
  MEKA 0.65c - Documentation
 ============================
  Multi machine emulator for MS-DOS, MS-Windows and GNU/Linux.
  (c) in 1998-2003 by Omar Cornut / Bock (Zoop) (omar @ cornut.fr),
  Original sound engine by Hiromitsu Shioya / Hiro-shi.
  Implement code based on Marat Faizullin, Maxim, Ulrich Cordes work.
  Implement Emu2413 from Mitsutaka Okazaki.
 ==========================================================================
  This documentation is best viewed with a fixed width font.

----------------------------------------------------------------------------
 Level 0 : I am a speedy guy
----------------------------------------------------------------------------
 If you are looking for how to register, press Up, Down, Right, Left and
 start directly at Level 7. 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, made by the following people:

 > Omar Cornut / Bock (Zoop) (omar @ cornut.fr)
   Machine emulation (drivers), tools, graphical user interface, sound,
   and the rest (support files, etc...).

 > Hiromitsu Shioya / Hiro-shi (shica @ cool.ne.jp)
   Original sound engine, Yamaha 2413 OPL emulator.

 > Marat Fayzullin / Rst38h
   Z80 CPU Core (publicly released a while ago).
   Implemented with modifications in MEKA.

 Also with contributions from:

 > Mitsutaka Okazaki
   Software Yamaha 2413 emulator (EMU2413).
   Implemented without modifications in MEKA, and optionnally available.

 > Maxim
   Software PSG emulator.
   Implemented with modifications in MEKA.

 > Ulrich Cordes
   FDC765 (floppy disk controller) for SF-7000.
   Implemented with heavy modifications in MEKA.

 MEKA in its original flavor, is for MS-DOS.
 MEKAW is the codename for the MS-Windows version of MEKA.
 MEKANIX is the codename for the GNU/Linux version of MEKA.

 Before anything else, please do NOT e-mail Hiromitsu about MEKA, as
 he does not speak english fluently and has currently ceased his work
 on MEKA. If you do speak Japanese however, feel free to send him a
 mail thanking him for his past work, I'm sure he will appreciate.

 Generally speaking, people mentionned above are not directly involved
 in MEKA and may not want to be contacted for a MEKA comment.

 MEKA officially emulates the following systems:

  - Sega Game 1000        / SG-1000  / Japan, Oceania
  - Sega Computer 3000    / SC-3000  / Japan, Oceania, Europe
  - Super Control Station / SF-7000  / Japan, Oceania, Europe
  - Sega Mark III         / MK3      / Japan
     + FM Unit Extension  / MK3+FM   / Japan
  - Sega Master System    / SMS      / World Wide
  - Sega Game Gear        / GG       / World Wide
  - Coleco Vision         / COLECO   / America, Europe
  - 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 console
 system. It was later distributed by Grandstand in New Zealand.

 The SC-3000, for "Sega Computer 3000", is a variation of the SG-1000 (still
 compatible with it) with a keyboard, and some optional peripherals such as
 a printer (SP-400), a tape recorder (SR-1000), or that big extension called
 the Super Control Station (SF-7000), providing a 3" floppy disk drive, a
 Centronics printer port, and more available memory. The SC-3000 was released
 in November 1983 in Japan, and then was sold in certain countries around the
 world (Oceania and Europe), usually shipped with a BASIC programming cart.

 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 hard 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
 software 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 the keyboard. A FM extension was
 made available later, providing with a much better sound hardware. FM sound
 is supported by most games released in Japan between 1986 and 1988, Out Run
 being the game that first brought FM.

 The Mark III is backward compatible with SG-1000/SC-3000 games, although it
 has a darker, slighty incorrect palette (compared to an original SG-1000 or
 SC-3000).

 In 1986 came the Sega Master System, two years after Nintendo released their
 crappy gray box. It was sold just about everywhere, but the Japanese version
 had the FM extension embedded and profited from it because of better music.
 Other differences with the Mark III are the 3-D Glasses mini jack port and
 the embedded rapid fire unit, none of them being available on non-Japanese
 units. The Master System is also backward compatible with the older systems,
 with the same palette problem as the Mark III.

