gamezfan

PGM SRC Main and Psykio Cores
updated the PGM protection and decryption src files made some small changes in pgm_run.cpp as per IQ_132's
advice to get the Gladiator Road Of The Sword SVG Spectral Vs Generation Puzzli 2 And Puzzli 2 Super
to boot added support for 3 versions of the The Gladiator plus SVG Spectral vs Generation (China) Puzzli 2 
and Puzzli 2 Super to d_pgm.cpp

Namco Sound Src and Pac-Land
Added support for a new Pac-land driver then updated namco_snd.cpp and namco_snd.h 
in the main section of the src to latest FBA This adds full sound and music to
Pac-land and some games in the following drivers.

d_baraduke.cpp
d_galaga.cpp
d_pacman.cpp
d_rallyx.cpp
d_skykid.cpp

Also declared the new sound code defines in burninit.h and reworked the above drivers to use
the new namco sound route channels 


Sega system 18
In the d_sys18.cpp driver i changed Clutch Hitter DD Crew Desert Breakers and Laser Ghost to now load unencrypted
rom hacks in the rom define tables where possible for each game this bypasses the FD Encryption and allows the games
to boot and fully play on a standard xbox new special hacked roms will be required though to play the games 
Thanks go to BritneysPAIRS who taught me how to do the above

Update 20/8/2014
Added the asicregionhack code from latest FBA to pgm_run.cpp to make the fake region settings save when 
changed in SVG spectral Vs Generation and the Gladiator road Of The Sword As per BritneysPAIRS Advice
changed a couple of graphical defines in pgm_draw.cpp to fix the missing sprite layer in The Gladiator
SVG and possibly some other PGM games..???

d_Seta 2.cpp
Added a new VMM routine for Penguin Bros to d_seta2.cpp in Main and psikyo cores the Game now works again

d_kaneko16.cpp
Added support for 3 versions of B-Rap-Boys and 3 versions of shogun Warriors
Plus fixed The Berlin Wall game now playable

d_pgm.cpp
Added support for Knights Of Valor Superheroes Plus And
The killing Blade Plus

Data East Core update
Updated the h6280 CPU burn_ym3812 sound core and all data east drivers to FBA 0.2.97.19 Also enabled the Timer code
for the h6280 CPU in Timer.h reworked the updated deco16ic src files to use existing YM2151 code with no NULL on EXIT.
Moved all the deco drivers from misc pre and post 90's to a new data east src folder
Added support for new working data east games plus sound now works in all data east games

d_bublbobl.cpp
Added support for 3 versions of Bubble Bobble Lost Cave to the driver

d_simpl156.cpp
Fixed the v blank timing all games in the driver now run at the correct speed

Data East drivers
Fixed the v-blank timing in all the deco drivers all the games now run at the correct speed this 
fixes slowdown in many of the games

Fixed the graphical Errors in....
Caveman ninja
Heavy Barrel
Midnight Resistance
RoboCop 2

Added Full Rotary Controls for Midnight Resistance and Heavy Barrel

Konami drivers
Fixed the slowdown and sound in Contra
Fixed the slowdown and sound in devastators
Fixed the sound in super Contra
fixed the IRQ commands in the following drivers fixing music in many konami games
d_88games
d_ajax
d_aliens
d_blockhl
d_contra
d_crimfght
d_gbusters
d_gradius3
d_hcastle
d_mainevt
d_spy
d_surpratk
d_thunderx

Irem d_m92.cpp

Added the latest fixes from FBA Ninja Baseball Batman Now Playable with some graphic issues
This is because the scanlines are turned off in the m92 driver in FBL as the games would be too
slow on a xbox console with them enabled ninja BaseBall Batman is perfect graphically with
the driver scanlines enabled

Gunsmoke 

Fixed the graphics and game speed gun smoke is now playable properly in FBL

d_tigerh.cpp

Used the graphical fixes from the latest FBA to sort the scrolling graphical glitches in....
Alcon
Get Star
Slap Fight
Tiger Heli

Black tiger 
Fixed the game crashing on level 3 by using IQ_132's graphical priority mask fix in the driver

d_jchan.cpp
added a driver for the jackie chan games and sknsspr.cpp/h graphical code for the games

d_raiden2.cpp

Added the driver which supports Raiden2 Raiden DX and Zero Team made 2 small code changes in the seibu sound core
for the above games enabled the AUTO IRQ command which was disabled in Vez.h and added the IRQ_AUTO commands
to Vez.cpp Also per IQ_132's advice made some changes in z80.cpp to fix the sound in the games the driver
also spat out compile errors related to M_PI i sorted this by adding these new defines to the driver

#define _USE_MATH_DEFINES
#include <math.h>

xboxdriver.cpp Main core Madmaps 128mb code addition
madmab added some code which allows FBL users with upgraded xboxes to easily launch the games 
in final Burn Legends using any dashboard

d_raiden2.cpp
Added Further graphical and sound improvements from latest FBA

TLCS90 CPU
added the tlcs90 CPU Core from latest FBA adding sound to Arcadia and Rapid Hero
also updated timer.cpp/h adding tlcs90 Sound CPU core timing 

d_nmk16.cpp
updated the nmk16 driver and nmk004.cpp/h Src files to latest FBA fixing sound and graphics
in many games but these benefit the most from this update

Gunnail fixed sound 
Task Force Harrier Fixed graphics game now playable
Rapid Hero Fixed graphics and added sound game now playable

d_raiden2.cpp
i ported the latest collision fixes for Zero Team from MAME and added it
to the raiden 2 driver Zero Team is now Fully Playable

d_dkong.cpp
Added a driver for donkey kong hardware plus added the latest DAC sound files from FBA
i reworked these to be DAC2 so no other games are affected by this updated the i8039 CPU
to latest FBA for changes here needed by dkong driver also ported across from FBA the 8257dma files
enabled the samples.cpp/h and reworked em to compile within the FBL Src removed the donkey kong Jr
rom table from parent.cpp as it now works in the dkong driver this sorts compile errors

d_silvmil.cpp
Added a driver for Silver Millenium changed zetinit from 0 to 1 in driver init section of 
the driver to fix ingame graphic problems


d_cybertnk.cpp
Added a driver for Cyber Tank the game has some sound issues currantly

d_darkmist.cpp and d_mustache.cpp
Added both of the above drivers and ported the T5182 sound core i reworked the z80_intf.cpp to 
be a zet2 Src file so as not to interfere with any other games then reworked the drivers and the
T5182 sound core to use zet2 handlers

d_wyvernf0.cpp
Added a driver for Wyvern FO and ported the latest ay8910 and msm5232 sound cores from FBA
reworked the ay8910 to be ay8911 and changed around a few things in the driver to use it and 
the zet2 Src files the reason for changing the ay8910 is so that drivers using this sound core
presently are unaffected by the changes

d_mikie.cpp
Added the driver for Mikie and Mikie High School Graffiti

d_psychic5.cpp
Added the driver for psychic 5 

d_xain.cpp
Added support for Xain'd Sleena

Added 9 new drivers 

d_blmbycar.cpp  d_rpunch.cpp  d_suprloco.cpp  d_terracre.cpp  d_exzisus d_mwarr.cpp 
punchout.cpp d_tail2nose.cpp and d_psikyo04.cpp

d_mustache.cpp
Fixed the game speed in mustache boy 

d_system1.cpp
Added support for Chop Lifter and Heavy Metal to the driver 

d_djboy.cpp
Added a driver for dj boy reworked it to use the FBL Zet Src files
then updated pandora.cpp/h for graphical fixes for the game

d_shaolins.cpp
Added driver for Kicker and Shao-Lins Road

d_yiear.cpp
Added driver for Yie Ar Kung-Fu the game wouldn't coin and start till i disabled button 3
in the Driver according to MAME the game has 3 buttons but in the service mode i only seen 2
after removing button 3 from the driver the game coins and now plays

d_taitomisc.cpp
Fixed Top Speed Rom loading errors by adding a code fix from FBA game now playable

d_lkage.cpp 
Added support for Bygone to the legend of kage driver

d_toki.cpp
Updated the toki driver to latest FBA which fixes the bad and incorrect sound in the offical games by
now using the correct seibu sound core

180* rotation code

BritneysPAIRS pointed out to me that FBL was missing code for 180* Flip Screen rotation
with his help and advice and added this code to run.cpp which will fix most games 
with FLIPPED commands in the driver from loading upsidedown on boot

tiles_generic.cpp
in currant FBA the RenderZoomedTile code has changed ive added this and renamed it to
RenderZoomedTile2 any new drivers added that have bad graphics in FBL might be fixed by using
RenderZoomedTile2 handling in the driver

burninit.h
Added a define to sort Burn_Endian related compile errors #define BURN_ENDIAN_SWAP_INT16(x) x

d_taito.b.cpp
Changed 3 rom defines to use Flipped command to stop the games loading upsidedown in FBL

d_suna16.cpp
Fixed the game speed in Best of Best game now playable

d_sandscorp.cpp
Added a driver for Sand Scorpian lowered the CPU speed to 12000000 as per
dinks advice to get rid of most of the slowdowns

