*******************************************************************************
			SNES9x PS3
			CHANGELOG
*******************************************************************************

===============================================================================
Build 4.4.9 (12-04-2011)
===============================================================================
* Custom Soundtrack support - select a song/album/playlist from the XMB
Music category - music can be played both in-game and from within the menu.

* Added USB/Bluetooth headset support - sound gets output through the
headset.

* Fixed Super Mario RPG level-up freeze.

* Some filebrowser fixes

* Added 5x scale option.

* Updated Maister Pong - now with sound effects, scoring, two-player support,
nice gameplay mechanics, etc.

===============================================================================
Build 4.4.8 (03-04-2011)
===============================================================================
* Very big performance and lag reduction optimizations. The previous builds
were indeed very laggy - this should be a very big improvement on that front.

* You can now use two shaders at once - we call this 'Custom Scaling/ Dual
Shader' mode. A scaling factor (from 1 to 4x) can be specified.

Some great graphical effects can be achieved by combining shaders.

* Shader presets have been added. Shader presets are configuration files that
automatically configure the settings for 'Shader 1', 'Shader 2', 'Hardware
Filtering Shader 1', 'Hardware Filtering Shader 2', 'Scaling Factor' and 
'Overscan'. You can create your own shader presets - they are just 
plain-text files stored in USRDIR/presets.

* Controllers can now be individually configured - you can specifically
configure the controls for a controller connected to a specific port/
number.

* Cheat input has been made less buggy. With the 'New' control scheme -
L2 + Analog Stick Right Down will still input cheats with the OSK, but
it will add a generic label (simply the cheatcode itself as a label)
until you rename this generic label by triggering the action 'Input
Cheatlabel'. The 'New' control scheme has this hooked up to 'L2 + R2 +
Analog Stick Right - Down'. This can of course be reconfigured to any
button / button-combo you see fit.

* Fixed interlaced games like Rise Of The Robots - were displaying 
glitched graphics before in version 4.4.7.

* Added a homebrew SNES game by Themaister. Game logic is semi-hooked
up - paddle works, ball bounces off the paddle, just scoring has to
be added. Anyway, this has mostly been a 3-day exercise in SNES ASM -
there will be a more useful/fun homebrew game in the future. This is
just for illustrative purposes.

* Added some shader variations and some new shaders - HQ4x, BR4x - 
courtesy of Jacaraca.

===============================================================================
Build 4.4.7 (13-03-2011)
===============================================================================
- Added new shaders (waterpaint-normalcontrast, waterpaint-normalcontrast-scanline,
waterpaint-highcontrast, waterpaint-highcontrast-scanline, crt-highgamma)
- Optimized crt, crt-highgamma shaders - both run now at 60fps at 1920x1080.
- Reduced lag.
- Fixed Turbo Mode toggling - works the same now as in 4.4.4.
- Fixed RSound bug with Windows OSes.
- Fixed L2 button mapping issue.

===============================================================================
Build 4.4.6 (16-02-2011)
===============================================================================
- HD version and Normal version merged into one - there are now HD shaders that
do the same as the previous HD version. 
   * HD shaders (which upscale the resolution to 512x448) instead of hacked
HD version. '4xSoft-HD' is currently the best out of the HD shaders - more to 
come.
   * The HD version in version 4.4.5 ran in interlaced mode - with the HD 
shaders, you can run in either progressive or interlaced mode.
- Fixed PAL50/PAL60 automatic activation in 576i/p mode.
- Fixed Rise Of The Robots interlacing issues - other games which use
interlaced mode also corrected.
- Fixed Multiplayer controls - only player 1 worked.

===============================================================================
Build 4.4.5 (14-02-2010)
===============================================================================
- New HD Version - every game runs at the SNES' high-resolution mode (512x448
interlaced mode). Try this with the right shader on (4xSoft) and this can make
the games look beautiful. Both progressive (1080p/720p/480p/576p) and interlaced
modes (480i/576i/1080i) work with this - try interlaced for best results.

