
  MEKA 0.54b - Documentation
 ============================
  Multi machine emulator for MS-DOS.
  (c) in 1998,1999,2000 by Omar Cornut / Zoop (omar@cornut.fr)
  and Hiromitsu Shioya / Hiro-shi (shica@cool.ne.jp)
 =========================================================================
  This documentation is best viewed with the MS-DOS editor, as usual.

----------------------------------------------------------------------------
 Level 0 : I am a speedy guy
----------------------------------------------------------------------------
 If you are looking for how to register, press Up, Down, Right, Left to
 start directly at Level 8. However I strongly recommend reading that whole
 documentation, if only to make me think I haven't wrote it for nothing.
----------------------------------------------------------------------------

----------------------------------------------------------------------------
 Level 1 : Introduction
----------------------------------------------------------------------------

 MEKA is a Sega 8-bit emulator for MS-DOS, made by the following people:

 > Omar Cornut / Zoop (omar@cornut.fr)
   Machine emulation (drivers), graphical user interface and the rest.

 > Hiromitsu Shioya / Hiro-shi (shica@cool.ne.jp)
   Sound emulation (emulation of PSG and additional Yamaha 2413 chipset).

 > Marat Fayzullin / Rst38h (fms@cs.umd.edu)
   Z80 CPU Core (publicly released a while ago).

 MEKA officially emulates the following systems:

  - Sega Game 1000       / SG-1000  / Japan, Australia
  - Sega Computer 3000   / SC-3000  / Japan, Australia, Europe
  - Sega Mark III        / MK3      / Japan
     + FM Unit Extension / MK3+FM   / Japan
  - Sega Master System   / SMS      / World Wide
  - Sega Game Gear       / GG       / World Wide
  - Colecovision         / COLECO   / World Wide
  - Othello Multi Vision / OMV      / Japan

 You can play other systems on it only if you are smart enough to figure how.
 And if you are, I doubt you will want to play Nintendo games. So forget it.

 Now let me tell you more about these cool systems:

 -- on the Sega side --

 The SG-1000, for "Sega Game 1000", was released in Japan in July 1983.
 Heavily based on the MSX hardware, it is the first known Sega home system
 (until someone proves me wrong, which I would love to have happen).

 The SC-3000, for "Sega Computer 3000", is a variation of the SG-1000 (still
 compatible with it) with a keyboard, and some optionial peripherals such as
 a printer (SP-400), a tape recorder (SR-1000), or a big black box called the
 SF-7000 that provided a 3" floppy disk drive, a Centronics printer port and
 more memory for use for programmers. The SC-3000 was released in November
 1983 in Japan, and then was sold in certain countries around the world
 (Australia and Europe to my knowledge), shipped with a BASIC programming
 cartridge.

 Later, Sega released some updates to these systems, including, but not
 limited to the SC-3000h (a re-release of the SC-3000 with a better keyboard),
 and the SG-1000-II (also called Mark II). The SK-1100, for "Sega Keyboard"
 was an upgrade to the SG-1000 and SG-1000-II to be able to use keyboard
 softwares such as the BASIC or the Music Editor.

 The Mark III, released in 1985 is the first Master System compatible system,
 and still have the necessary ports to plug a printer, or a keyboard. A FM
 extension was available, providing much better sound hardware which is
 supported by most games released in Japan between 1986 and 1988. The Mark 3
 is backward compatible with SG-1000/SC-3000 games.

 In 1986 came the Sega Master System, a bit after Nintendo released the
 crappy gray box. It was sold just about everywhere, but the Japanese system
 had the FM extension embeded and profited from it because of better musics.
 Other differences with the Mark 3 are the 3D Glasses mini jack port and the
 rapid fire unit shipped with it. The Master System is also backward
 compatible with the older systems.

 Later came the Game Gear, which was nothing but a portable Master System
 with a smaller screen, a communication port (for dual gaming) and more
 colors to choose from. The SG-1000/SC-3000 video mode is still supported
 but with incorrect colors.

 -- on the other side --

 There was a machine called the Othello Multi Vision, released in Japan,
 which is in fact a SG-1000 with a new shape (and it is pretty small).
 Eight games were released for it, but it is totally compatible with
 SG-1000 softwares at my knowledge.