 The Master System had an interesting success in Brazil, where Tec Toy, the
 official distributor, released plenty of ports from Game Gear, and sometimes
 even original games, up to 1997. Tec Toy released a Master System 3 for the
 Brazilian market, although it is in fact just a renamed Master System 2.
 They then later released the Master System Super Compact, and a pink colored
 version called the Master System Girl.

 Last but not least, in early December 2002, a new and surprising package was
 released in Brazil, called the "Master System 3 Collection". It contains
 about fifty games emddedded in a white colored, SMS 2 shaped console.

 The Sega Game Gear was released in 1991. It is nothing but a portable
 Master System with a smaller screen, a communication port (for dual player
 gaming) and a bigger palette (4096 colors available instead of 64 on the
 Master System). The old SG-1000/SC-3000 video modes are still supported
 but the default palette was removed so most SG-1000/SC-3000 software have
 wrong colors on a Game Gear as they do not setup the colors manually.

 -- 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 (pretty small, and embed an
 incomplete keyboard) and an Othello game in ROM. Eight cartridges games
 were specifically released for it. They are fully compatible with SG-1000.

 (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 Coleco Vision. 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 emulates most known video features as well as
 some more obscure ones.

 Consequently, MEKA is quite slow compared to old emulators. This is the
 price to pay for accuracy. A CPU running at around 300 Mhz is recommended
 to enjoy MEKA correctly.
 (If your computer is slower, you may want to try using Massage or BrSMS.
  BrSMS runs very fast on games not relying on many hardware tricks.)

 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 III, or in the
 Japanese Master System. So for most of you FM music will sound unusual.

 FM emulation is disabled by default but it would like to open your ears
 on a different 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 emulated
 pretty accurately. Waves are realtime synthetized, and data gathered from
 various study (especially thanks to Maxim) allows perfection to go as far
 as generating the same sequence of pseudo random numbers as a real PSG!

 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.

 Two different YM-2413 emulators are provided in MEKA:

  - One using the OPL chipset present on some soundcards.
    Newer soundcard may not works well with it.
    It is fast, and sounds very cool. However, it does only works under
    DOS and Windows 95/98/ME due to technical restrictions.
    It might works under Windows XP under certain conditions (enabling
    compatibility mode) and assuming that you have a soundcard with an
    OPL chipset and a BLASTER environment variable set.
    This emulator was written by Hiromitsu Shioya, specifically for MEKA.

  - One synthetizing emulator.
    It is much slower, but sounds more faithful than the OPL emulator.
    It works on all systems.
    This emulator was written by Mitsutaka Okazaki.

 If for some tragic reasons you have to use Windows NT/2000/XP with the
 DOS version of MEKA, you may want to get such program in order to enable
 sound:
   https://sourceforge.net/projects/vdmsound/
 Sound should work natively with MEKAW throught DirectX.

 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 mouse button (by default) is the trigger.
    Although you can use two Light Phasers on the same time (for Gangster
    Town), it is not very practical with a single mouse.

  - Paddle Controls (Rolling Controllers, ala Steering Wheel):
    [Mark III / Master System]
    Control with mouse. First button has the usual behavior, and the second
    button recenter the controller in the middle. Although you can use two
    Paddle on the same time (for Galactic Protector), it is not very
    practical with a single mouse.

  - Sports Pads:
    [Mark III / Master System]
    This heavy trackball is supported by a few sports games.
    Control with mouse. First and second buttons has the usual behavior.
    Same comments as above, as for using two Sport Pads on the same time.

  - SK-1100 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 III / Master System]
    MEKA let you play 3-D games with three differents methods. The first
    method, entirely software, is that MEKA can show up on the screen only
    graphics of one eye, thus you can play but with a reduced framerate.

    More interesting methods are by using real 3-D glasses.
    If you tell MEKA to keep 3-D rendering as is, you will be able to
    enjoy the effect by using a video card such as the ASUS AGP-V6600
    which is said to uses the same technology. I didn't try it myself
    so I cannot confirm, but you should be able to play 3-D Games with
    MEKA using such card and its dedicated 3-D glasses pair.

    An even more interesting method is to use real Sega 3-D glasses!
    Check out the TECH.TXT file about how to build an adaptor to plug
    such glasses on your computer. If following the schematic correctly
    MEKA will supports your glasses and let you enjoy the ultimate 3-D
    experience :-)

  - Terebi Oekaki (TV Draw) Graphic Board:
    [Sega Game 1000 / Sega Computer 3000 / Mark III / 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
 ---------
 MEKA includes a dedicated graphical user interface (GUI).
 It should not requires particular 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 - or, due to me being a lazy bastard - they aren't all
 documented.

