. Update the Hardware.txt. Note: 0.81u8 was a internal release.
; v6.20-6.23   7th May-27th May 2004   Updated to MAME 0.82 + u1-u3. Correct 'Recommended Games' and some dat bugs.
; v6.30-6.33   5th Jun-24th Jun 2004   Updated to MAME 0.83 + (a-c). Added 64 new Levels infos (thanks to Vaz - MAME LEVELS at http://www.emuitalia.com/mamend/). Remove ROM NEEDS REDUMP/NO DUMP from the TODO lists (now only in the Mameinfo-Source). Added 'Recommended Games'. Update the Hardware.txt
; v6.40-6.47   2nd Jul- 3rd Aug 2004   Updated to MAME 0.84 + u1-u6. Added Nebula v2.24, Nebula Model 2 v0.9b, RAINE 0.40.4, VAntAGE v1.12 and ZiNc infos. Added 'Recommended Games'. Added 30 new Levels infos, now 1526 levels (thanks to Vaz - MAME LEVELS at http://www.emuitalia.com/mamend/). Copy the MAMEinfo text from '88games' to the MAME32 default game 'puckman'. Big Hardware.txt update. Correct many infos.
; v6.50-6.54   7th Aug-21st Aug 2004   Updated to MAME 0.85 + u1-u3. Completely re-added MAME's Whatsnew from 0.07 - 0.33b5. Started to add driver releases to the drivers section. Update the Hardware.txt. Correct infos and Romset (kb/files/zip) infos.
; v6.60-6.66  23rd Aug-15th Sep 2004   Updated to MAME 0.86 + u1-u5. Re-added MAME's whatsnew from 0.33b6 - 0.36b2. Added more driver releases. Correct infos and Romset (kb/files/zip) infos. Update the Hardware.txt.
;
;
;
; v6.70 - 0.87       22nd Sep 2004   Updated to MAME 0.87. Added 0.87 Source/Listinfo changes. Added Levels and 'Recommended Games'.
; v6.71 - 0.87       29th Sep 2004   Updated to MAME 0.87u1. Added 0.87u1 Source/Listinfo changes.
;      
;





(c) 2000-2004  M.A.S.H.