 (following text by Tincho DJ)

 In 1982, Coleco (COnnecticut LEather COmpany) released the Coleco Vision.
 In those years, Atari led the home video games market with Atari 2600, a
 4-bit console released in 1978. Coleco wanted to release Coleco Vision with
 Donkey Kong, the Nintendo's arcade smash hit. But it wasn't possible; Mattel
 (the Intellivision manufacturer) and Atari released this game first. Anyway,
 Coleco could release Donkey Kong four months later, acquiring KING KONG's
 rights from Universal Studios (Nintendo had been demanded by Universal, due
 to suspicious similarities between Donkey Kong and King Kong. Some months
 later, Nintendo won). This wasn't the last controversy in which Coleco was
 involved. In 1983, a cartridge adaptor was released by Coleco. This adaptor
 would let you use Atari 2600 cartridge on the ColecoVision. Of course, Atari
 demanded Coleco; but Coleco won.

 Later, Coleco released Adam, a computer based on Colecovision hardware. It
 wasn't very successful. Colecovision's time was running out, and production
 was stopped in 1984.

----------------------------------------------------------------------------
 Level 2 : Features
----------------------------------------------------------------------------

 Graphics
 --------
 Unlike some other emulators, MEKA doesn't feature thousands of different
 graphic engines, but only one, and a working one. Therefore most games
 should be working, as it uses a true line-per-line refresh, and supports
 most raster effects (including palette effects).

 Consequently, MEKA is slow. This is the price to pay for accuracy.
 If your computer is not a fast Pentium, I suggest using BrSMS instead, which
 will run very fast on most games (not all, though). It is available at the
 following address: http://www.lsi.usp.br/~ricardo/brsms.htm


 Sound
 -----
 MEKA emulates both sound hardware featured in the supported systems:

  - SN-76496 Programmable Sound Generator (PSG) by Texas Instrument
  - YM-2413 FM Generator (FM) by Yamaha

 Although technically better, the FM hardware is only supported by certain
 Master System games, mostly released between between 86 and 89. As told
 earlier, this hardware only exists as an add-on for the Mark 3, or in the
 Japanese Master System. So for most of you FM musics will sound unusual.

 FM emulation is disabled by default but it would like to open your ears
 on a better kind of sound you didn't have the chance to get, back in the
 past, you can freely enable it back in the SOUND menu of the emulator.

 The four channels of the Programmable Sound Generator should be correctly
 emulated, and waves are realtime synthetized. Last but not least, the way
 the sound is updated allow voices to be heard in games that uses them (not
 perfectly, though).

 The Yamaha YM-2413 chipset features nine channels, fifteen pre-defined
 instruments, and one user definable. Three channels can be used for
 percussions, and the chipset provides hardware vibrato and amplitude
 modulation. Technically speaking, YM-2413 is emulated using an OPL chipset
 wrapper. OPL chipsets are present in most soundcards, including the ones
 from Creative.


 Peripherals
 -----------
 MEKA supports/emulates the following peripherals:

  - Standard, two buttons joypads
    [all systems]
    Control with keyboard or joypads plugged into your computer.

  - Light Phasers
    [Master System]
    Control with mouse. First button is the trigger, and second button
    switch between the two available Light Phasers.

  - Paddle Controllers (Rolling Controllers, ala Steering Wheel)
    [Mark 3 / Master System]
    Control with mouse. First button has the usual behavior, and the second
    button recenter the controller in the middle. You cannot use two Paddle
    on the same time yet (Galactic Protector supports it).

  - Sport Pads:
    [Mark 3 / Master System]
    This heavy trackball is supported by a few sports games.
    Control with mouse. First and second buttons has the usual behavior.
    Yoy cannot use two Sport Pads on the same time yet.

  - Keyboard:
    [Sega Computer 3000]
    Used in all Sega Computer 3000 specific programs such as the BASIC.
    Control with your PC keyboard. See key assignements somewhere below.

  - 3-D Glasses:
    [Mark 3 / Master System]
    This is one of the weirdest features of this emulator, as 3-D Glasses are
    supported, but not simulated properly. If someone is familiar with 3-D
    on the PC, I'm interested in knowing which is the best way to simulate
    this kind of effect. You can also drop me a note to tell me the pros and
    cons of the differents methods featured in the Virtual Boy emulator.