 The graphical user interface is a bit slow, and a fast machine (Pentium 2)
 is recommended to use it in optimal conditions (without having to skip
 frames). Of course, while in fullscreen, emulation speed is not affected
 by the interface.


 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 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 emulator.

  - Definable video modes with some nice fullscreen effects available such
    as TV scanline simulation or Eagle graphic destroyer. Eagle is actually
    very nice with a few games, R-Type coming to mind.
    (This part requires tweaking the MEKA.BLT file manually)

  - Save states. You can load and save in-game, using F5 and F7 keys, with
    up to a hundred slots for storing a game state (change with 0-9, F6, F8).
    In addition, it is possible to load old Massage states by renaming them
    to the MEKA naming convention. MEKA will automatically convert them.

  - 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 by myself.
    Also thanks for all people who reported bugs, and Mxs, Jossa, Tincho DJ,
    for their past help with 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 this unique database. This permit to display full
    game name and select specific emulation feature per game, although this
    database is not needed for MEKA to function properly in most cases.

  - Logging of sound output to WAV and VGM formats. VGM (for Video Game
    Music) is a logging format developed on S8-Dev. You can check out
    http://www.smspower.org/music for more informations, and an archive.

  - Debugging features: the different tools such as VRAM or Palette viewer,
    as well as a simple debugger and dumping features makes MEKA useful for
    various programming/debugging purposes (run with /DEBUG parameter).

  - Easter eggs / secret features: edit everything, click everywhere, try
    all keys combinaisons... and you may get lucky several times.
    Or unlucky playing Mario.

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

 I tried to make MEKA as compatible I could make it.
 Unfortunatly, not every single game is working perfectly 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.
 Your help in spotting bugs is precious.

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

 SMS Power! - http://www.smspower.org
 This is our Internet home, and new ROMs are regularly made available
 from here. However, it is of your responsability to find ROMs images.
 You may want to check links or use Internet search engine.
 Although SMS Power current occupation is to release new ROMs, we are
 aiming to slowly transform into a full-featured Sega 8-bit web museum,
 with hundred of pages that will make you drop tears and consider building
 a time machine.

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

 Simply execute the "MEKA.EXE" (or "MEKAW.EXE", depending on the version
 you are using) file, and MEKA should be up and running.

 Command line options
 --------------------
 You can also run MEKA from the command line and it will take a filename
 as a first parameter.

 Additionnal parameters and features are also available:
   -HELP -?         Display command line help
   -SETUP           Start with the setup screen
   -EURO -US        Emulate an European/US system for this session
   -JAP -JP -JPN    Emulate a Japanese system for this session
   -DEBUG           Enable debugging features
   -LOAD <n>        Load savestate <n> on startup
   -LOG <file>      Log message to file <file> (appending it)

 Keys
 ----
 The default keyboard mapping is detailled in the sections below.

 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.
    On some game, pressing pause will get you a menu, etc..
  Hard Pause ................. Alt-P or F12
    This "special" pause with simply freeze the game, 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.
    On some emulated systems that does not support software reset, like the
    Game Gear, pressing this key will actually produces an hard reset.
  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/SF-7000 (anytime using the SK-1100, in fact)
 ----------------------------------------------------
  Soft Reset ................. Break

 Other keys are mapped at the same place as the Sega Keyboard (SK-1100).
 So be sure to look at the provided picture carefully. For example:

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

 The "Pi" key, also used to type the "Ro" character in Japanese, has
 unfortunately no equivalent on today's PC keyboard in many country.
 Because of this, you can also either use the backslash key on the
 bottom left of your keyboard, OR the slash key on the keypad, to
 replace the missing "Pi" key.

 Coleco Vision
 -------------
  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 State ............ F5
  Load Game State ............ F7
  Previous/Next Slot ......... F6/F8
  Set Slot (0 to 9) .......... 0 -> 9

  Show FPS counter ........... Alt+F

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

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

  Quit emulator .............. F10
  Save screen ................ PrintScreen
  NOTE: to use PrintScreen under a Windows environnement, you have to
        tell the system to stop intercepting the event. There is a check
        in the DOS box properties panel.