4xSoft combined with this HD version also beautifies the pseudo hi-res 
transparent background layers in Kirby's Dreamland 3.
- Triple Buffering option added - enabled by default. Faster graphics/shader
performance with triple  buffering turned on - some potential input lag with
triple buffering on - turn it off in case you experience problems of this
nature.
- USB/Bluetooth mouse can be used now for Mouse/Super Scope games. 
- Primal Rage works again.

===============================================================================
Build 4.4.4 (19-01-2010)
===============================================================================
- FIXED: (CHRONO TRIGGER SCREEN HEIGHT JUMPING BUG)
===============================================================================
Chrono Trigger would jump from 256x224 to 256x239 for one odd frame when
transitioning from normal mode to battle mode - this caused an undesirable
screen hiccup to occur everytime. This issue has been fixed.

===============================================================================
- FIXED: Player 2 - Buttons X/Y didn't work
===============================================================================
This bug was introduced in v4.4.3 due to an improper macro. It has now been
fixed as of v4.4.4.

===============================================================================
- FIXED: Loading a ROM with a cheatfile loaded and then loading another ROM
with no cheatfile will not clear out the previous game's cheats
===============================================================================
This bug was introduced in v4.4.0, and has now been fixed as of v4.4.4. Also
note that games which do not have a cheatfile will create a new cheatfile
automatically.

===============================================================================
- FIXED: Super Scope controls auto-centered when let go of thumbstick
- ADDED: Better Super Scope controls
===============================================================================
Previously in v4.4.3, the Super Scope crosshair would center back to the middle
of the screen as soon as you let go of the thumbstick on the left analog stick.
Now it controls much more closely to the mouse. Note that there might be an
option to toggle the Super Scope controls in the future (to either auto-center
when let go of the thumbstick or let the cursor stay at the current position).

===============================================================================
- FIXED: Some games were hooked up with patchy controls (Doom)
- ADDED: Accessory Autodetection
===============================================================================
The accessory autodetection in v4.4.2/4.4.3 left some things to be desired.
A new setting has been added to the SNES9x Settings screen - 'Accessory Auto-
detection'.

SNES9x PS3 auto-detects most games that feature support for these peripherals.
This setting will control how SNES9x PS3 will deal with these games when it
detects them.

CONFIRM	  -  When detecting a Mouse/Scope/Multitap-compatible game, a dialog
	     screen is presented to the user asking him/her if the accessory 
	     should be enabled. If you select 'No', normal 2 joypad controls
             will be used instead.
ON        -  Games which support Mouse/Scope/Multitap will be automatically
             detected and the accessory will be automatically enabled without
             any input from the user.
OFF       -  Accessories will not be detected or enabled - standard 2 joypad
             controls for all games.

===============================================================================
- ADDED: Control Schemes
===============================================================================
There are now three [Control Schemes] - 'Default', 'New', and 'Custom'.

DEFAULT - Controls are the same as they were before.

NEW 	- A new control scheme. See below:

R3 + L3				- [Exit to Menu] - go back to the ROM Browser
				  menu.

Right analog stick - Up		- SNES9x pause (supersedes regular SNES pause).
Right analog stick - Left	- Decrement fastforward speed by one (-1).
Right analog stick - Right	- Increment fastforward speed by one (+1).
Right analog stick - Down	- Toggle [Fastforwarding] on/off.

Right analog stick - Left + L2	- Decrement cheat position by one (-1).
Right analog stick - Right + L2	- Increment cheat position by one (+1).
Right analog stick - Up	+ L2	- Toggle the currently selected cheat on/off.
Right analog stick - Down + L2	- Input a cheat with an on-screen keyboard.

Right analog stick - Left + R2	- Decrement save state slot by one (-1).
Right analog stick - Right + R2	- Increment save state slot by one (+1).
Right analog stick - Up	+ R2	- Load from currently selected save state slot. 
Right analog stick - Down + R2	- Save to currently selected save state slot.
R2 + R3				- Toggle [SRAM Write Protection] on/off.