    Note: I cannot confirm it myself, but someone mentionned the fact that
    using the same system to create 3-D effects, the ASUS AGP-V6600 video
    card can render the effect while using MEKA. You must be sure to have
    a computer fast enough not to skip any frame, thought.

  - Terebi Oekaki (TV Draw) Graphic Board:
    [Sega Game 1000 / Sega Computer 3000 / Mark 3 / Master System]
    This is a graphic board and pen set which was available in Japan only,
    and directly connected to a drawing cartridge taking advantage of it.
    Control with mouse. First button simulates a pen press, and second
    button simulates the pen being away from the graphic board, so you
    can control the cursor with a joypad as the software supports it.


 Interface
 ---------
 A feature that most emulators lack is a graphical user interface (GUI).
 MEKA has one, which does not require particulars skill to use. Just use your
 mouse to point and click. Experienced users that are sick of using mice are
 also able to use keyboard shortcuts to activate certain functions. However
 to give you some fun, they aren't all working or even documented, due to me
 being a lazy bastard.

 The graphical user interface is extremely slow, and a very fast machine is
 recommended to use it in optimal conditions (without having to skip frames).
 Of course, it doesn't affect the emulation speed (which is already slow)
 while in fullscreen mode.

 All of this slowness is because I am obviously a bad programmer and when I
 originally programmed the interface I knew almost nothing about C.
 Now that I have some lot ideas on how to optimize it, time is lacking.


 Other things
 ------------
 A lot of work has been done on certain other things that most people won't
 notice (specifically because they have been worked on), including, but not
 limited to:

  - Compressed file support: you can keep your roms compressed in the ZIP
    file format to save space, MEKA does know how to handle them.

  - Patching system: this allows you to hack/crack ROMs without having to
    modify the original file. Check the file called "MEKA.PAT" if you are
    curious.

  - Smart Configuration File technology: MEKA will never bother you because
    of a corrupted configuration file, or some bad options in it. The file
    itself is rewritten and recommented everytime you quit the program.

  - Definable video modes with some nice fullscreen effects available such
    as TV scanline simulation or Eagle graphic destroyer.

  - BIOS inclusion. You can play the snail game in MEKA, provided you know
    how to access to it (alright, if you forgot, try pressing UP+1+2).
    Originally, MEKA was supposed to use my own reprogrammed BIOS. Then I
    found that someone already dumped them so I stopped working on mine and
    included the original one instead. MEKA even includes the Japanese BIOS,
    which you can check by setting the machine to Japanese and booting it
    without any game loaded. It shows a little demo with a scrolling ground
    and plays the Space Harrier music theme using the FM Chipset.

  - A very precise compatibility list. MEKA was heavily tested, unlike some
    other emulators that you doubt they were even ran by their author before
    being released. Also thanks goes to Mxs, Jossa and Tincho DJ for their
    past help with the Game Gear and Coleco Vision lists.

  - a game database, with full name, proprietary checksum, product number
    when available, and comments in some cases. A lot of time was spent
    making and updating the database.

  - A Graphical User Interface: I hope you did notice there was one.

  - Easter eggs / secret features: find them by yourself.


----------------------------------------------------------------------------
 Level 3 : "Does it work ?"
----------------------------------------------------------------------------

 I tried to make MEKA as compatible I could make it.
 Unfortunatly, not every single game is working properly with it. If you
 want to know which, be sure to check the compatibility list provided in
 the COMPAT.TXT file. If it happens that would find some kind of bug not
 mentionned in the compatibility list, a report of it would be welcome.

----------------------------------------------------------------------------
 Level 4 : "I just checked it.. Heh ! where did you got all these roms ?!"
----------------------------------------------------------------------------

 Monitor this site: SMS Power - http://www.smspower.org
 New roms are appearing regularly here, and then the day everything will
 be available on the internet, the site will slowly transform into a Sega
 8-bit web museum with hundred of pages that will make you drop tears.

