README.TXT

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=================================================================
 Callus                                    Version 0.42 (6/xx/98)
 by Bloodlust Software
=================================================================

Do not email stupid questions to: bldlust@maelstrom.net 
Do not ask aboot future versions of anything, ever.
NEVER send any files without asking first.

Get Scitech Display Doctor at www.scitechsoft.com
Get DirectX 5.0 at www.microsoft.com/directx

The arcade resolution is 384x224 and there is no SVGA equivilent.
For compatibilities sake, the default resolution is 640x480.
The resolution can be changed from the settings menu.
The best VESA resolution is 400x300, although not all cards natively support 
that res (which is why you should get SDD). There's also tweaked res's 
384x257 and 384x224 which may not work on all monitors/vidcards. 
These video modes are planar and are a lot slower than a regular VESA mode.
Tweaked resolutions are not supported under DirectDraw.

Estimated free RAM requirements:
 12MB for Final Fight, UN Squadron, Area88, Carrier Air Wing, 
          Magic Sword, 1941, Megatwins, Nemo, Varth
 16MB for Strider, Captain Commando, King of Dragons, Willow, Mercs, 
          WOF, Cad&Dinosaurs
 20MB for SF2 WW/CE/Turbo, Three Wonders, Punisher, MBomber
 24MB for Rockman The Power Battle
Sound requires an extra 2MB of RAM for FM games, 4MB for Qsound games.
It is possible to use virtual ram but that is neither recommended nor supported.

To get into a game's test mode, hold down F11 (the test 
mode button) and then hit F10 to reset. 

To play a 3 or 4 player game, turning on the alt keyboard layout (misc menu)
will allow all 4 start/coin buttons to be accessed via keys '1'-'8'.
F6/F8 can still be used to change state slots.

The digital FM and QSound mixer use an obscene amount of 
self-modifying code to be as fast as possible. Hopefully this is not 
a problem with non-intel cpus.

The default sound rate is 22050hz. FM is most accurate at 44100hz. 
A fast CPU is needed for digital FM at high sample rates. 
Using '-nosound' will disable sound and Z80 totally for slow computers.

The background music in arcade Strider is intentionally repeated in the
later levels. An emulation bug this is not.

Callus DOS stores its system settings in callus.ini
Callus95 stores its system settings in callus95.ini
Game settings are all stored in game.ini

State files/movies in callus .41+ are RLE compressed, so they cannot be used
with earlier versions of callus.

The only difference between the Jap versions of GNG/Magic Sword 
and the US versions are in their CPU roms. Therefore these games run from the
same directory as the US ones, check gamelist.txt for the right filenames.

Street Fighter 2 Rainbow edition runs from the sf2t subdir and also requires the
roms from sf2cej and sf2t to run.

---------------------
     Identity
---------------------

Callus is a DOS/DirectX based emulator for the Capcom System 1 hardware.

Currently runs: 
 Final Fight (US and Jap), 
 Street Fighter II The World Warriors (US and Jap)
 Street Fighter II Championship Edition (US and Jap)
 Street Fighter II Turbo (US and Jap), 
 Street Fighter II Rainbow Edition (pirate)
 Strider (US and Jap), 
 UN Squadron (US) and Area88 (Jap), 
 Carrier Air Wing (US and Jap)
 Three Wonders (US) and Wonder 3 (Jap),
 Captain Commando (US and Jap),
 King of Dragons (US and Jap),
 Willow (US and Jap),
 Knights of the Round (US and Jap),
 Magic Sword (US and Jap),
 Megatwins (US) and Chiki Chiki Boys (Jap),
 1941 (US and Jap),
 Rockman The Power Battle (Jap),
 Nemo (US and Jap),
 Varth (US and Jap),
 Quiz and Dragons (US and Jap),
 Mercs (US) and Senjyo no Ookami II (Jap),
 Punisher (US and Jap),
 Warriors of Fate (US and Jap),
 Cadillacs and Dinosaurs,
 Muscle Bomber Duo (US and Jap),
 Pnickies (Jap),
 Dynasty Wars (Jap),
 Capcom World 2 (Jap),
 Ghouls 'n Ghosts (US) and Daimakaimura (Jap)


(US refers less specifically to any non-Jap romset)

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++.

It is freeware and it *MUST NOT* be distributed with arcade
ROMs and it cannot be modified or sold. This readme must be 
included unmodified with the executable.


---------------------
     Novelty
---------------------

Version 0.42:
 -QSound games run with z80 disabled
 -Saved callus95 video settings
 -Street Fighter 2 Rainbow Edition support (sf2rb)
 -Slammasters crashes a bit less often
 -Fixed Dynasty Wars layer priority
 -Fixed Muscle Bomber Duo copy protection

Version 0.41b:
 -400x300 tweaked mode (maybe not very compatible)
 -16-bit SB output via 8-bit dma
 -Fixed minor start/coin input bug
 -Fixed DOS 8-bit QSound output (typo)

Version 0.41:
 -Jap Magic Sword support (mswordj)
 -Jap Daimakaimura support (gngj)
 -Jap Muscle Bomber Duo support (mbomberj)
 -Z80 CPU skipping
 -ABC and XYZ button mappings
 -RLE compressed state files
 -'qvol' option
 -Automatic MMX detection
 -Better input device remapping
 -ROM loading from ZIP files
 -Stereo output for QSound games (-stereo on/off)
 -QSound emulation
 -Kabuki Z80 decryption