L2 + R3				- Toggle [Record Movie] on/off.
L2 + L3				- Load Movie

CUSTOM	- Custom control scheme. All buttons/button combos can be 
customized.

===============================================================================
- ADDED: Savestate SRAM Overwrite Protect
===============================================================================
Implemented by request - see Issue 8: Loading a save state also load the 
associated save ram file and write it to disk right away.
(URL: https://code.google.com/p/snes9x-ps3/issues/detail?id=8&can=1)

Normally, when SNES9x loads a savestate, the SRAM contents are automatically
overwritten. The ugly side-effect of this is that this can unknowingly
delete your normal saved game progress.

ON  - SNES9x will write-protect SRAM - this means that if you load a save-
      state, it will not overwrite the SRAM save(s). However, SRAM is not
      saved at all in this mode.
OFF - SRAM is writable - this means that if you load a savestate, it will
      overwrite the SRAM save(s).

NOTE: This option can be toggled in-game with the 'New' control scheme by
pressing button combo [R2 + R3].

===============================================================================
- ADDED: Cheat Code Input In-game with Onscreen Keyboard
===============================================================================
Cheatcodes can now be inserted with an onscreen keyboard in-game. A new
action has been added called 'Cheat Input'.

Cheatcodes that you add will be saved to your cheatfile. Currently, the cheat
code will be added in order. 

NOTE: This option can be toggled in-game with the 'New' control scheme by
pressing button combo [L2 + Analog Stick Right - Down].

NOTE: There is still a bug that happens after inserting 15/16 cheat codes 
in a row.

When this bug happens, you will no longer be presented with the option to 
input a label after correctly inputting a cheat. Instead, the label will be
the cheat code itself. This is a memory shortage bug that we hope to fix soon.

===============================================================================
- ADDED: Resolution saving
===============================================================================
Implemented by request - see Issue 18: Screen resolution does not save upon 
exit
(URL: https://code.google.com/p/snes9x-ps3/issues/detail?id=18&can=1)

The resolution you had previously played in will now be automatically selected 
when you start SNES9x the next time.

There are also sane fallbacks. If SNES9x saved the resolution at 1080p and the
next time you want to play SNES9x you happen to have your PS3 connected to a 
screen that doesn't support 1080p - it will fall back to a lower resolution 
that your TV does support.

===============================================================================
- ADDED: Throttle Mode
===============================================================================
This is a performance benchmarking feature that might or might not be useful
to users. Turn this 'Off', and VSync and audio will be disabled - the game 
will then run at the maximum amount of frames per second (FPS) that the PS3
can manage.

NOTE: There seems to be a hardware/software cap of 124/125fps that appears to 
be prevalent even in menus.

===============================================================================
Build 4.4.3 (11-01-2010)
===============================================================================
- Autodetection of Super Scope/Mouse/Multitap had a bug in it - after you 
loaded a Super Scope/mouse game and then tried to load a multitap-compatible 
game, the game would attempt to hook up the Mouse/Scope instead due to an error
in a switch/case statement. Fixed this.

Autodetection now works as expected. Please upgrade to 4.4.3 as soon as possible
to avoid inconvenient problems.

-==============================================================================
Build 4.4.2 (09-01-2011) - rev. number ?
===============================================================================
* Super Scope and SNES Mouse support. The Super Scope and the Mouse are currently
mapped to the left analog stick - the controls are -
- Circle Button - Scope Toggle Turbo
- Cross Button - Scope Cursor Button
- Triangle Button - Mouse R Button - Scope Aim Off Screen
- Square Button - Mouse L Button -Scope Fire
- Start Button - Scope Pause Button
* Automatic Super Scope/Mouse support detection (works for most games)
* Automatic multitap detection (for most games)
* Automatic PAL50/PAL60 switching (for 576p PAL resolution only)
* Only shows toggleable resolutions now in the Settings menu that your TV supports.
* Fixed Syvalion/R.P.M. Racing/Power Drive (games use 512x448 - flickered 
like mad before)
* Added .GD3 ROM extension.
* Added configurable controls - nearly any button/button combo can be 
configured. All of the configurable settings are saved of course.
* Some of the new things you can 'bind' buttons to:
- Record movie
- Stop movie
- Playback movie
- Fast forward
- Increase fast-forward speed
- Decrease fast-forward speed
- Reset
- Soft Reset
- Some more shaders (Lanzcos12/Lanzcos16/SuperScale2x - you've probably seen 
them already in Genesis Plus/FBA et  al - that's because they all use the 
same shaders from Cellframework.)
- Sane parental control defaults (you can use this when parental control is 
enabled at highest level).
- You can set the SRAM path directory now. 