 Notes
 -----
  [DOS version]
  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. Some
  drivers or system are known to cause problems. Try another driver in this
  case, such as "Cute Mouse Driver", and be sure to report if you are having
  such problem.

  [All versions]
  If you are experiencing problems using a joypad/joystick, edit the MEKA.INP
  file with a standard text editor and use your brain and goodwill.
  I am getting billions of e-mails asking how it does work, so please do not
  e-mail me before having actually tried by yourself.

  I am interested in implementing analog support for certain peripherals.
  This will be done whenever possible.

 How to use SC-3000 and SF-7000 Software
 ---------------------------------------
  Original SC-3000 games were the same as for SG-1000, being provided as
  cartridge and thus loading the ROM is the only thing you need to do to
  make them run. However, since the SC-3000 provided a BASIC cartridge,
  and more over, the SF-7000 an easy way to store programs (on floppy),
  homemade programs may prove being trickier to load.

  SF-7000 disks are rarely self-bootable (this is of course the case of
  the Disk Basic), and for most of them they need to be run from inside
  of the Disk Basic. Once it is loaded and running, load the floppy disk
  (.SF7 extension) you want to use, and type the FILES command to be given
  a list of files on the disk.

  To load a specified program, use LOAD "program name" where the program
  name is usually ending with the .BAS extension. You can move your cursor
  to the line the FILES listing gave you, add the LOAD command and press
  enter, that'll do it. Afterward, the RUN command will start the program.

  The cassette drive (CLOAD command on Disk Basic, and LOAD on original)
  is not yet emulated and thus you will not be able to use it now :-(
  I am always looking for tapes if you have some you can send them, they
  might prove being useful in the future.

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

 MEKA was mostly programmed by me, in C language, with few parts in
 x86 assembly. It is being hand optimized since a long time, but some
 things still aren't very fast.

 One of the reasons for that is that it emulates the system properly.
 MEKA provides a real line-per-line graphic engine, dynamic palette
 emulation, and many of those nice 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.
 You can also try upgrading your DirectX driver and run MEKAW.
 Close all boxes in the interface. The tiles viewer slows things down with
 some kind of games.

 Disable YM-2413 emulation for games that supports it.
 The digital YM-2413 emulator slows down emulation dramatically.

 Or disable whole sound emulation.
 Or erase MEKA.

 The last thing you can do is to configure MEKA to use right video modes.
 For DOS, it would be VESA modes, for Windows, DirectX modes are likely to
 be the best. Edit MEKA.CFG, MEKAW.CFG and/or MEKA.BLT and configure the
 video driver entries.

----------------------------------------------------------------------------
 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 four-years 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 / (k * 5)) + (M / k)

 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.
   k is defined as 4 * Pi for year 2003, and will increase with time.
     (approximately 12.5563)

 For my own computer:               
   P = (350 / (4 * Pi * 5)) + (8 / (4 * Pi)) = 6.20$ (pretty cheap)

 A faster computer:
   P = (2000 / (4 * Pi * 5)) + (64 / (4 * Pi)) = 36.92$ (ouch)

 With in-between prices for average computers, obviously.
 Isn't that a great idea to accomodate programs prices to the speed of
 your computer ? The rich pay more than the poor. :)

 Of course if you end with something like 19.50 or 22.25 don't bother
 sending coins, you can round it up. And of course you can still round
 it up without any specific reason, it you feel it is too much or too
 low to pay. In fact, you are the one who decide.

 Please do not send checks, since they are expensive to cash (for me).
 Please do not send money orders, since they are expensive to send (for you).
 In both cases, it is not worth wasting a lot of money on a small donation.
 Cash in your country currency is usually a good thing.
 Please e-mail be beforehand if you are unsure about anything.

 My address is:    Omar Cornut
                   45 rue Rebeval
                   75019 Paris
                   France

 And I can also receive money with PayPal (very practical), under the
 following address: cornut @ noos.fr.

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

 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 get access to ROMs on SMS Power, other things I may
 show off, and more importantly: a clean conscience.

 Enjoy!

----------------------------------------------------------------------------
 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 first made MEKA for my own use, to play my own cartridges on my own
 computer. So competing with any other emulator is not my primary goal.