Added 2 clones of Raiden DX China and Japan Versions to d_raiden2.cpp

d_bankpanic
Fixed some control and dip switch issues for the games in this driver

d_raiden2.cpp
With help from dink we've improved the hitbox simulation Zero Team is more stable now

d_nemesis.cpp
Added a driver for nemesis had some trouble getting the games to work as they
had graphical problems related to the Flip Screen being on in the service mode
by enabling the service mode options in the dip tables in the driver this sorts
the graphical problems in all games this driver is also using the RenderZoomedTile2 code

Konami Core WIP
Updated the konami drivers sound and video Src files to latest FBA reworked the drivers a little
to compile in FBL added new Rom loading code to load.cpp and declared it in burninit.h
and updated d_tail2nos.cpp driver which also uses konami video code

PIC CPU and d_drgnmst
Ported the PIC CPU core from FBA had to rework the INLINE handling slightly so it
would compile in FBL then added a driver for Dragon Master which uses the PIC 
game now playable but had sound issues i port the latest msm6295 sound core reworked it
to msm6295b and changed around d_drgnmst.cpp to use it game has perfect sound now plus
the msm6295b might come in handy for other games ASP

d_m72.cpp
Updated the driver to latest FBA improving sound in all games plus adding sound to 
Air Duel and fixing graphical problems in Dragon Breed and Image Fight making
both games fully playable in FBL

Konami Drivers 
Fixed the missing title screen and in between levels music in TMNT better balanced the sound
in a few other drivers plus fixed some bugs in the Vendetta Gradius 3 and Spy project Y drivers

d_sys18.cpp
Added support for Hammer Away to the system18 driver made some changes in sys16_run.cpp and
sys16_gfx.cpp that Hammer Away Needed for graphics and sound in FBL

Sega Stuff
Improved the controls in AfterBurner 1 and 2
Added a seperate Frame for Hammer Away and overclocked the Main CPU 
to get rid of some slowdowns here and there in the game

Added 6 new drivers to FBL
d_timelimt.cpp  d_kncljoe.cpp  d_tsamurai.cpp  d_mario.cpp  atetris.cpp and d_invaders.cpp

Fixed sound issues in Mr Doo and Gradius 3 plus added support for Racing Beat
to the d_taitoz.cpp driver

taito_z.cpp 
dink fixed the random crashes in Battle Shark Night Striker and Space Gun 
ive ported these code changes across to the taito_z driver in both the main and other
sections of the Src all 3 games are now fully playable in FBL

Added support for 2 new drivers d_sidearms.cpp and d_ninjakd2.cpp
had to rework the memory tables plus the pallette handling to get these games
to work currantly 2 games in the ninja kid 2 driver are not playable 
Omega fighter and Atomic Robo Kid

d_m107.cpp 
added the irem m107 driver added a new CPU Decryption table called airass and hooked up
Air Assault to use it in the driver also underclocked Fire Barrel and Air Assault to 9,000000
to speed the games up As even with the Raster effects disabled in the driver
the games were still a bit slow also per dinks advice added some code in the Driver Frame
to force the dip switches to on this fixed Fire Barrel and Air Assault not Booting

d_xxmission.cpp
Added a driver for XX Mission

Fixed Pang and Buster Bros in game speed issues by porting dinks fix for this over from FBA
plus sorted some sample problems in Trojan and Avengers

d_lethal.cpp
dink added Analog controls and hooked up the Light guns in Lethal Enforcers 
ive ported this code over to FBL game now playable

d_burn_gun.cpp/h
dink also added some new LG Crosshair handling that makes them disappear from the screen
after 2 secs of inactivity this is handy for when your playing a 1 player game it means
the crosshair for player 2 isn't always on the screen ive added this code to the 
burn_gun src files in every FBL core

d_ninjakd2.cpp
With dinks help i changed the robokid_rambank handling this fixes the incorrect graphical
background layers in Omega fighter and Atomic RoboKid unfortuantely RoboKid still has some bug
where you cant get the flight pick up making the game unplayable

Added a driver for Alien Invaders game has Prelim sound currantly

Sorted the Speed Slowdown problems in Nostradamus by porting across dinks fix
from FBA

Created a new m72b driver and moved across some games from the m72 driver
which had broken graphics due to the scanline Raster effects being disabled in
the m72 driver these games now work with scanlines enabled in m72b underclocked the 
Main CPu to speed em up 

d_drgnmast.cpp
Fixed Dragon Master Graphical problems by making the game load in 2 cores to save some Memory

d_m72.cpp
Added support For Kengo to the irem72 driver

d_psikyo4.cpp
Hooked up the psikyo4 driver correctly this time to launch in 2 cores saving a little memory
this means Lode Runner The Dig Fight and Quiz De Idol Hot Debut now work on standard xboxes
the other 5 games in the driver however still run outta mem on load 

d_pwrisnt2.cpp
For years there's been a problem with the sound in the USA version of Power Instinct 2 
which caused an annoying buzzing sound in the game redering it unplayable really 
ive now sorted this by updateing the sound handling in the driver to latest FBA
and reworking it to use the msm6295b sound core i added a while back this fixes
the buzzing noice in power Instinct 2 USA and better balances the sound in both
Power instinct 2 and power instinct legends 

d_nmk16.cpp nmk004.cpp/h and TLCS90 CPU
Updated all of the above to latest FBA this improves the sound in many games
in the driver plus fixes some graphical niggles as well

d_seta2.cpp
Fixed both Trophy hunting Bear And Moose And Wing Shooting ChampionShip from
getting stuck on Service Mode on boot both games now playable

d_neogeo.cpp
Added support for Neo Pong v1.1 to the NeoGeo driver in the main and neogeocps2 cores

d_sandscorp.cpp
Hooked this driver to launch in 2 cores main and cave to fix some graphical problems caused
by lack of mem issues also updated the z80 CPU in the cave core so the game has sound

d_nmk16.cpp
Made some changes to the msm6295 sound defines in the driver making channel 1 40 and channel 2 25
to better balance the music and FX levels in the games

Main.cpp
Added dip switches false defines for Ultra Balloon Spectrum 2000 (Horizontal version) 
and Stagger 1 to stop the games locking into service on boot all 3 games now playable in FBL

d_CPS3.cpp
Shifted a copy of the CPS3 Src folder across to the toaplan core added the SH2 CPU to the toaplan
core and hooked up the CPS3 games to launch in 2 cores to see if they would boot on a standard
xbox they didn't but now Street Fighter 3 3RD Strike is playable on upgraded 128mb Xboxes
due to some extra mem from booting in dual core mode

d_moo.cpp
There was an issue in this driver where the pallete was overwriting the z80 commands
this caused the sound and music to be broken in FBA but it still worked in FBL
better to just fix it though to be on the safe side a line of code really
basically in the mem map a small change had to be made to the pallete values

d_sandscorp.cpp
Fixed the sound in Sand Scorpian making it alot better now

d_suna8.cpp 
Added the suna8 driver to FBL it supports 5 games currantly with Brick Zone yet to be added
had to rework it quite a bit to compile within FBL also added dinks improvements to the sound
plus fixed up the bomb button in Spark man which was always fireing in error

Capcom Core Update
updated the Capcom core to FBA 0.2.97.26 some graphical and sound improvements in the games plus
some new SF hacks are playable reverted back to using the Dip Switching handling from the older drivers
and pasted it into the newer ones to sort some control problems in a few games added some new cheat code
handling that was needed to hook the new CPS Src files into the older FBL Src

Sega control fixes
Fixed the Gear Shift in Super Monaco GP making the game 100% playable also added support for 
Last survivor to the d_xbrd.cpp driver and fixed the controls in FBL making the game playable

2 Taito games now fixed and working 
Silent Dragon and selfeena were stuck in service mode on Boot ive fixed this so they now work
and sorted the flip screen issue that made them load the wrong way up 

d_dooyong.cpp
Added support for the dooyong driver to FBL 

d_blueprnt.cpp
added support for Grasspin to the Blue Point driver

d_bgarrega
Added 1945 Part 2 hack of Battle Garrega and Battle Garrega Zakk Version to the driver
in both the Main and toaplan sections of the Src added some graphical handlers for the 
Bootleg to toa_textlayer.cpp

d_dooyong.cpp
Better balanced the Music and FX in some games and fixed the missing Continue option in
Blue Hawk and Pollux NTC versions

d_bbakraid.cpp and ymz280b.c/h
Ported Across from FBA dinks fix for the Level 5 crash in Battle Bakraid had to rework the code
slightly to compile in FBL as we're using older Src files for the driver and sound core
basically this was a sound sample issue which is now fixed making Battle Bakraid now Fully Playable in FBL


d_rockrage.cpp
Added a driver for Rock n Rage reworked it a bit to compile within FBL

d_bladestl.cpp
Added support for the Blades of Steel Driver to FBL reworked it slightly to compile

d_suna8.cpp
Ported dinks fixes and general tidy up if the driver Star Fighter now has no in game slowdowns

d_jack.cpp
Ported the latest driver from FBA to add support for a funny game dinks added support for to the driver
Uncle Poo now playable 