----------------------------------------------------------------------------
 Level 5 : Usability
----------------------------------------------------------------------------

 You can run MEKA from the command line. Simply type "MEKA" followed by the
 filename of the game you want to play. You can also run "MEKA /?" to get
 a crap command line help shown, with the usual secret features hidden of
 course.

 Inside the emulator, the default keyboard mapping is:

 Common to all systems
 ---------------------
  D-Pad ...................... Arrow Keys
  Button 1 ................... Left Control
  Button 2 ................... Left Alternate

 Master System / SG-1000
 -----------------------
  Soft Pause ................. Space
    This is the same pause as if you pressed the button on a real machine.
    It can be used only if the game supports it at the moment you press it.
  Hard Pause ................. Ctrl+P
    This "special" pause with keep the game paused without changing anything.
    It is usable everytime, everywhere.
  Soft Reset ................. Backspace
    This is the same reset as if you pressed the button on a real machine.
    It can be used only if the game supports it at the moment you press it.
  Hard Reset ................. Alt+Backspace
    This "special" reset with completly reset the emulated system.
    It is usable everytime, everywhere.

 Game Gear
 ---------
  Start ...................... Space
  Hard Reset ................. Backspace

 SC-3000
 -------
  Soft Reset ................. Break

 Other keys are mapped at the same place as the SC-3000 keyboard.
 So be sure to look at the provided picture carefully. For example:

  Control .................... Caps Lock
  Graph ...................... Left Control

 Colecovision
 ------------
  Numeric Pad ................ Keys 0 to 9, Minus and Equal

 Miscellaneous keys
 ------------------
  Switch to next fullscreen blitter ........................ F1
  Switch between automatic and standard frameskipping ...... F2
  Decrease speed (automatic) or frameskip (standard) ....... F3
  Increase speed (automatic) or frameskip (standard) ....... F4

  Save Game .................. F5
  Load Game .................. F7
  Previous/Next Game Slot .... F6/F8
  Set slot (0 to 9) .......... 0 -> 9

  Show FPS counter ........... F

  Change control device ...... F9
  Enable/Disable keyboard .... Alt+F9

  Enable/Disable sprites ..... F11
  Enable/Disable background .. Alt+F11

  Quit emulator .............. F10
  Save screen (PCX) .......... F12

 To use a mouse (for the graphical user interface, and Light Phaser / Paddle
 emulation), be sure to have an appropriate driver loaded in DOS mode.

 To use a gamepad / joypad / joystick, edit the configuration file with a
 text editor and use your brain. Please do not e-mail me about how to enable
 them if you didn't tried by yourself. I am getting billions of them everyday
 and I think you can understand it is somewhat tiring to answer that same
 question everytime.

 And if you have a SideWinder to donate to me, that would be very nice.
 (that should be better than my keyboard)

----------------------------------------------------------------------------
 Level 6 : "It is slooooooooow !!"
----------------------------------------------------------------------------

 Yes.
 MEKA was mostly programmed in C language, as I am not what you could call
 a x86 assembler guru. I am not even sure I know C, in fact.

 One of the reasons for that (MEKA being slow) is that it emulates the
 system properly. MEKA provides a real line-per-line graphic engine, dynamic
 palette emulation, and many of those technical words that make the emulator
 compatible with practically everything. Some of these features are missing
 in other emulators or sometimes disabled, making them faster. Thus, if you
 have a slow system, I suggest choosing another emulator.

 You can also try running MEKA in pure DOS mode.
 Close all boxes in the interface. The tiles viewer slows things down with
 some kind of games.

 Disable YM-2413 hardware emulation for games that use it.
 It slows down emulation.

 Or disable whole sound emulation.
 Or erase MEKA.

 Another reason is that in MEKA, everything is buffered, to avoid flickers.
 If you want to give a speed boost to the interface, edit the configuration
 file and change the entry "gui_access_mode" from "buffered" to "direct".
 Maybe I'll work on finding a way to make the interface usable in this mode,
 as it is much faster.

 The last thing you can do is to configure MEKA to use VESA modes, if your
 video card supports them. Edit MEKA.CFG and/or MEKA.BLT and change the
 driver entrys to one of the values mentionned on following line.