===============================================================================
Build 4.4.1 (15-11-2010) - rev. number da152b168e
===============================================================================
* Added pixel shaders - select them in General Settings.
  The following pixel shaders have been added:
  - Stock (Default shader)
  - 2xSaI
  - Blur
  - Curved CRT
  - HQ2x
  - Quad interpolation
  - Scanlines
  - Sharpen
  - Super2xSaI
  - SuperEagle
all but SuperEagle, Super2xSaI and Curved CRT run at fullspeed at 1080p 16:9 -
 the highest resolution. If a shader doesn't run at fullspeed on that 
resolution, 720p resolution will run it just fine at fullspeed.
* PAL60 option works with 1.92 version
* Added a 'Force NTSC ROM to PAL' option in SNES9x Settings

===============================================================================
Build 4.4.0 (12-11-2010) - rev. number 0cb00f8c86
===============================================================================
* PAL issues are fixed at all resolutions - ghosting is gone
* It's now possible to run NTSC ROMs and PAL ROMs alike correctly at 576p PAL 
mode. When the setting 'PAL60' is set to ON, a trick will be applied to get 
NTSC ROMs to run correctly at 50Hz mode. If set to OFF, it will run PAL ROMs 
correctly. Even though PAL ROMs will play normally now at 480p/720p/1080p, 
576p still seems to run PAL ROMs slightly better - but it's probably 
unnoticeable to the user.
* Cheatcode files can now be loaded and selected/enabled ingame. Note that 
all zSNES and SNES9x cheatcode files are supported - everything with the .CHT 
extension. You can also set a Cheatfile directory. If you don't set a 
Cheatfile directory, the default will be USRDIR.

Cheatfiles must have the same filename as the ROM. Here is how selecting 
and enabling cheats works in-game:

Right analog stick - Left + L2	- Move cheat position back by one (-1)
Right analog stick - Right + L2	- Move cheat position forwards by one (+1)
Right analog stick - Up		- Enable the currently selected cheat
Right analog stick - Down	- Disable the currently selected cheat

Here are two links with some quite useful cheatfiles:

https://code.google.com/p/snes9x-gx/downloads/detail?name=Snes9x%20GX%20Cheat%20Files.zip&can=2&q=

http://zsnes.zophar.net/cht/

===============================================================================
Build 4.3.9 (03-11-2010) - rev. number 49d11492e2
===============================================================================
* Updated to new SNES9x version - now runs the following games that didn't 
work before:
         - The Mask
* Fixed 16:9 aspect ratio issue - this seems to be a common issue with PS3s 
on modern HDTVs. There is now an 'Overscan' option inside the Settings menu 
that you can use to get the stretched screen fit just right on your TV screen.
* Settings are saved when exiting the emulator.
* The garbage on the right side of the screen has been fixed
* Two sound modes are now available: Normal (same as it was before) and RSound. 
RSound is a networked audio client/server program - with this, you can route 
the music from the PS3 (SNES audio in this case) to any laptop/PC/settopbox that 
has a media player with either the RSound plugin, or a dedicated RSound server 
application (Rsd/Rsdplay). There is a documentation file and a Youtube video 
provided to help people to set it up. Latency is as low as it possibly can be - 
definitely try it out.
* Major restructuring to the Settings screen.
* The default ROM directory, default savestate directory can now be set inside 
the Settings screen. 
* 5-player Multitap support (was previously just 4-player)