 When starting it, I planned to do only quality releases, instead of
 releasing a new (buggy) version every week. That is why there is not
 a new version every week of the day. Testing is a long time process.

 MEKA is meant to be used to play and enjoy games.
 Please enjoy games with it.

 MEKA should 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-- or --MEKAW.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:

 Sound rate usual values are 11025, 22050 and 44100, the highest being the
 best quality but also the slowest.

 Screenshots and music dump filename templates are configurable for those
 who have websites and likely would like to avoid renaming a hundred of file,
 or generally if you want to share the produced files. Templates uses 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 and '...' is anything you want.
 When I say "anything you want", you can truly put anything you want.
 However if you want to use spaces, replace them with asterix (*)
 characters. Here are some examples to hopefully make things clear:

 screenshots_filename_template =

  %.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 for screenshots are PCX, BMP 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. Maxim's
 MEKA Configurator allows you to edit this file easyly.

 --MEKA.INP--
 This file contains inputs configuration. It is automatically rewritten by
 MEKA when quitting, and most of the functionnaly are available from the
 interface. However experienced users may want to tweak with it and try some
 of the possibilities it offers.

 --MEKA.MSG--
 This file contains text messages used in MEKA and allows you to create
 translation in new languages or dialect using latin letters (ABC..).

 --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 #smspower and/or #meka to meet
 happy and strange people. 

 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 and projects in the work.

 Check out http://www.smspower.org/music for a great Sega 8-bit music
 archive, informations, tools and a forum.

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

 Buy games you like, buy (or register) software you like.

 Play Wonder Boy 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, here is a personal selection:

  - Sega Game 1000:
    - H.E.R.O.
    - Ninja Princess
    - Pitfall 2
    - The Castle

  - Sega Master System:
    - Alex Kidd in Miracle World
    - Aztec Adventure (Nazca '88)
    - California Games
    - Cyborg Hunter (Borgman)
    - Double Dragon
    - Fantasy Zone
    - Fantasy Zone 2
    - Gangster Town
    - Golden Axe Warrior
    - Kenseiden
    - Kung Fu Kid (Makai Retsuden)
    - Out Run
    - Penguin Land (Doki Doki Penguin Land)
    - Phantasy Star
    - Power Strike (Aleste)
    - Power Strike 2
    - Psycho Fox
    - R-Type
    - Shinobi
    - Space Harrier
    - Ultima IV
    - Wonder Boy in Monster Land (Monster World)
    - Wonder Boy 3: the Dragon's Trap (Monster World 2)
    - Ys
    - Zillion

 And I could name a hundred of other :)
 A full list of all existing Master System games is available there:
    http://www.smspower.org/museum/lists/

 Enjoy!

----------------------------------------------------------------------------
 Level 11 : MEKA was made using..
----------------------------------------------------------------------------

  GCC/DJGPP (C Compilator, DOS & UNIX version) by a bunch of GNU people.
  Visual C++ (C Compilator, Windows version) by Microsoft.
  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.
  DirectX (Windows version) by Microsoft.
  MS-DOS and Windows to handle these software.
  My poor working computer 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 basic work on sound/music emulation in MEKA. Without
  him, you may be still using the emulator with crap and buggy sound!

 Mitsutaka Okazaki:
  he wrote a software YM-2413 emulator that he available in MEKA.
  http://www.angel.ne.jp/~okazaki/ym2413/

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

 Mike Gordon:
  another nice guy who like toying with hardware stuff. He also brought
  some very interesting things to the growing Sega 8-bit emulation scene.
  and generally has been very helpful to me.

 Maxim:
  for general support, various work, and being a nice guy.
  Maxim is the author of countless programs related to MEKA and the SMS.
  His work includes the first and probably always best VGM player as a
  plugin for WinAMP, a VGM player running on the SMS, various other VGM
  tools, a CHIP8 emulator also on SMS, SMS Checker, MEKA Configurator,
  a SMS Tile Decoder, working on a Phantasy Star retranslation project,
  and various demos. He also studied the PSG chipset used on Sega 8-bit
  systems and his implementation is used in MEKA.
  http://www.smspower.org/maxim