----------------------------------------------------------------------------
 Level 7 : "Man, I still like MEKA !" - How to register
----------------------------------------------------------------------------

 Thanks. In this case, if you want to help further development and support
 the author, you are welcome to register MEKA.

 To do so, you will simply have to help the SMS Power cause. This can be
 done by several ways. The first is to donate Sega 8-bit cartridges to us.
 We would love that. Donating hardware is even more welcome. If you plan
 to donate anything, be sure to e-mail me beforehand. And remember it is
 not because a game or a system is common that I have it. I am actually
 missing a billion of common game I would love to get.

 If you cannot find any cartridges then you can send money. Money helps
 SMS Power in buying cartridges to dump and/or for the museum, as well as
 getting weird pieces of related hardware. Due to me trusting the cool
 people who are happy to help a great cause, there is no more minimal
 amount to send to get registered. So basically even if you send 1$ you
 will get registered. Of course the more the better. I honnestly tend to
 get depressed when someone send 1$ for a 18 months work.

 If you don't have an idea on how much you must send, then you are not on
 the right track. What matter is that you are helping a cause, and for that
 reason the more is always the better. Don't stop feeding your children or
 plan to sell your house to donate the money to our cause, though. Just
 think about how much *you* would pay for that software if it was commercial.

 I like to have fun writing documentations, so here is a formula to
 calculate a good price:
   P = (S / 15) + (M / 4)

 Where:
   P is the price a nice guy would pay.
   S is the speed of your CPU.
   M is the amount of memory in your video card.

 So in my case:
   P = (120 / 15) + (1 / 4) = 8.25$ (cheap)

 In the average case:
   P = (300 / 15) + (8 / 4) = 20$ (nice price)

 In the case of someone rich with a fast computer:
   P = (600 / 15) + (16 / 4) = 50$ (ouch)

 Isn't that a great idea to accomodate programs prices to the speed of
 your computer ? Of course if you end with something like 19.50 or 22.25
 don't bother sending coins, you can round it up.

 Finally, if your main pretext for not registering is lazyness, then you
 know yourself it is not a valid pretext.

 My address is:    Omar Cornut
                   21 rue Beranger
                   75003 Paris
                   France

 If you do not agree these terms, then you can delete this software now, as
 it will destroy your computer after a certain amount of time using a non
 registered version. Also, if you have dogs living in your house, MEKA will
 autodetect them and kill them by sending ultra sonic waves through the PC
 speakers. Just don't say I made it for the money, please. 

 Registered users will receive information and new version before others.
 They will also receive intermediate updates of MEKA, informations about
 my other projects, and maybe betas if I have actual betas to show off.
 And a clean conscience.

----------------------------------------------------------------------------
 Level 8 : Reasons to use MEKA instead of those other emulators
----------------------------------------------------------------------------

 There is no reason why you should use it instead of another emulator.
 Use it if you like it. I am not trying to compete with anyone because
 I first made MEKA for my own use, to play my own cartridges on my own
 computer.

 When starting it, I planned to do only quality releases, instead of
 releasing a new (buggy) version every week. That's why it cames so late.

 MEKA will be kept updated, in respect for registered users. If I ever
 have to drop MEKA on my side, finding someone to continue the project
 wouldn't be hard. Or releasing the sources, maybe.

----------------------------------------------------------------------------
 Level 9 : I am a freak, tell me everything !
----------------------------------------------------------------------------

 MEKA was made the open way, in the sense that many of its features
 are user accessible to let everyone do modifications. Here is a quick
 description of the ressource files that comes with MEKA:

 --MEKA.CFG--
 This is the configuration file where MEKA stores most of the options
 and user definable parameters. Some are accessible from the interface,
 but some, more complex ones, are only available by manually editing this
 file. It should be self explanatory, but here are some comments:

 In the keyboard mapping section, if you would like to customize your
 keys, I am afraid there might be a problem which is that the values are
 nowhere documented. If you are familiar with the Allegro library you can
 check those scancodes in the ALLEGRO.H file, else feel free to send me an
 e-mail about it and I'll get back to you with a tool to shows such codes.