===============================================================================
Build 4.3.8 (23-10-2010) - rev. number 768cf9df52
===============================================================================
* Updated to new SNES9x version - now runs the following games that didn't 
work previously (or had noise instead of sound):
	- Earthworm Jim 2
	- NBA Hangtime
	- MS Pac Man
* PSGL driver built and in use - speed is now better at 1080p than it was 
previously at 480p. There's still a resolution switch, but there's no need 
anymore to switch to 480p - speed is the same at 1080p as it is on 480p, and 
it's damn good for the record. Enjoy.
* All resolutions supported now
* Added simple hardware filtering settings - Linear Interpolation and Point 
Filtering. Shaders will come later.
* Added Aspect Ratio settings - 4:3 and 16:10 (HDTVs with 16:9 aspect ratio 
might experience that on 16:10, the screen might be slightly cut-off. We're 
working on a proper aspect ratio setting for 16:9)
* Can now load configurable settings from snes9x.conf file stored in the 
USRDIR folder. Saving of this file will come in the next release.
* Will now select the highest resolution your TV/monitor can support - so is 
no longer set to default at 480p.
* No more performance difference between 1.92 pkg and 3.41 pkg. 

===============================================================================
Build 4.3.7 (19-10-2010) - rev. number f2e3e0bef2
===============================================================================
* There's now a build for PS3s with firmwares below 3.41 (basically bigger than 
or equal to FW 1.92)  and a build for PS3s with firmwares 3.41 or higher.
* You can now switch resolutions inside the Settings screen - go from 480p to 
720p or vice versa, hence the need for two builds (480p and 720p) eliminated. 
(Halsafar)
* Zipped ROM support (ZIP/JMA) (Squarepusher)
  * Savestates are now compressed as well (NOTE: I don't know what this will 
do to your pre-existing savestates. Try to back them up first - they're 
inside the USRDIR folder of /dev_hdd0/game/SNES90000/)
* Menu looks a whole lot better now at both 480p and 720p; crappy font has 
been put out of commission. It's now actually readable (Cmonkey69)
* Games that switch between SNES resolutions (Seiken Densetsu 3/Secret of 
Mana) are now both vertically scaled correctly - you don't even notice the 
resolution switch anymore. This is only at 480p mode - in 720p mode you will 
notice the same effect as you did previously. This will be worked on. (Halsafar)
* A lot of settings got added to the Settings screen. For instance, it's now 
possible (on most PAL games) to run them at 60fps by setting 'Force PAL ROM 
to NTSC' to ON. This won't work for every game, however (most games after 
1993 came with region protection), and it might even result in a crash 
because you're doing something that is not deemed appropriate by either the 
SNES hardware or the emulator. A solution for PAL ROMs is worked on.
* You can return to a previous folder inside the ROM menu by pressing the 
CIRCLE button.

===============================================================================
Build 4.3.6 (11-10-2010) - rev. number 61ecb6e1c9:
===============================================================================
* Savestates implemented (cmonkey69)
* Settings screen implemented (cmonkey69)
* Some performance improvements noticeable due to switch to more recent 
SDK - Jikkyou Oshaberi Parodius now has only a minor frame drop to 57fps on 
the character select screen but runs fine everywhere else (at 480p)