Dinks fixes
Ported across a couple of FBA fixes dink did for Wyvern F-0 to sort some sound issues in the game
plus a fix for some minor graphical problems in Star Fighter 1st boss in the suna8 driver also
added some new sample code to the ay8911.cpp and the driver

d_jailbreak.cpp
Added support to FBL for the jail break driver 

Dink added Come Back Toto to the d_hyperpac.cpp driver and shared the code with me game now playable in FBL

d_tbowl.cpp  d_battlantis.cpp and ym3812b.cpp
Added support for the above drivers but since they use a dual ym3812 for sound and FBL doesn't support
this dual sound option in the ym3812 sound core the games had no sound i then decided to
port across the latest ym3812 sound core from FBA Reworked it to be ym3812b registered it in driver.h
and then setup the changes needed for the OPL Clock Timer handling in fmopl.cpp/h then hooked up the above drivers
to use this new ym3812b sound core all games now play with full sound

d_raiden2.cpp
Updated the driver to latest FBA version some small speed improvements plus the Scrolling is better

d_vaportra.cpp
Ported across dinks v-Blank and Sek IRQ fixes in the Vapor Trail Driver game is now playable
as all the game breaking slowdowns are no more also better balanced the music and FX in the game

d_dec0.cpp
Added support for Birdie Try to the dec0 driver hooked up the controls and ported the course and ball
logic then IQ_132 fixed some graphical problems and dink tidyed the driver making the game 100% playable

However in FBL the new Rendersprite IQ_132 added to fix Birdie Try graphical issues
badly affected the speed and performance in Robocop Midnight resistance Heavy Barrel etc etc
basically ive now retained the original Rendersprite code for all the games in the driver except for Birdie try
which is using the new Renderprite code which ive renamed to Rendersprite2

d_airbustr.cpp
Fixed the graphical problems in the game which like the games in the nemesis driver were caused
by the flip screen dip options being disabled in the driver making Air buster default to flip screen on
when booting up since Kaneko Pandora games dont support Flip Screen this caused graphical errors
also ported across from FBA dinks fix for the slowdown problems in Air Buster

d_pocktgaldx.cpp
dink fixed the missing music in Pocket Gal Deluxe the game now has full sound and music ive
ported this fix across to FBL as well

Dinks fixes
ported across to FBL quite a few new fixes dink has done of late in FBA for the deco8 vaportrail crudebuster
and Karnov drivers many sound and graphical improvement plus speed fixes in many games using the above
drivers as well

d_raiden2.cpp
Fixed the Dip Switches and Service mode in Raiden 2 Raiden DX and Zero team all dips options are 
now available and fully working

Added 2 new drivers iq_132 added support for in FBA d_ironhors.cpp and d_labyrunnr.cpp
Iron Horse and Tricky Trap now playable however there was a problem with Iron Horse it played too fast
so on IQ_132's advice i added this command to the DrvFrame to make the game skip every 2nd Frame
this made it run at the correct speed  if(!(nCurrentFrame&1)) return 0;

d_gberet.cpp
Added the above into a new GberetFrame this fixes the offical Green Beret/Rush N Attack games from also
playing to fast left the other games in the driver using the original frame as they'd be too slow using
the Frame Skip Command

d_megasys1.cpp
Added IQ_132's Jaelco mega system 1 driver to FBL currantly all games are working except for Chimera Beast
and im unable as yet to track down the cause 

d_pacland.cpp
dink fixed the graphical Text layer alignment problems in Pac-Land and ive ported this fix across to FBL

d_silvmil.cpp
Added support for Puzz Love to the silver millenium driver in FBL the game was recently dumped and added to MAME and FBA

Konami Drivers and Sound Files
Added 5 new konami drivers d_cirusc.cpp  d_tp84.cpp  d_tutankhm.cpp  d_rocnrope.cpp d_megazone.cpp 
These use a new sound file called timeplt_sound.cpp reworked this and all the drivers to FBL compile
standards then added flt_rc.cpp/ h from latest FBA as some of the drivers above use sound Filters
Time Pilot 84 is using a new sn76496b sound core i created as the currant one in FBL was not compatable

d_pandoras.cpp
Added support for the Pandoras Palace driver game now playable 

d_renegade.cpp
msm5205 Sound fixes for Renegade taken from latest FBA

d_megasys1.cpp
The Prom was recently dumped for 64th street ive added support for this to both game versions from the latest FBA driver

d_sys16b.cpp
Added Fantazy Zone Time Attack Bootleg to the Sega system 16B driver

9/5/15
Added some new code madmab gave me a fixing the Neo-Geo GUI filtering by game name
also added the vaster.cpp driver from latest FBA and added support for Metal Slug 2 Speedup hack
plus Trap15's Dip Switch hack to make GunNail's annoying shields lost siren a lot quieter

17/5/15
Rolled back the Capcom Core update to what it was previously in FBL as we lost some Free Memory
in the core making some games not load or play correctly in HD or SD rolling back has fixed this problem
plus shifted the Raiden 2 driver to dual launch in the toaplan core so the games will load in HD
on standard xboxes Also made Chimera Beast debug only as the game currantly doesn't work

d_alpha68k.cpp
Added support for the prelim alpha68k driver from FBA currantly only 2 games Super Stingray and Kyros 
are playable

25/5/2015
With some advice from +T+ ive created an extra core called "New" and dumped the Sand Scorpian CPS-3 
Dragon Master and Raiden 2 drivers into it this should free up some mem in the Cave Psikyo and Toaplan cores
basically all drivers i set to launch dual core are now in one core and all launch in HD Now
Seemed i forgot i switched B-Rap-Boys and shogun Warriors a while back to dual launch in the Kaneko-16
driver which was already a part of the psikyo core this fixes the HD loading of both games

d_simple156.cpp
Fixed some of the major screen tearing and background tile misalignment in Osman it's not 100%
but looks alot better best i can do with the currant code as i cant use the Data East graphical fixes
IQ_132 did in FBA as it would kill the game speed in most of the games basically i took the older
Draw_layer code from FBL and renamed it to Draw_layer3 and hooked it up with osman 
just so i remember the Draw_layer2 code is for Vapor Trail Graphical fixes the rest of the Data East
games all use Draw_layer

d_toki.cpp
Ported IQ_132's Pallette Recalc Fixes for Toki from latest FBA

2/6/2015
Me and Madmab fixed the rom filtering for every game manufacturer across all Cores
Plus i added a New Filter For Data East Games

d_kaneko16.cpp
Shifted the Kaneko16 driver from dual launching in the psikyo core to the new core instead
should free up some mem in the psikyo core

d_zaxxon.cpp
Added the zaxxon driver to FBL currantly the samples dont work for the games meaning all
of them with the exception of congo Bongo which uses a z80 have no sound also IQ_132
gave me a fix for the palette code so all games now display the correct colours

11/6/15
Added Sample Player support to FBL this adds 100% sound for some classic games in these
drivers currantly though i cant get the Toaplan ThunderMame hacked samples to work

d_zaxxon
d_dkong
d_mario
d_invaders
d_galaga
d_rallyx

d_dkong.cpp 
Added support for Donkey Kong Pauline Edition (Hack) 

d_samples.cpp/h
IQ_132 handed me some new code for the sample handling now we have the option to set samples
to load as NOSTORE which means they dont load into Ram before the games boot and are just
used as and when needed Now Fire Shark is playable in FBL with Full sample sounds 
due to the mem saved by the above

Toaplan Samples
Added support for the Toaplan samples in Fire Shark as currantly thats the only game
the samples will work in had to shorten the samples size to achieve this 

Donkey Kong and donkey Kong Jr samples
better balanced the sample sounds so none get drowned out by the other

d_punchout.cpp
Updated the punchout driver to latest FBA this fixes the colour Prom loading in several rom sets

d_pkunwar.cpp
Re-ported the driver from latest FBA adding support for Ninja Kid Nova 2001 and Raiders5
hooked up the driver to use the zet2 and ay8911 cores also had to add some new IRQ handling
to zet2.cpp ZET2_IRQSTATUS_HOLD as Ninja Kid uses this command
dink also fixed the Coin Insertion problems with the Japan version of Nova2001 

d_raiden2.cpp
Dink fixed the coin Insertion issues with Raiden 2 and Raiden DX ive ported this fix across
to FBL

d_finalizer.cpp
dink fixed the bad sound in this driver which ive now ported across to FBL

d_tnzs.cpp
dink fixed Kabuki-Z making the game playable and some sound sample niggles in Kageki
ive ported this code across to FBL also added some new IRQ handling to the zet.cpp
ZET_IRQSTATUS_HOLD as this handler is now used in this driver

d_armedf.cpp
Ported the latest version of this driver across from FBA plus hooked up the 
nb1414m4 sub MCU the games use which is now supported in FBA big sound fixes
as well as major graphical improvements for all games in the driver

Ingame Options Menu
With MadMabs help ive added a new option for cab users to bring up the ingame
options menu with a A+Y button combo

d_timeplt.cpp
Added the timepilot driver and Finally managed to get the game playable seems my zet2 flt_rc.cpp 
timeplt_snd.cpp and z80 were missing a few fixes and extra code additions present in FBA
this stops the game from failing the CPU IRQ's and constantly resetting on boot

d_guyruss.cpp and d_pooyan.cpp
Now because of the above working i can now update the Gyruss and Pooyan drivers
to take advantage of many sound and graphical fixes in these games in currant FBA
previously when updated the games would like timepilot stall on boot hooked up the updated drivers
to use zet2 ay8911 and dac2 where needed

d_1943.cpp and d_karnov.cpp
Ported the protection simulation for 1943 and clones from latest FBA
plus added support for the Sub MCU for Chelnov Atomic Runner and clones

d_galaga.cpp
dink added support for Dig Dug to the galaga driver ive ported this across to FBL

d_ninjakd2.cpp
Finally tracked down the problem with Atomic Robo Kid which was dip related also
seems Omega Fighter and Omega Fighter Special Got broken as well again dip switches were
the problem anyway both games are fixed and fully playable now in FBL