 Sound rate is shown as 20000 and cannot be modified due to a bug in the
 very strangely made sound engine. Do not ask me why :)

 Screenshot filename template is configurable for those who have websites
 and likely would like to avoid renaming a hundred of file. The template
 use LibC's PrintF formatting rules, which am I going to explain quickly,
 and for use in that context. PrintF gurus will pardon me.

 The syntax of the string used by MEKA must be in that form:
    ...%[.name_max_length]s...%[0number_padding]d.file_format
 Where things inside brackets are optional ... could be anything you want.
 In the "anything you want", you can truly put anything you want. However
 if you want to use spaces, replace them with asterix (*) characters.
 Some examples:

  %.5s_%02d.pcx (default setting)
  Limit game name to 5 characters and pad capture number to 2 characters.
  Save file with PCX format and extension.
  Playing "Psycho Fox.SMS" will get you capture filenames such as
  "Psych_01.pcx" or "Psych_42.pcx".

  %s-%02d.pcx
  Does not limit game name, pad capture number to 2 characters.
  Save file with PCX format and extension.
  Playing "Psycho Fox.SMS" will get you capture filenames such as
  "Psycho Fox-01.pcx" or "Psycho Fox-42.pcx".
  
  %s*(%d).pcx
  Does not limit game name, and let capture number as it is.
  Save file with PCX format and extension.
  Playing "Psycho Fox.SMS" will get you capture filenames such as
  "Psycho Fox (1).pcx" or "Psycho Fox (42).pcx".

 Available file format are PCX, BMP, JPG and TGA.
 Incorrect use of this feature can leads MEKA to crash in a horrible and
 painful way. You were warned.

 --MEKA.BLT--
 This file contains the configuration for fullscreen video modes.
 It is self documented. I strongly suggest giving it a look to enable
 VESA video modes on your system and so get a speed boost. Nathan Sanders
 made a nice program to edit this file easily, which you can get on MEKA
 homepage.

 --MEKA.NAM--
 This file contains the name, product numbers and comments database that
 are used by Meka. If you are curious you can edit it. And if ever you have
 comments to add about any games in it, send them to me for future inclusion
 in the distribution version.

 --MEKA.PAT--
 This file allows you to tells Meka to apply simple patches on ROM when
 loading them, on the fly. Nothing extraordinary but programmers and hackers
 will find such feature useful maybe. The file is self documented, in case
 you were looking for help.

 --MEKA.THM--
 This file contains themes available from the user interface. If the current
 GUI colors are boring you, this is the place to check. The file is self
 documented also. To make thing easier you may want to use an external tool
 called "Wonder Theme" which is a graphical theme editor, by Lilac. It is
 available from MEKA homepage. You can also get pictures for uses with some
 of the default themes at http://www.smspower.org/meka/themes.

 --MEKA.DAT--
 This file contains data used by the emulator and its interface. Editing
 it will shows you a bunch of garbage so it is not a really good idea.

----------------------------------------------------------------------------
 Level 10 : Cool things to do when playing games is not enough
----------------------------------------------------------------------------

 Connect to an Efnet IRC server and join #meka to meet strange people.
 Be sure to kick Apprentice from there as much as you can.

 Check out http://www.smspower.org and participate to the healthy debates
 on the forum. Also check out the developer section and see some great
 homemade programs in the work.

 Register the programs you like. I don't mean MEKA, I mean anything else.

 If you are a musician, use your skills to make us some great remixes of
 Sega Master System musics.

 Play Wonderboy 3: the Dragon's Trap over and over until you figure out
 you cannot get bored with it.

 If you are unsure about other games to play on the Master System assuming
 you are not familiar with it, I can suggest you:
    Alex Kidd in Miracle World
    Cyborg Hunter (Borgman)
    Double Dragon
    Fantasy Zone 2
    Golden Axe Warrior
    Kung Fu Kid (Makai Retsuden)
    Power Strike 2
    Psycho Fox
    R-Type
    Wonderboy in Monster Land (Monsterworld)
    Wonderboy 3: the Dragon's Trap (Monsterworld 2)
    Zillion
 And I could name a hundred of other ^_^
 Enjoy!