 Nicolas Warren (Heliophobe):
  for general support, various work, and being a nice guy. 
  Nicolas is the author of SMEG, the great SMS emulator for Dreamcast,
  and as made various contributions to the SMS development scenes, with
  homemade programs (such as the world famous Tetracycline game, and
  Damiana - with sources to be released soon).
  http://www.kenseiden.com
  http://www.kenseiden.com/smeg

 Casiopea, Masato, RedS, Sankichi, Skyhigh, Toshi, Yakmo, Yoneda, Yujiro:
  doumo arigatou to my all Japanese friends,
  for being friendly, shared lots of information, brought help, support,
  dumps, fun, and helping to improve my collection ^_^
  http://bto8.smspower.org (Casiopea)
  http://www.loose-logic.com (Masato)
  http://bto8.smspower.org/segapower (Toshi)
  http://village.infoweb.ne.jp/~fwik0826/ (Yoneda Mitsunori)
  http://www.geocities.co.jp/Playtown-Denei/8588/ (Yujiro)

 Amaury, Arnaud, Douglas, Joseph, Karim, Michael, Miki, Najib, Philippe
  and other I forgot, for their support.

 David Michel (Rony):
  for Magic Engine, support, advice, help and being my second hard drive,
  all back in good old days. Bonk power!
  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 (which got me interested again in SMS!), and because when
  I asked him plenty of crap questions, back in the days, he kindly answered
  me with details. Very nice guy.
  http://www.enterspace.org/world/massage.htm

 Charles Mac Donald:
  for SMS Plus, sharing lot of things together - nice chats, and being one
  of the most productive hardware tester and hacker. Impressive person.
  He studied and documented obscure aspect of many SEGA console systems.
  http://cgfm2.emuviews.com

 Marc Le Douarain:
  for help with SF-7000 emulation and dumps of his old disks.

 Ulrich Cordes:
  for providing the base source code of the FDC-765 (floppy disk controller),
  as used for SF-7000 emulation. It was actually rewritten but the original
  technical work is from him.

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

 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 continued, despite people who early profited 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 one of the father of console emulation, and that
  without him, many emulators wouldn't exist.
  http://fms.komkon.org

 Ricardo Bittencourt:
  for BrSMS and BrMSX (great emulators).
  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 after most of the early work 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/

 Richard Bush (Antiriad):
  for Raine, support, advice and help. Also for some patches on Allegro.
  http://www.rainemu.com

 Sean Young:
  for writing great technical documentation about the TMS9918a and Z80.
  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)

 Leonard Silva de Oliveira and Flavio Morsoletto:
  for their 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."

 Eric Quinn:
  for being there a long time ago already, dumping a few ROMs, and managing
  an excellent SMS site (The Sega Notebook). Eric is also an active member
  of the S8-Dev community, author of a development-oriented emulator (MesaDX),
  and produced some interesting SMS code such as the PFR test.
  http://shell0.elnet.com/~gm-quinn/sms/

 Dump Masters (ViperZ and Omega):
  for having dumped a few ROMs (including some 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

 Lasse Reinikainen & 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 by looking at my TV :)

 Dirk Stevens:
  for having released the sources of his Eagle graphic filter, supported
  in MEKA if you enable the corresponding blitter.

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

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

 Christopher Coleman:
  he is such a coolman - even if for some reasons he dared saying
  Castelo R  Tim Bum graphics were nice.

 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 Wonder Boy 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 Wonder Boy 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 my first owned SC-3000h, the BASIC cartridge and the documentation.
  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?) first documentation/s?
                 ~~~              ~~~~          xx                     ~~~
 Westone (including Shinichi Sakamoto and Ryuichi Nishizawa):
  for making Wonder Boy 3, the best game ever... in 1989. :~)
  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 thanks to you.

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

----------------------------------------------------------------------------
  ú         ù                ú          ú          ú        ù         ú
     Goodnight Brave Warrior,   ù  ú         ú                    ù
     Goodnight Monster-land.          ù           ù    ú      ú           ù
       ù        ù     ú         ú         ù               ù        ù
  ú       __________     ù             ú       ú                       ú
    ù    /          \        ú    ù         ù         ú    ú
        |____________|     ù            ú                       ù         ú
 ù       |     ___  |           ú                ú      ù             ú
      ú  |    |   | |   ú     ù       ù     ú               ú
  ú      |    |   | |             ú                ù                ú   ù
----------------------------------------------------------------------------