POKEY Sound Core
dink ported the POKEY sound core which alotta classic Atari Games use to FBA ive ported this
across to FBL and hooked it upto the Atari Teris driver which dink also handed me this adds
full sound to the game WIP more to follow

d_aerofgt.cpp
Updated the Aero Fighters driver to FBA 0.2.97.30 this fixes the bad sound and corrupted
graphics in some levels in spinal Breakers also since the driver has had a major graphical
overall im sure all games benefit from this

d_taitox.cpp
Sorted the missing ADPCM sounds in Superman by using barrys fix from FBA 0.2.97.19
and added support for Yukiwo a prototype of Master Of Weapon to the Taitob driver

d_atetris.cpp d_millipede.cpp and new Pokey Sound Core
dink ported the Pokey sound core and the millipede driver across from MAME to FBA
ive added both the new sound core and millipede to FBL and hooked up the Pokey sound
core to the Atari Tetris driver adding full sound to the game

d_namco86.cpp
Ported IQ_132's Namco86 driver across from FBA also updated the Namco sound core
adding some new sample handling code the Namco86 games require

pokey sound core
dink added volume control to the pokey sound core this enables sound volume levels
to be set now for each game seperately at driver level ive ported these changes
across from FBA and updated the affected drivers accordingly also updated the Atari
slapstic code and gauntlet driver to latest FBA as well

d_kaneko16.cpp
Updated the Kaneko16 driver to latest FBA although keeping the older sound handling
this adds support for Pack'n Bang Bang a Rare Kaneko Prototype game also added the 
latest graphical changes done by IQ_132

Pack'n Bang Bang
the graphical fixes above also contain some brightness fade out effects which are only
present in the title screen in the bootleg versions of The Berlin Wall Pack'n Bang Bang
however is affected more by this confirmed on the PCB the backgrounds fade out in the levels
plus the continue is broken IQ added a hack so you can turn of the brightness fade feature
at dip level so in Pack'n Bang Bang the backgrounds dont fade out and the continue works
properly this is set to off by default in the driver but ive changed this to be set to on
now in FBL as the game looks prettier with the in level backgrounds plus having a working continue
is a must 

d_pacman.cpp
dink added some new 4-way joystick control code to the driver this improves the controls
in Pac-Man Ms Pac-man and Pac-Man Plus infact all games in the driver will likely control
better with this new code


d_tp84.cpp
Added some pallette code changes IQ_132 did in the time pilot 84 driver to fix game
colours in level 3 onwards

Bubble Booble
There was an issue where the games would freeze after you lost your last life either in level
or after the highscore input screen where your overall level progress is shown ive fixed this
by disabling the Dips for Bubble Bobble as this was causing the problems

d_popeye.cpp
Ported the popeye driver across from FBA

d_docastle.cpp
dink ported the Mr do's castle driver across to FBA ive now added this to FBL

Donkey Kong Driver
Updated the driver to latest FBA this adds sound to Donkey kong 3 as it's now
hooked upto the NES Sound core in the Driver had to add New M6502Idle command to 
m6502_intf.cpp/h to do this

d_mirax.cpp
Dink ported the mirax driver across to FBA from MAME ive now converted it for FBL use


d_ladybug.cpp
Added dinks 4-way joystick code which improves the controls in Ladybug and Dorodon

d_qbert.cpp
Ported dinks Q*Bert driver across from FBA it's using a v20 CPU instead of the 8088
currantly games supported are Q*Bert Q*Bert's Qubes and Mad Planets

d_chinagat.cpp
Ported across the china Gate driver to FBL which IQ-132 just added to FBA

Classic Capcom Games
dink recently improved the Emulation of the following Capcom games fixing graphical
or sound issues they may have ive ported these fixes across to FBL drivers are...
commando.cpp gunsmoke.cpp higemaru.cpp and sonson.cpp

New Universal Joystick code 
dink programmed some new universal code to handle some driver inputs like 4-Way Joystick controls
drivers now get this from joyprocess.cpp/h which is declared in burn.h ive ported this input code across
to FBL although currantly only the new higemaru.cpp driver is using it

Ported some more of dinks fixes across to FBL fixing slowdown in SnowBros Nick and Tom/The Winter Bobble
also some graphical fixes for Rygar in the Tecmo Driver

Re-ported IQ-132,s Nemesis driver from scratch this fixes some graphical and sound niggles also some
dip related problems present in the original driver i ported to FBL a while back i set it up to use
the zet2 this time because of that i had to create a new timer handler in ym1812 for City Bomber
and Kitten Kaboodle also just disabled the dips for the games this time rather than hack around with
em to sort some in game problems they were causing by being active Also added the analog controls
for Hyper Crash and Konaami GT but unfortunately for some reason it doesn't work well in FBL making
the games unplayable more or less

Added the Wiz.cpp driver to FBL iq_132 and vbt did this one 4 games supported all up and running now

Jackal.cpp
Ported iq_132 and dink's driver across from FBA 8-Way joystick versions of Jackal and Top gunner are now playable

sys1.cpp
Re-ported this driver across from FBA as it now supports 3 new games Wonder Boy In Monster Land
Toki no Senshi - Chrono Soldier and Ufo Senshi Yohko Chan plus fixes the bootleg version of
of Noboranka and sorts missing sound in Regulss.For ease of porting i hooked it up to
use FBL's Zet2 core.

lastduel.cpp
Added Latest lastduel.cpp from FBA this replaces the older madgear.cpp Led Storm Rally 2011 is
now playable used zet2 handling in the driver plus added new generic zet2 timer code to timer.cpp
this will come in handy when porting new drivers like this one

raiden2.cpp and seibusnd.cpp
Raiden 2 and DX need the Seibu Ym2151 to be no more than 30 with the MSM6295 at 100 for a decent sound balance
between the Music and FX however this was causing other seibu games like Toki to be outta synch sound wise
so i reverted seibusnd_init back to 100 for the Ym2151 and 100 for the MSM6295 and created a new raiden2_seibusnd_init
for Raiden 2 Raiden Dx and ZeroTeam keeping the balance 30 YM2151 and 100 MSM6295

d_donkeykong.cpp
dink handed me some new code for the dk driver and the nesapu sound core which adds full music and FX to Donkey Kong 3

FBL v1.22

Seibu Sound plus D-con.cpp and cabal.cpp

Dink handed me a new Seibu Sound Core with a sound fix for SD Gundam in the d-con driver and new adpcm handling for
Cabal ive re-ported the d-con driver for the sound fix and ported the new cabal driver across from FBA both games are good
ive also updated the seibu sound to latest FBA it's just missing the YM and MSM sound route code currantly which i may get
round to adding some day Also just removed the seperate init i created for Raiden 2 Raiden Dx a while back as it wasn't
really improving things soundwise all seibu games now just using the standard seibu_sound_init again.

d_srumbler.cpp

Re-ported the Speed Rumbler driver as dink fixed a few graphical problems and sorted some quite severe speed issues
present in the game

d_namco_sound.cpp

dink sorted a heap corruption issue in the namco sound core which affected all games using it ive ported this across to FBL 

d_kbash2.cpp

dink fixed the sound in this game getting the Music to work iv'e ported this code change across to FBL
in both the default and Toaplan cores

d_mcatav.cpp

updated the magical cat driver to latest FBA for some major sound and graphical fixes also the games get a
speed boost as well

More of dinks fixes

Re-ported d_bloodbros.cpp and d_mystones.cpp for graphical and sound fixes for Blood Bros sky smasher
and Mysterious Stones - Dr John's adventure

d_megasys1.cpp

Ported over a small GFX fix for 64th Street fixes the background breakable objects like cars etc etc

d_kaneko16.cpp 

dink added Wing Force to the kaneko16 FBA driver and handed me the code to easily port it to FBL added
support for the game in both the default and new cores so the game will load in HD

d_shadfrce.cpp

dink fixed an issue where the game would crash on level 4 ive ported this fix across to FBL making
Shadow Force fully playable

d_gaelco2.cpp

Iq_132 ported the gaelco2 driver across from MAME and dink ported the gaelco sound core currantly
3 working games in the driver unprotected versions of Alligator Hunt Maniac Square and Snowboard Championship
unfortunately the games will only work on upgraded xboxes with 128mg Ram in FBL

d_1945iii.cpp
added support for 96 Flag Rally to the driver which dink ported across to FBA recently

d_bbusters.cpp
Iq_132 and dink ported the Beast Busters Driver across from mame to FBA i've now added support for it
to Final Burn Legends also updated it since the original port with various Gfx and Sfx improvements 4/5/16

d_dec0.cpp
Added dinks new Rotary Code to the Dec0 driver for Heavy Barrel and Midnight Resistance these games work
the same as before except there is now a button that will spin the Rotary in the direction you are pointing
instantly also a V-blank change for the games to get rid of some slowdowns

d_snk.cpp
Ported across from FBA Iq_132 and dinks snk driver hooked it up to use the Zet2 plus ym3812b ay8911 sound cores
also updated the ym8950 sound core to latest FBA and added new zet2 timer handling to the ym3812b ym3526 and ym8950
sound cores also updated cybertank.cpp and gingaden.cpp drivers to use the new ym8950.
added some new IRQHOLD2 code for the z80 CPU and zet2 Src files