===============================================================================
Build 4.3.5 (8-10-2010):
===============================================================================
* Fixed the 'green ROM' loading/crashing bug - it was due to a mistake made 
when 'sorting' the file names inside a directory - the variable array that 
checked if a file was a directory was not updated. Credit goes to cmonkey69 
for fixing his own code :)
* Moved all display code into its own file - celldisplay.cpp / 
celldisplayutil.h
* Upgraded to latest SNES9x - git repository: 
http://board.byuu.org/viewtopic.php?f=3&t=881
- Contains the following patches/improvements:
  - Cx4 improvement (Mega Man X2) - 
  http://board.byuu.org/viewtopic.php?f=3&t=881
  - Fix Dual Orb 2 sound glitch (byuu)
  - Updated to latest WIP
     - Improvements noticed by myself (mostly APU related):
        - Jikkyou Oshaberi Parodius - far better performance - far less sound 
	pops (this was one of the few games except for SuperFX ones that did
	not run perfectly)
        - Star Fox/Star Fox 2 have far less sound pops (though still there)
        - Super Mario World 2: Yoshi's Island - the spots where framerate dips 
	and sound pops could usually be noticed have also been improved
	* NOTE: These games (SuperFX games - Jikkyou Oshaberi Parodius - SA-1 - 
	are best played at 480p - the fps stays at 60, but the sound pops are 
	very irritating at 720p with these few games)
  
===============================================================================
Build 4.3.4 (3-10-2010):
===============================================================================
* Removed the hack that caused the emulator to exit to the XMB after loading 
the fourth ROM - this was to disguise a really bad crashing bug. This hack 
no longer seems to be needed.
* If you exit a ROM with L3+R3, you can return back to the game while inside 
the ROM Browser menu by pressing L2+R2 simultaneously.

===============================================================================
Build 4.3.3 (2-10-2010):
===============================================================================
* Multitap support. Start a ROM with the Triangle button inside the ROM browser 
menu.
  - This works on all controllers - PS3/USB joypads - you name it. You can 
hotswap them on the fly - you don't have to have them all inserted at the 
start of the game - you can insert them later and it will instantly recognize 
the second/third/fourth pad as that controller
* Changed SoundInputRate from 31942 to 31960 - I heard a lot of static/
distortion with games like Demon's Crest and Super Metroid at 31942, and 
31960 seems to be a huge improvement to that end. 31942 was a SoundInputRate 
that I had decided upon back when the emulator was still running at a 60Hz 
refresh rate instead of 59.94Hz - now that we're at 59.94Hz, we can increase 
the SoundInputRate and get better sound/video synchronization overall. Might 
increase this even more in the future - have to do some more tests.
  - In any case, as a result of changing this, most games should have improved 
sound now. 

===============================================================================
Build 4.3.2 (1-10-2010):
===============================================================================
* Totally rewritten controller/input code (check cellpad.cpp/cellpadutil.h). 
Theoretically, input lag should be less now since the read_pad loop was 
previously hardcoded to do a pass at least two times - now it will check how 
many controllers are actually connected. So for instance,  if only one 
controller is connected, it will only go through this loop where it checks 
for button input one time instead of twice - thus reducing clock cycles.

Also there are now function calls available such as cellPadUtilButtonPressed 
and cellPadUtilButtonReleased, which could be used in various ways.
* The left analog stick is now mapped to the directional pad.
* The left analog stick now works at the ROM browser menu and is a lot 
faster than the D-pad - so use this for browsing in case you have a big ROM 
list and the D-pad takes a while to browse through it.
* Files in ROM directories are now alphabetically sorted (cmonkey69)
* ROM browser will return to the last entered directory after quitting ROM
* 'Quit ROM' shortcut changed to R3+L3
* The 480p build in the last version (4.3.1) did not output at 480p but at 
576p, because the 576p mode was ticked in the PARAM.SFO. The 480p build
will now display at 480p like it's supposed to.
* Removed the 'Load PAL ROM' option by pressing Triangle at the ROM browser 
menu since it serves no purpose at the moment and doesn't do what it's
supposed to.

===============================================================================
Build 4.3.1 (27-9-2010):
===============================================================================
* There's now a 720p build and a 480p one. This is only temporary until I 
find a way to manually set resolutions without the PS3 making its own
inferences as to what resolution I would like based on the display settings 
toggled in PARAM.SFO.
* Got rid of a duplicate cellGcmFlush(); at the very start of the flip 
function - it should not be at the start of the function according to
examples shown. cellGcmFlush basically forces the RSX to process all the 
GCM commands buffered in the command buffer - however, in the
same method, this function is already called after resetting the flip 
status.
* Made preliminary steps to sort out the PAL problems by allowing the user 
to load a ROM with the Triangle button that sets ForcePAL and the refresh
rate to 50Hz. However, there should be a way to get at the region of the 
ROM using some sort of Snes9x function call without having to start the
actual ROM that has been loaded. This way, I could set this automatically.