Version 0.40:
 -Senjyo no Ookami II support (mercsj)
 -Ghouls 'n Ghosts support (gng)
 -Fixed GrIP support
 -TCP/IP netplay
 -DirectX port ("callus95.exe")
 -Game settings stored in game.ini
 -16 bit hicolor renderer (-hicolor)
 -Jap Capcom World 2 support (cworld2j)
 -YM logging
 -'map2to3' option

Version 0.30:
 -Fixed sprite clip bug
 -Row based overdraw reduction
 -Exponential operator envelopes
 -Corrected black background intensity
 -'resv' command line option
 -Volume control dialog 
 -Movie playing/recording (<gamename>.CM?)
 -Rewrote graphics decoder in asm (faster loading)
 -Modified 384x224 mode (should be more compatible)
 -Rotated display
 -Japanese Dynasty Wars support (dwj)
 -Japanese Pnickies support (pnickj)
 -Chiki Chiki Boys support (chikij) 
 -Tile/sprite partial-priority
 -Improved plane enable bits
 -Muscle Bomber Duo support (mbomber)
 -Hybrid input option (see below)
 -KOD/Rockmanj dipswitches
 -3rd/4th player inputs
 -Support for a second sidewinder (untested)
 -Haggar pants GUI
 -Fixed sprite/bg synch
 -Sound logging to wav files
 -Implemented ADPCM channel volume
 -Fixed rare palette mapper color leak
 -Fixed minor player input bug
 -Cadillacs and Dinosaurs support (dino)
 -Japanese Knights of the Round support (knightsj)
 -Japanese Warriors of Fate support (wofj)
 -Warriors of Fate support (wof)
 -Semiaccurate YM2151 timer/irq mechanism
 -Digital YM2151 FM emulation
 -Emulated hardware coin counter
 -1941 support (1941)
 -State slots changeable with F6/F8
 -State display
 -Fixed -remapbut bug
 -Punisher support (punish)
 -EEPROM emulation 
 -Japanese Punisher support (punishj)
 -Nemo support (nemo)
 -Quiz and Dragons support (qad)
 -Japanese Wonder 3 support (wonder3)
 -Japanese Varth support (varthj)
 -Japanese Willow support (willowj)
 -Mercs support (mercs)
 -Japanese Quiz and Dragons support (qadj)
 -Varth support (varth)
 -Japanese Nemo support (nemoj)
 -Japanese Street Fighter II support (sf2j)

Version 0.23:
 -Fixed minor sprite bug
 -Test mode altered
 -Fixed minor palette mapper bug
 -Japanese Rockman The Power Battle support (rockmanj)
 -Megatwins support (mtwins)
 -Japanese 1941 support (1941j)
 -Japanese King of Dragons support (kodj)
 -Magic Sword support (msword)
 -Knights of the Round support (knights)
 -Carrier Air Wing US support (cawing)
 -Willow support (willow)
 -Street Fighter II support (sf2)

Version 0.22:
 -"-FPUcopy" and "-MMXcopy" speed up vesa modes
 -Common ini file (callus.ini) for video/dir/inputtype settings
 -Japanese Captain Commando support (captcomj)
 -Japanese Strider support (striderj)
 -384x224 tweaked mode 
 -King of Dragons support (kod)
 -Captain Commando support (captcomm)
 -Area 88 support (area88)
 -Three Wonders support (3wonders)
 -Japanese Final Fight support (ffightj)
 -Fixed Carrier Air Wing Jap

Version 0.21b:
 -"-altmode" uses the original 384x257 used in .20
 -"-vesa6bit" will force 6bit VESA palettes
 -Fixed banking problem in VESA banked modes
 -Japanese Street Fighter II Turbo Support (sf2tj)
 -Partial Carrier Air Wing Jap support (cawingj)
 -UN Squadron support (unsquad)
 -Screen centered in clipped video modes
 -Uses 8 bit VESA palette DAC (if present)
 -Palette intensity bits (disabled by default, Alt-I or -intensity)
 -Z80 state saved in save states
 -Fixed 2nd player kick buttons
 -Japanese Street Fighter II Championship Edition Support (sf2cej)
 -Modified 68k byte order
 -Street Fighter II Championship Edition Support (sf2ce)
 -Implemented plane enable bits (may not be totally correct)
 -Strider support (strider)
 -Native MS Sidewinder Gamepad support
 -Added SNES Pad input devices
 -Lowered ADPCM output sample rate
 -Start/Coin inputs now mappable to joystick buttons
 -Adjusted 384x257 mode

Version 0.20: 
 -Added tweaked planar mode 384x257 courtesy Brad Thomas
 -Layer toggling (Alt+'1'-'4')
 -Much improved palette mapper (colors should be 99% arcade perfect)
 -"-noelephant" command line option (you'll be glad you used it)
 -Dip switch menu (F12)
 -Alternate keyboard settings with "-altkey" 
 -Separate .ini file for each game
 -Multi-game support: "callus <gamename>"
 -Manual frame skip settings
 -Line based engine for SF2 parallax'd floors
 -Street Fighter II Turbo (Hyper Fighting) support
 -Better sprite/plane priority
 -Many rendering optimizations
 ...
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