The driver is also using dinks new Rotary code for games like ikari Warriors Guerilla Wars and Victory Road
currantly Touchdown Fever and Fighting soccer are not working due to missing Rotary controls plus im having
a problem with ASO in FBL but the clones work for that one apart from the above all games are working.

d_lethal.cpp
Added dinks Fake Gun Reload to Lethal Enforcers plus some graphical improvements as well also updated burn_gun.cpp
adding some new improved code for Light Gun handling from FBA also added this code to Burn_gun.cpp in cores which
have LG games.

d_gradius3.cpp
Dink fixed some GFX problems with Gradius 3 i ported these fixes across from FBA and also tweaked the sound
balance in the game

d_lasso.cpp 
ported iq_132 and dink's lasso driver across from FBA 4 more games now playable

d_himesiki.cpp
Another iq_132 and dink Tag-Team driver which ive now ported to FBL Android a rather decent proto is
now playable along with Himeshikibu which is just a jap puzzle type game

d_snk.cpp
the Joystick Bootleg of Guerilla War was only controlable with the Rotary setup the joystick option
didn't work after some pestering dink added it for me so the game now controls with the joysticks
i've added this new code to FBL

d_battlane.cpp
added iq_132's Battle Lane driver to FBL

d_rallyx.cpp
dink fixed up some GFX problems in this driver plus sorted Jungler and added support for 4 new games
i've added the new d_rallyx.cpp driver and made some changes required for the new games to work
in timeplt_snd.cpp

d_sandscorp.cpp
another of dinks fixes seems there was a pointer problem with 2D tiles in kaneko.tmap.cpp this finally
sorts the tile layer problems that crop up in Sand Scorpian

d_rollrace.cpp
added iq_132's Roller Aces driver

d_marineb.cpp
Forgot to update this a while back as dink added support for 6 new games to the driver i've now ported
it across to FBL

d_zaxxon.cpp
decided to update this driver to have it on a par with FBA for some Gfx fixes and improvements

d_safarir.cpp
added iq_132's safari rally driver and Ozma wars which he also added to invaders.cpp


d_gaelco2.cpp
IQ_132 added support for Touch & Go plus Bang! to the gaelco2 driver these are now supported 
for 128mb xbox users in FBL

d_phoenix.cpp
IQ_132 and dink ported the original official version of phoenix and plaids to FBA i've now ported
this driver and the three sound cores the games use to FBL

d_citycon.cpp
ported IQ_132's City Connection driver to FBL

d_neogeo.cpp
ported the recently dumped Last Hope and Crossed Swords 2 MVS conversions and to FBL and hooked em up
in both the Main and NeoGeo FBL cores

d_breakthru
added iq'S break thru driver two more games now playable in FBL

d_drmicro.cpp jrpacman.cpp cclimer.cpp and pturn.cpp
added four new drivers by IQ_132 and dink Dr Micro junior Pac-man Parallel Turn Crazy Climber 
Guzzler Swimmer Silver Land River Patrol and Yamato Now Playable in FBL

m6800 CPU and seicross.cpp
Added the NSC8105 core to the m6800 CPU and then ported the seicross driver which uses this varient
across from FBA Frisky Tom Radical Radical and Seicross now playable

d_metlfrzr.cpp
added iq_132's driver for Metal Freezer across to FBL game now playable

d_btime.cpp
added dink and iq_132's burger time driver also had to make a few changes in the m6502 CPU core for this one
4 new games playable

d_djboy.cpp and hvyunit.cpp
ported across to FBL iq_132's driver for Heavy Unit and update the Dj Boy driver as both of these now use
the 18051 CPU to handle the Beast and Mermaid protection schemes these games use i've set up the drivers
and the Mermaid core to use zet2 handling with IRQSTATUS_HOLD2 also added some new CPU defines to burn.h
for the I8051

d_fastfred.cpp
added the fast freddy driver to FBL which iq_132 and dink ported across from MAME 5 new games playable

d_btime.cpp
added some new sound and Gfx improvements dink made to the btime driver also added some new code to the flt_rc.cpp
to handle the new stereo sound filters

d_galivan.cpp
Ported across iq_132 and dinks galivan driver to FBL it supports three games in total

d_thedeep.cpp
added support for The Deep to FBL one of iq_132's FBA drivers

d_1943.cpp
Added support for 1943 - The Battle Of Midway Mark II a rare prototype thanks to dink for the code

d_raiden2.cpp added support for the v33 based games on this hardware to the default and new cores
also added some new Rom load code to the new core in order to make the games boot Raiden 2 and Dx New 
plus Zero Team 2000 and New Zero Team now playable the protection in these games has been fully cracked
thanks to iq_132 and dink for the code

opwolf and cchip.c
added the latest protection fixes for Operation Wolf game now plays 100% in FBL

Konami Core Update Two
Updated the Konami core for a second time to take advantage of some sound and graphical fixes in latest FBA
went the full hog this time and updated the CPU as well as the UPD7759 sound core which the TMNT games use
then updated every driver to currant FBA and altered the cheatcode slightly for Konami games in cheat.cpp to
match up with the new CPU Also hooked up the CPU and all the drivers to use the new CPU handling in burn.h
also added some new protection fixes for Sunset Riders

d_snk68.cpp d_rpunch.cpp prehisle.cpp sys16_run.cpp and new UPD7759 sound core
because i updated the UPD7759 sound core to latest FBA to fix some sound problems in TMNT i also had to
adjust the sound init in the above drivers i've tested these and the games using the new sound core work
fine with regards to the sega core only a couple of crappy phillko bootlegs use the UPD7759 so never bothered to test those.

d_chqflag.cpp and mainevt.cpp
ported across from FBA iq_132's new driver for Chequered Flag also ported across dink's fixes for 
The Main Event making this game finally playable in FBL.

d_seta.cpp
fixed dragon unit from locking into service mode on boot game now playable

d_taito_z.cpp
dink fixed the gear shifter in Continental Circus game now fully playable i've ported this fix across to FBL
also added dinks latest code which fixes the gear shift in Chase HQ, Special Criminal Investigation, 
Racing Beat and Double Axle

d_asuka.cpp and cchip.cpp
Rolled back the Bonze Adventure C-chip simulation code to be based on MAME97 as the older code is better and makes
the game alot less likely to lockup on level restart spawns

d_aeroboto.cpp
Ported across iq_132's latest FBA driver which supports Formation Z and clones

d_sys1.cpp
added dinks Gfx fixes for Choplifter and UFO senshi yohko chan plus sorted a coin problem in both games and got
the continue mode working in UFO senshi yohko chan

d_trackfld.cpp
ported across iq_132 and dink's Track & Field from FBA

d_freekick.cpp
ported vbt's driver for Free Kick across to FBL

d_taitob.cpp
Sorted a coin problem in Violence Fight also removed screen rotation for this game as it's no longer required

d_arkanoid.cpp
Improved the paddle controls in Arkanoid by changing the inputs to use mouse x-axis this makes the game playable
now also set the continue mode to default to on.

d_tnzs.cpp
improved the paddle controls for Cameltry it was moving a little too fast before

d_taitoh.cpp
ported across to FBL iq_132 and dink's FBA driver for the games using Taito h hardware

d_bublbobl.cpp
added Bubble Bobble Ultra Hack

d_cabal.cpp
Fixed player 2 button 3 which was incorrectly mapped as player 1

d_neogeo.cpp
Fixed a small Gfx problem with Blazing Star plus added a new dump of the 236-v2.v2 rom for the Irritating Maze
which fixes some missing Sfx and sounds in the game also added Metal Slug 3 Extra Violence Hack thanks to dink for the code

d_nmk16.cpp and tlsc90 CPU
seems i broke Arcadia /Rapid Hero a couple of builds back so decided to dual launch this driver using the new core
this fixes the game and any others in that driver that had VMM problems should be sorted now also

FBL v1.23

d_twincobr.cpp and TMS32010 CPU
iq_132 and dink co-venture porting the twin cobra and TMS32010 iq did the driver and dink the CPU i've added support
for these to FBL hooking the driver up to the zet2 and ym3812b i've set this to load in both the default and toaplan
cores adding the code required for the CPU Zet2 and ym3812b src files to the Toaplan core

d_wardner.cpp
ported across iq_132's driver for Wardner and Pyros, same setup as the above

d_demonwld.cpp
following on from the above work added the latest driver for Demons World / Horror Story which now uses
the TMS32010 CPU instead of the CPU bypass hack and also has a couple of Graphical fixes done by dink

d_samesame.cpp
Set the samples for Fire Shark to autoloop in the driver and reduced the samples in size this makes the game stutter less
as the samples are loaded/unloaded 

d_simpl156.cpp
dink sorted a problem with the service mode in Charlie Ninja which was causing the game some issues i've added this
fix now to FBL which sorts all the problems this game had

d_asterix.cpp
added missing player 2 start button

d_pgm.cpp
added support for Oriental Legend Special (Unprotected)