----------------------------------------------------------------------------
 Level 11 : MEKA was made using..
----------------------------------------------------------------------------
  DJGPP (GNU C Compilator) by a bunch of people.
  Allegro (video and inputs library) by Shawn Hargreaves and contributors.
  Seal (sound library) by Carlos Hassan.
  UPX (reduce the executable size) by Markus Oberhumer and Laszlo Molnar.
   All the above great programs are free and are great replacements to
   the expensive Microsoft offers (Visual C, Direct Draw, Direct Sound)
   which anyway would not work on my slow computer. Open sources rules.
  MS-Dos and Windows to handle these softwares.
  My Pentium 120 to handle these operating systems.
  Myself to take care of the computer.
  My dear love to take care of me.

----------------------------------------------------------------------------
 Level 12 : Last Boss
----------------------------------------------------------------------------

 To defeat the Vampire Dragon, stay at the bottom middle of the screen
 and wait for him to come level with you.  When he comes close, jump and
 hit his cape. When he goes down, below the screen, fly up so he won't
 come up and hit you! Repeat this procedure until he is destroyed. You
 will get the SALAMANDER CROSS and be able to change into Hu-Man.

 (Written by Clint Dyer, for Sega of America)

----------------------------------------------------------------------------
 Level 13 : End Credits
----------------------------------------------------------------------------

 I would like to thank the following persons:

 Hiromitsu Shioya (Hiro-Shi):
  for having done the sound/music emulation in Meka. without him, you would
  be using the emulator with a crap and buggy sound engine (read: mine).

 Phillip Smith:
  for being a cool guy, having shared a lot of things together and being
  one of the brain behind SMS Power :)

 Casiopea, RedS, Sankichi, Skyhigh, Toshi, Yakmo, Yoneda, Yujiro:
  doumo arigatou to my all Japanese friends,
  for being friendly, brought lot of informations, help, support, dumps,
  and helping to improve my collection ^_^
  http://www.emucamp.com/bto8 (Casiopea)
  http://members.xoom.com/_XMCM/sega2001 (Toshi)
  http://village.infoweb.ne.jp/~fwik0826/ (Yoneda Mitsunori)

 Amaury, Arnaud, Douglas, Joseph, Karim, Michael, Miki, Najib, Philippe
  and others I forgot, for their support, vannes et autres saloperies dans
  le genre. Dans l'ordre alphabetique comme ca pas de jaloux :)

 David Michel (Rony):
  for Magic Engine, support, advice, help and being my second hard drive,
  all back in good old days.
  http://www.magicengine.com

 Nicolas Hamel (Gouky):
  for the invaluable help at the very beginning. A while ago.
  http://www.multimania.fr/gouky

 James McKay:
  for Massage, and because when you ask him a simple technical question,
  he answers in ten pages. He tooks the time to kindly answer all the crap
  questions I asked when I was starting. And he is very nice guy.
  http://www.enterspace.org/world/massage.htm

 Mr Lee, Billy Jr:
  for being impressive hardware hackers and doing a lot for the "scene".
  private message: hurry up, Lee! :)
  http://www.billyjr.com

 Charles Mac Donald:
  for SMSPlus, and sharing lot of things together - and nice chats.
  http://www.emucamp.com/cgfm2

 Marat Fayzullin:
  for Master Gear, for being the one all users and authors should respect,
  for having released the sources of most of his emulators and CPU cores,
  and is still continuing, despite people that are profiting from his work
  without respecting some elementary rules. Also because he wrote a technical
  document about the Master System. Now if you are the kind of person who
  hate him for no other reasons that the Windows ports of his emulators are
  not free, remember he is the father of console emulation, and that without
  him, many emulators wouldn't exist (Nesticle comes to mind. And MEKA).
  http://www.komkon.org/fms/MG/

 Ricardo Bittencourt:
  for BrSMS and BrMSX (great emulators).
  Just wish you were sharing informations too.
  http://www.lsi.usp.br/~ricardo/brsms.htm

 Jon (the unknown one):
  this guy is the one who wrote the (old) document with all the knowledge
  on which the first emulators were based. I am also pretty sure the first
  dumps came from him. Although I doubt he's still on the internet, I would
  love to be in contact with him. Jon, if you're reading, e-mail me ;-)

 Super Majik Spiral Crew (the):
  for having written a technical documentation about the SMS.