===============================================================================
Build 4.3 (26-9-2010)
===============================================================================
* Aspect ratio set to 4:3 - doesn't yet output at 4:3 though - still big 
borders at left and right of the screen
* Better colors
* Runs now at native 480p resolution @ 59.94Hz refresh rate - together with 
SoundInputrate (31942), takes care of all audio/video glitches. Basically
runs and performs like a native SNES now - or at least close.

===============================================================================
Build 4.2.2
===============================================================================
* Exits the emulator and returns back to the XMB after having loaded the 
fourth ROM to prevent known crashing bug/black screen upon trying to load the 
fifth ROM from the ROM browser menu.

===============================================================================
Build 4.2.1
===============================================================================
* Added a 'Quit ROM' shortcut - press R2 + L2 simultaneously in-game to go 
back to the ROM browser menu.

===============================================================================
Build 4.2
===============================================================================
* Set SoundInputRate at 31942 (previous setting was 31968), seems to remove 
the sound pops. Sound seems to be pretty much perfect now - perhaps later
on return to this and find the ideal value somewhere inbetween 31942 - 31950.

===============================================================================
Build 4
===============================================================================
* Started from scratch - redownloaded 1.52, took everything from eisz to make 
it compile for PS3
* Set SoundSync to TRUE
* Set AutoSaveDelay to 0
* Applied the following patches from snes9x-gtk:
- Revision r258 - Add a fixed-point linear resampler option. 
- Revision r259 - Use the APU_DEFAULT_RESAMPLER macro. 
- Revision r260 - Optimize the linear interpolation macro. 
- Revision r272 - Merge zones' timing stuff. 
- Revision r282 - Use APU clock that yields 32040hz output instead of 32000. 
- Revision r283 - Integrate timing hack variables into the clock ratios to 
allow integers in all cases. 
- Revision r287 - Don't push samples if there aren't any.

* Finally, the sound scratching is gone as a result of applying all the patches 
one after another. People will still want to fiddle around with the 
SoundInputRate to get it totally perfect - the crackling is gone, that is no 
longer a problem, but if you focus really hard, you will hear a slight pop - 
SoundInputRate is now set at 31968 - try lowering it, subtract by 10.

In case this writeup makes it sound like the sound is bad, you will probably 
not even notice what I'm talking about here - the sound is pretty much perfect 
now.

===============================================================================
Build 3
===============================================================================
* Patch r287 from snes9x-gtk - 'Don't push samples if there aren't any'
* Patch r260 from snes9x-gtk - 'Optimize the linear interpolation macro'
* Patch r272 from snes9x-gtk - 'Merge zones' timing stuff' (bSNES' 
SA-1 core integrated in SNES9x + Seiken Densetsu 2/Secret of Mana gamehack)
* Patch r283 from snes9x-gtk - 'Integrate timing hack variables into the clock 
ratios to allow integers in all cases.'
* Patch r282 from snes9x-gtk - 'Use APU clock that yields 32040hz output 
instead of 32000.' - Together, these two patches seem to fix the sound lag
and pops (but crackling remains).
* Settings.AutoSaveDelay changed from 5 to 0 - SRAM lag fix.
* Settings.SyncSound set to TRUE.
* SFC file support in rudimentary file browser. 

===============================================================================
Build 2
===============================================================================
* Patch r283 from snes9x-gtk - 'Integrate timing hack variables into the 
clock ratios to allow integers in all cases.'
* Patch r282 from snes9x-gtk - 'Use APU clock that yields 32040hz output 
instead of 32000.' - Together, these two patches seem to fix the sound lag
and pops (but crackling remains).