Five New Dual Launcher Cores
FBL users reported problems with some Konami games running out of memory during load which meant they stopped
working so i've added a Konami core to fix this also since i know some games have trouble loading in HD in the 
Data East and Sega cores i went ahead and finally made new cores for those games also plus two extra for Irem
and Taito then removed the now obsolite Other Core.

d_darius2.cpp
following on from the above work i've ported barry's code improvements for the triple screen Taito games
this boosts the performance in Darius 2 and Warrior Blade i need this code now as i got rid of the other core
in which Darius 2 played faster.

d_megasys1.cpp
Added this driver to the New core to give it a Dual Core launch to sort some HD loading troubles some games in
the driver had.

d_kaneko16.cpp
With dinks help i fixed Great Thousand mile Rally Gfx issues due to when Wing Force was added a while back

Konami Fixes
added some changes dink made to tthe mystwar and gijoe drivers this fixed the GFx problems in Martial Masters and
sorted GI Joe from crashing 

d_taito_l.cpp
ported across from FBA iq_132's Taito L driver

d_cps2.cpp
Fixed button 3 in Megaman 2 which wasn't mapped correctly in FBL

d_asterix.cpp
sorted a problem with the dips which were locking the game into service this was caused by the earlier missing
input additions

d_baraduke.cpp and pacland.cpp
ported across dinks good sound fixes for Alien Sector/Baraduke, Metro Cross and Pac-land

d_ssv.cpp
added iq_132's ssv driver v60 CPU core st0020 GFX and the UPD7725 sound core then updated the ES5506 sound core to
latest FBA small change in bitswap.h then all the above compiled set a dual core launch up for this driver and as per
dink reduced the DSP CPU clock to remove slowdowns in all of the games iq_132 reduced the mem requirements of the GFX
loading so more of the games will boot on a standard Xbox every game in this driver is now playable except for
Vasara 1 and 2 which require an upgraded 128mb Xbox in order to boot.

d_jchan.cpp
following on from the above iq_132 gave me a pointer or two about how to reduce the mem load for the GFX in the 
Jackie Chan games Jackie Chan - The Kung-Fu master now boots and is fully playable on a standard xbox the second
game Jackie Chan - Fists Of Fire has some VMM related GFX niggles on some of the level backgrounds but apart from
that it's fully working.

d_seta.cpp and d_seta2.cpp
added dinks new update to the M6502 CPu which now supports the M65c02 Sub CPU this adds sound and fixes the inputs
in a few seta 1 games making them fully playable in FBL also updated the seta 1 and 2 drivers and the X1010 Seta
sound core this improves the sound in all of the seta based games and there's also some graphical fixes for the
seta 1 games.

d_ssv.cpp and seta.cpp
ported across some more Gfx improvements for the SSV driver and some input and sound fixes for seta.cpp

d_firetrap.cpp
ported across to FBL iq_132's driver for Fire Trap this game needed +T+'s input hack for the Crazy Climber games 
same kinda interface

d_bogeymanor.cpp and cloak.cpp
ported across iq_132's drivers for Bogey Manor and Cloak & Dagger

d_samesame.cpp d_vimana.cpp and tekipaki.cpp
added the new MCU sound code to the above drivers enabling full sound and music in Fire Shark Vimana and Teki Paki
also removed the samples for Fire Shark as they are no longer needed thanks to derek for the code.

d_armedf.cpp and I8051 CPU
added support for the newly dumped Sky Robo / Tatakae Big Fighter some small changes need in the CPU for these ones
big thanks to dink for the code

MCS51 CPU Core and d_armedf.cpp d_djboy.cpp and hvyunit.cpp
ported across from FBA the new MCS51 CPU core which replaces the buggy I8051 CPU which was causing issues in
Tatakae Big Fighter / Sky Robo hooked up the Armed Formation DJ Boy and Heavy Unit drivers plus Mermaid prot to use it

d_rohga.cpp
Added support for Hang=Zo to the Rohga Armor Force driver thanks to iq_132 for the code

d_wrally.cpp
Ported IQ_132's and dinks Wrally driver across to FBL more info of what i've had to change to get this one to work......

tiles_generic2.cpp/h and tilemap_generic.cpp/h
added new tile handling from latest FBA to save me alotta testing and incase any games break graphically
when using the new tile handing as seen in FBA of late i decided to just rework these new files to be
tiles_generic2.cpp/h and hooked this up with the new tilemap_generic.cpp only wrally.cpp is using this
currantly as all the other drivers will stay using the original tiles_generic.cpp/h

tiles_generic.cpp/h
i had some extra Gfx handling in the previous version namely drawzoomedtiles2 which a few drivers were using
aerofgt.cpp nemesis.cpp and taito_h.cpp i've changed this to be drawzoomedtilesb and changed the drivers to use
this new handler as drawzoomedtiles2 is now a part of tiles_generic2.cpp/h

I8051 MCU
updated the MCU once more as it has new code additions to make World Rally work i then updated armedf.cpp djboy.cpp
hvyunit.cpp and mermaid prot again to use the new MCU code handling changes.

MSM6502c.cpp/h for wrally.cpp
World Rally needs some new banking code which is not compatable with my MSM6202b sound core i added a while back so to
save me having to update the sound core once more and then the 7 or so drivers that use it in the end it was easier for me
to port a third version just for Wrally and call it MSM6502c this also saves me from having to do a ton of testing.

gaelco_crypt.cpp/h
New encrytion for World Rally means i had to remove some of the same code from the gaelco.cpp driver as having the same
code defined in seperate Src files will always cause link conflicts apon compile both wrally.cpp and gaelco.cpp are now
hooked up to the new encryption files.

d_fukkifg3.cpp and Sek.cpp
dink and IQ_132 betweem em sorted a problem with the M68ec020 part of the M68k CPU core this fixes Asura Buster which would
lock up on the third fight dink added the fixes to my Sek.cpp file and now Asura Buster is 100% playable in FBL.

d_rohga.cpp
dink sorted a problem with the sound fx in Hang-Zo which were not being played i've ported these fixes across to FBL

d_seta2.cpp
unlike the other drivers in the psikyo core which are tied to Gfx UniVMM code seta2 doesn't use this so to free up
a little mem in the psikyo core i've shifted this driver across to load in the New core instead.

Sega changes
added barrys code from FBA which gets Lock On playable in the sys16b.cpp driver this needed some new sound and Gfx code
i've isolated the Gfx code so only Lock on uses it as the changes the video code and new generic palette handling actually
break quite a few Sega games in currant FBA but is fine for this game all the other Sega games will remain using the
original FBL handling for the Gfx.

y_board.cpp sys_run.cpp sys16_gfx.cpp and all the Sega drivers
i was using older Gfx handling in FBL which +T+ added as it was meant to improve the performance in Outrun but i've just
found out it actually breaks the Gfx effects in Cotton plus is responsible for many Gfx niggles in the Sega games i've
reverted this and FBL now uses the correct Sega Gfx code for the version it's based on.also removed Yboard IRQ hack
from the driver and added some IRQ changes from later FBA to sys_run.cpp which replaces these hacks which actually 
cause some serious graphical problems in Power Drift and to a lesser extent causes some niggles in the other Y-Board
based games.

d_namcos1.cpp
Added support for iq_132's Namco System 1 driver which was in turn tided up by dink hooked it up to use tiles_generic2
and the Dac2 sound core in FBL, had to add some new code for this to the M6800 and M6809 CPU cores then update the
namco_snd to latest FBA and change around the sound init handling slightly in all 8 drivers that use it finally i had
to add some new 16Bit handling to my Dac2 sound core.

d_yboard.cpp
Improved the steering in Power Drift a fair bit by setting the cursor input speed to 3 in the driver for this game

d_skykid.cpp and Baraduke.cpp 
updated both these drivers for some nice sound fixes done by dink for Baraduke Metro-Cross and Sky Kid

d_namcos86.cpp 
ported across dinks recent fixes which sort a small graphical problem in Rolling Thunder

d_arkanoid and d_tnzs.cpp
following on from Power Drift i've also now reduced the Cursor Speed for Arkanoid 1 and 2 plus Plump Pop
making all the above games now control better in FBL also ported across a fix to get the continue mode
to work correctly in Arkanoid 2 which dink sorted the other day.

d_fuukifg2.cpp
ported across iq_132 and dinks latest driver and hooked it up to use the new FBL tiles_generic2 Gfx handling
also had to add some new Gfx fixes that iq_132 did for these games to the Tilemap_generic.cpp/h files

d_bwings.cpp
added support to FBL for iq_132's driver for B-Wings and Zaviga and hooked this one up with the new Gfx code
also big thanks to dink for advice with rolling back some of the M6809 CPU IRQ handling to FBL standards.

d_shadfrce.cpp
updated this driver to latest FBA and hooked up with tiles_generic2 to take advantage of iq_132 recent Gfx
improvements eg adding the raster effects for Shadow Force.

d_esd16.cpp
updated this driver also for some Gfx and Eprom saving improvements done by dink a couple of new games
are now playable also.

d_fantland.cpp
added this driver to FBL hooked upto the Zet2 dac2 and tilesgeneric2 big thanks to dink for making some
changes to the FBL vez src files that this driver needed.

d_kaneko.cpp
caught up on a few fixes i'd missed for a couple of games in the driver namely Shogun Warriors and Wing Force

Taito drivers
Added support for iq_132's driver for Super Rider and then updated the Chack N Pop driver with a small Gfx fix 
that dink did for the game and then i sorted it from loading the wrong way up in FBL.

d_kchamp.cpp and travrusa.cpp
ported across iq_132 and dink's latest drivers adding support to FBL for Karate Champ, Traverse USA and Shot Rider

d_xain.cpp
added dinks fixes for Xain'd Sleena which sorts random game lock-ups and a sprite flickering issue

d_hyperspt.cpp
added iq_132's driver for Hyper Sports and Road Fighter to FBL hooked it up to use the tilesgeneric2 Gfx
Zet2 for Z80 CPU plus DAC2 and sn76496b soundcores.

d_junofrst.cpp
ported across iq_132's driver for Juno First used DAC2 and AY8911 soundcores plus zet2 for Z80 CPU hookup.

d_vez.cpp and d_fantland.cpp
The vez hook file to the NEC CPU was altered slightly to accomodate the fantland driver just some new memmap
handling which only the games in fantland will use plus a small line of code was removed to fix the sound in
Galaxy Gunners.