 Richard Talbot Watkins:
  for having written a technical documentation about the SMS, although I
  found it recently and it didn't helped me much. He is also the author of
  Miracle, a SMS emulator for Acorn machines.
  http://www.willothewisp.demon.co.uk/SMS/

 Sean Young:
  for writing a technical documentation about the TMS9918a.
  http://www.msxnet.org

 Andrew Lindsay:
  for having dumped tons of roms, and for SMScheck. If you don't know him and
  his site, then I'm afraid you missed the golden age of emulation.
  http://members.aol.com/smsstuff (do not even try, it was closed in 1997)

 Sega Notebook (the):
  for having dumped a few roms, and because the site is cool (tons of cheats)
  http://shell0.elnet.com/~gm-quinn/sms/

 Dump Masters (ViperZ and Omega):
  for having dumped a few roms (including those crappy Brazilian hacks ;)
  http://www.emucamp.com/dump_masters

 Charles Doty:
  this guy contributed a lot to the console development scene. He also wrote
  an old text demo for Game Gear, which is from where I started learning Z80.
  http://www.pcisys.net/~cdoty/console

 Flavio Morsoletto:
  for his help with hardware hacking and precious reports:
   "It eats +5 and GND (duh!). One line reports trigger activity. The last
    line goes (theoretically) low when the phototransistor is lit."

 Lasse Reinikainen (of Image/Helsinki/Finland):
  for beta testing and tons of ROM dumps, including the old and original
  Master System BIOS. Before getting it, me and Martin Skog spent a lot of
  time recreating it from stratch. Then a few days before the release, Lasse
  sent me the ROM. Believe it or not, there was only one different pixel
  between the original Sega logo and the one I drew :)
  keep faith, you will get your Dracula one day.

 Leonardo Pires (s0rcerer):
  for great support, advice and help in various things.
  http://emucity.unae.com

 Nicolas Lannier (Archeide):
  for SNEmul, support, advice and help.
  http://www.epita.fr/~lannie_n/english.html

 Richard Bush (Antiriad):
  for Raine, support, advice and help.
  http://www.rainemu.com

 Richard Mitton (Nodrog):
  for TNZS-Emu, RAZE, support, advice and help.
  http://www.emucamp.com/tnzs

 Hodos Brothers (Adol and Adol)
  for support and friendly chats - now gimme that cartridge!! :)

 Mxs:
  for having done the old GG compatibility list and some smart beta testing.

 Sam Pettus:
  for your Sega 8-bit Compatibility Chart, others amazing documents,
  and being the most strangest, paranoid and serious guy I ever met on
  the internet. Take it easy :)

 Chris White:
  4 ur great hlp , support& terreeble whay of typinng mails ;-)
  Yogi Bear power !

 Martin Skog (MoonTrip):
  for the Wonderboy 3 music he made (dadada dada dadada) and the very good
  work on the Sega sound reproduction (the one that was about to be used
  in the reprogrammed boot ROM, before Lasse sent the original one).

 Jonathan Griffith (Lilac):
  alright, I had to put you somewhere :)
  for all his suggestions, and WonderTheme (a Meka theme editor)
  http://www.emucamp.com

 Larry M (Ellum):
  for the Wonderboy 3 music he made. This game definitively rocks !
  http://sega-zone.com/sega_haven

 Olivier Aichelbaum and the_unknown_contributor_who_send_it_to_ACBM:
  for the SC-3000h, the BASIC cartridge and the documentations.
  http://www.acbm.com

 An unknown guy:
  for the rendered Master System picture used on the interface.
  no one knows who you are but you are getting famous. I love you.

 Puyolin:
  for the "Ocean" and "Emucamp" color themes (used in the interface), and
  for correcting(corrected) mistake/s? in/on? (the?) documentation/s?
                 ~~~              ~~~~          xx              ~~~
 Westone (including Shinichi Sakamoto and Ryuichi Nishizawa):
  for making Wonderboy 3, the best game ever.. ten years ago :~)
  http://www.westone.co.jp

 *All people* who bothered registering Meka and supporting SMS Power.
 You know who you are and your support is greatly and always appreciated.
 Everyday Meka lives it is because of you.

 And of course thanks to SEGA, for such a cool system and great games !

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