Wheels Runner Related
However in order to fix the title screen in Wheels Runner some changes were needed for the PPmem Read Write Fetch
and Fetch data values along with VEZ_MEM_SHIFT this sorts some Gfx issues in Wheels Runner but i reckon this also
makes the rest of the games which use the NEC CPU take a small hit in performance..???

Im not 100% maybe it's all in my head :) but i suppose a broken title screen in Wheels Runner when the rest of the
game is graphically perfect is a small price to pay to make sure the rest of the games using the NEC CPU are not
negatively affected so i've reverted the above changes in vez.cpp which sorted the Wheels Runner Gfx problems for now.

System18.cpp Seta.cpp and YM2612/YM3438 RF5C68 soundcores
updated the above soundcores to currant FBA only Sega System 18 games and one game in the Seta driver use these
this improves the sound in all the games plus i also added a further sound bugfix done by dink for Hammer Away.

d_slapshot.cpp
added dinks default lightgun calibration settings to this driver which removed the need to setup the inputs in
Operation Wolf 3 this also required some small code additions to the timekpr Src files.

New core and Xtra core
after getting some reports of certain games not loading in HD in the default and New cores ive created an Xtra
core and setup dual core launching method for some new drivers and shifted some across that booted in the New core
to lighten the load and free up some mem in the new core this should fix the games reported as broken in HD.

d_dogfgt.cpp
added support for iq_132's new driver for Acrobatic Dog Fight

d_capbowl.cpp
ported across iq_132's driver for Capcom Bowling now that dink hooked up the trackball controls in the games
bring them to a playable state, i also hacked the cursor control values in the driver to make the inputs
handle a bit better on xbox gamepads.

d_alpha68k1.cpp
iq_132 decided to split the alpha68k driver into three seperate drivers as the games all use different code
this is the second driver of three supporting Paddle-Mania and The Next Space Super Stingray and Kyros are
already supported in the original alpha68k driver with a third one supporting all the rest of the games
to follow soon also had to add some new pallette code from FBA for this one.

d_bublbobl.cpp
ported across a small inputs fix done by barry for Dreamland a Bubble Bobble bootleg

d_x-board.cpp
Fixed the Gear Shifter in GP Rider

d_bottom9.cpp
Fixed some GFx problems in Bottom Of The Ninth

d_taito_z.cpp
Fixed a dip swich problem with Enforce game now boots and is playable.

d_sys16b.cpp
changed Bullet to load in single core only as with a dual core launch it breaks the fire directions on joystick two
i can only conclude that there is some code connected to this somewhere in the FBL code in the default core.

d_4enraya.cpp
As per dink made a small change in the z80 IRQ code in this driver to fix some speed issues in 4 En Raya

d_mugsmash.cpp
fixed a coin problem in Mug Smashers making the game playable in FBL

Fixed some more games that were getting locked into service mode in FBL namely Naughty Mouse and Sokonuke Taisen Game

d_galaxian.cpp
fixed the inputs for Rock Climber so that both sticks now work on a Xbox gamepad

d_taito_b.cpp
dink sorted a coin problem and some graphical issues in Hit The Ice game is now playable i've ported these
fixes across to FBL.

d_pacman.cpp
IQ_132 added support for Eeek!!! a recently dumped and long time wanted game i've also added it to the pacman
driver in FBL.

d_galaxian.cpp
dink added a missing input for the Rotary Turns in Stratagy- X i've added this also to my FBL driver.

d_galaxian.cpp
Fixed the missing joystick two mappings for fire directions in Lost Tomb

d_tutankhm.cpp
Fixed missing joystick two mappings for fire directions in Tutankham

d_yiear.cpp
fixed a dip problem which prevented this game from coining up in FBL

d_sidearms.cpp
Decided to update this driver to currant FBA standards to improve some of the games which had all manor of problems
due to hacky methods i used when i originally ported it back in the day all the games are good now.

d_seta.cpp
dink fixed Downtown Joystick hack which got broken during the recent changes in the driver he also hooked up the trackball
inputs and the sub MCU in Krazy Bowl and U.S. Classic bring these two games to a working state i've added these new code 
improvements to FBL also.

d_gauntlet.cpp
dink hooked up the pokey sound core to this driver adding Sfx to Gauntlet 1 and 2 just the speech is missing now 
due to FBA needing the sound core which drives it i've added the new code to the FBL version of this driver.

PGM 
Added the PCB versions of Demon Front SVG Spectral Vs Generation and The Gladiator Road Of The Sword plus
i also fixed up the last official PGM games that did not work in FBL namely Happy 6 in 1 Dragon World 2001
and Dragon World Pretty Chance.

d_shootout.cpp
Added support to FBL for iq_132's driver for Shootout game now playable

d_wiz.cpp
Hooked up the samples dink created for the Shoots and Explosions in Scion and Stinger

d_finalzr.cpp and kangaroo.cpp
Ported across some recent sound and graphical fixes for Finalizer, Funky Fish and Kangaroo also hookedup d_finalzr.cpp
to use the Resnet GFX.

d_alpha68k2.cpp
Ported across the final driver in the Alpha68k set it uses alotta the same code as the previous driver i already add to
the FBL Src Gang Wars, Sky Adventure, Sky Soldiers, Time Soldiers and Super Champion Baseball are now supported in FBL

nvram saving and eeprom.cpp
Enabled some code that had been disabled in eeprom.cpp which fixes the nvram saving in the CPS2 games and any others
in drivers that use the same nvram eeprom combo for the service modes.

d_taitob.cpp
Fixed the USA and Japan versions of Silent Dragon from locking into service mode apon boot both versions of this
game are now playable in FBL.

d_aztarec.cpp
sorted the missing inputs that rotate the Ship game now 100% playable in FBL

d_raiden2.cpp
Added support for another version of New Zero Team

d_dynaduke.cpp
Updated this driver to latest FBA this sorts a few Emulation niggles with Dynamite Duke in FBL plus the sound has been
improved also.

d_segae.cpp
Added support for vbt's Sega System E driver to FBL however only three more games are playable as the driver
currantly does not support all the games on this System.

d_guwange.cpp
Ported across a small gfx fix for the sprites done by dink a few builds back which i seemed to miss at the time

eeprom.cpp
Reverted the above changes to the eeprom code for now as more testing will be needed

FBL v1.24

d_mappy.cpp and d_gaplus.cpp
Ported across iq_132's new Namco drivers plus the namcoio machine files these games require for the inputs and
coins etc etc this also needed a small change for the Romloading in load.cpp some new sound handlers in namco_snd.cpp
plus i had to use roll back the FBA sample define in the driver to use the older FBL handling all of these games
needed the dips disabled as well or they would lock into service mode on boot.

d_ladybug.cpp
Added dink's recent graphical improvements for Space Raider.

d_galaxian.cpp and sys1.cpp
Added a couple of Small GFx fixes dink did for Frogger and Pitfall II

d_dblewing.cpp
Added FBA's latest driver which is for Double Wings iq_132 did the driver and dink the Deco146 prot set this driver
up in both the default and Data East cores in FBL.

DECO16 drivers
Rebalanced the music and Sfx levels in all the DECO 16 drivers as some games had either music or sound effects
that were drowning each other out i then added dink's tempo / speed improvements for the music so it plays
at the correct speed in a few Data East games, hooked deco16ic.cpp and all the affected drivers to use FBL's 
msm6295c sound core i then updated the graphical handling to latest FBA this fixes all manor of small graphical
niggles in many of the games plus Nitro Ball which was plain broke and Ed Randy/Robocop 2 on vertical levels 
unfortunately this kills the speed in the latter two games but they were broken and unplayable on the vertical 
levels anyhow finally removed old protection handling and replaced it with the latest DECO146 prot code in the
drivers that use it.

d_rohga.cpp
sorted a problem with Hangzo caused by a dip issue where random numbers would appear on the screen while ingame,
hidden debug mode activated by service error..???

d_psychic5.cpp
Updated this driver to latest FBA to take advantage of some graphical and sound fixes dink done recently.

d_othunder.cpp
I added support for a new dump of Operation Thunderbolt which is single player only and has some gameplay
changes over the versions of this game we have already.

d_opwolf.cpp
Added support for the Japan Sc version of Op Wolf not sure what diffs there are over the original
versions we already have.

d_gaiden.cpp
Spruced up this ole FBL driver adding the latest Video and Prot fixes for Raiga - Strato Fighter
and better balanced the sound in all the games.

d_ajax.cpp
ported across dink's recent graphical tweaks for Ajax / Typhoon

d_djboy.cpp
fixed a sound problem in this game by ported across dinks soundbank changes also better balanced
the sound in the FBL driver.

d_hvyunit.cpp
added some small timing and palette improvements via FBA and dink.


d_bublbobl.cpp, d_chaknpop.cpp, d_flstory.cpp, d_renegade.cpp, d_retofinv.cpp, d_tigerheli.cpp.
Added the recent Taito/Toaplan MCU dumps for a number of games in the above drivers
code via barry and dink.

d_tigerheli.cpp
Also added support for a new playable game called Performan to the FBL driver.

d_alpha68k2.cpp
ported across a small Romloading fix via dink that gets Gold Medalist playable.

d_pitnrun.cpp
added iq_132's driver for pitnrun primarily for Jump Kun a new prototype recently dumped
by shoutime the other game in the driver Pit N Run has FBA Emulation problems currantly.

d_pgm.cpp
I added support for Dodonpachi III a new dump of Dodonpachi Dou Ou Jou that incorporates
gameplay elements of both the original and black versions of these games and has more text
in English.

d_bublbobl.cpp
Added the newly dumped prototype of Bubble Bobble which has quite a few differences over the
final released versions thanks to dink for the code.

Last of the Toaplan MCU dumps

d_ghox.cpp and tekipaki.cpp
Barry added support for the z180 CPU core and hooked it upto the ghox driver and the new MCU
dump which gives full sound and music in Ghox then dink added another MCU dump for Whoopee
in the Teki Paki driver which now has full sound and music also.

I've added all of the above code to FBL in the default and Toaplan cores just a little code
refactoring was needed in the CPU core and mostly sound handling in the drivers to get everything
to build in the FBL source.

d_thoop2.cpp
Ported across iq_132's heavily modded driver for TH Strikes back which is coded to perform better
on lesser hardware like the xbox, hooked it up to use tiles_generic2 and MSM6295c also ported
across the latest watchdog.cpp/h for this driver.

I've set it up to load in the Dual core method adding the above files where needed to the New core.

d_megasys1.cpp and d_contra.cpp
Added dinks sound tempo fix for the games in these drivers the music now plays at the correct speed
also updated the Contra driver to latest FBA for some extra graphical and sound improvements.

d_thunderx.cpp
finally better balanced the sound between the music and the Sfx in Super Contra and Thunder Cross

d_88games.cpp
added dink's small graphical fix for 88 Games which sorts the targets on the archery event

d_invaders.cpp
added sample support for Ozma Wars to this driver not sure who hooked up the samples the 
general consensus being it was iq_132

d_glass
ported iq_132's driver for glass across to FBL

d_wrally2.cpp
Added iq_132's driver for World Rally 2 and set it to launch in both the default and New cores
and hooked it to use tiles_generic2.cpp this driver has been modified to reduce the mem requirements
so the game will boot and play on a default Xbox console and has a nice hack in the graphical code
to default to single screen mode.
64mg xbox console

d_ghox.cpp
Added a small grahical fix via dink for this game as the new MCU dump handles some new graphical
features which were previously unemulated.

d_sys1.cpp
another small fix via dink this time to fix the broken dip switches in Wonder Boy in Monsterland

d_nemesis.cpp
The jap version of Life Force was missing an input button for secondary weapon fire dink added
it for both FBA and FBL.

d_lastduel.cpp
dink fixed sound and some game breaking graphical problems in Last duel, Led Storm Rally / Madgear
these improvements have now been added to the FBL codebase.

d_deco32.cpp
added iq_132 and dink's driver and updated deco16ic.cpp once again to very latest FBA, iq_132 
optimized the deco32 driver graphically so the games will have a performance boost on lesser hardware
like the xbox and will require less mem to boot so apart from Dragon Gun all of them work in FBL on a 
standard xbox.

I removed support for Tattoo Assassins from the driver as the new sound core for this rather crappy game
would have needed me to update two CPU's and two sound cores in the process, finally i added in
the speedhacks from older MAME which significantly boosts the performance in the games which have
the idle skip on the ARM CPU.


d_backfire.cpp and vaportra.cpp
added dinks nice single screen hack for Back Fire and the Vapor Trail driver required updating due
to the video code changes in deco16ic but this removes some nasty graphical hacks from the driver
so it's win win.


d_megasys1.cpp
Added via dink the recently dumped prototype called In Your Face

d_seta2.cpp
Added A-Blast

d_deco32.cpp
Added in the speedhacks for all the games in the driver with dinks help for the Fighters History
versions and USA region of Night Slashers these games are now real speedy on the xbox.

Gaelco WIP
added via dink Last KM to the gaelco driver and tidied up the inputs and dips for World Rally 2
i then updated the gaelco soundcore to latest FBA which vastly improves the sound for the
gaelco2 games.

d_flower.cpp
Added support for Flower and the new soundcore it requires via iq_132 and dink.

d_blktiger.cpp
ported across some recent graphical improvements for Black Tiger and then hooked up
the MCU removing the previously simulated hacks code via dink

Sort by Favorites 
Rocky5 fixed FBL's sort by favorite games which got broken when i added some new cores 
and set more drivers to dual core launch a while back.

NeoGeo Unibios 2.3
Rocky5 set FBL to boot all the Neogeo games using the unibios 2.3

Exit game options
Rocky5 added a new option to exit the games which will be of great use to
those that use arcade sticks.

d_dblewing.cpp
Ported across dinks recent fixes for the CPU sound IRQ commands in Double Wings
this stops the sound or music from cutting out or playing incorrectly in the game

d_mario.cpp
dink added i8039 simulation and hooked up the dac soundcore enabling full sound and music
for Mario Bros.

d_dkong.cpp
There was a small error in this driver which resulted in the Japan version of Donkey Kong 3 
having no sound as it was using the wrong frame i've fixed that now, plus changed the balance
between the Dac soundcore and the samples it was even in FBA but the samples should be 30 lower,
in FBL however 75 for the dac and 25 for the samples seems better.

d_gauntlet.cpp
dink ported the TMS5220 soundcore which handles the speech in quite a few Atari games across to FBA 
and hooked it up to the gauntlet driver, i've added this code to FBL also and as a result both 
Gauntlet and Gauntlet II now have 100% emulated sound.

d_segae.cpp
Finally got around to updating the Sega System E driver to latest FBA which now supports more games
plus some input and graphical improvements have been done since i first ported this driver across
to FBL, currantly all games are playable but Opa Opa needs to be coined as soon as it boots before
it locks up on the title screen due to some missing VDP support in FBA, if you coin it quickly and 
make sure to keep the credits topped up then it's fully playable.

d_m90.cpp
Risky Challenge is now playable thanks to iq_132 and dink, this required me to update parts of the 
driver to latest FBA as the game needed some changes to the video and sound handling which at the same
time also sorts some niggles with all the other games which are supported in this driver.


UPD7810 CPU and Taito C-chip emulation 

d_asuka.cpp, d_taitof2.cpp, d_taitomisc.cpp, d_taitox.cpp
The Taito C-Chip MCU's were recently dumped for a number of games dink added support for 
these new dumps into the FBA codebase, i've now ported the code changes across to FBL
and added iq_132's FBA UPD7810 CPU core which handles the C-Chip emulation.

Currantly Bonze Adventure, Mega Blast, Rainbow Islands, Rainbow Islands Extra, Superman and Volfied
now use the proper C-chip MCU's in FBL this just leaves Operation Wolf using the ole simulation code
for now until such times as we have a dump for that game

The C-Chip did make Bonze Adventure and Mega Blast drop by 20fps so i've underclocked it to 2mhz so 
we keep the speed up in these games, the MCU doesn't do all that much other than send and receive data
from the main CPU, so in this case changing the clock doesn't really affect the game i've fully
tested em anyway and no problems were found.

d_foodf.cpp
ported across iq_132 and dink's driver for Atari's Food Fight, also had to update the pokey soundcore
to latest FBA standards i then tested all the other games which use this soundcore in FBL and they passed
with flying colours.

d_combatsc.cpp and KO7121 video
Added support to FBL for iq_132's new driver for Combat School and new K07121 video which it uses, 
i had to hook this upto tiles_generic2.cpp plus add some new graphical handling for transtabsprites
in the process which sorted some graphical niggles here and there in game.

d_nemesis.cpp
dink made some changes to his analog input code improving it for games in the nemesis driver, i've added
these changes to FBL and finally both Hyper Crash and Konami GT are playable.

d_snk6502.cpp + SN76477 and SNK soundcores
added iq_132 and dink's driver for the snk6502 games plus the two soundcores needed, i hooked the driver
to tiles_generic2 plus rolled back the sample handling to FBL standards, one last thing to do was i
needed to use the older style M6502 CPU address decryption which i added for each game in the driver.

d_crbaloon.cpp
To squeeze a little more out of the new SN76477 soundcore i decided to add support for Taito's
Crazy Balloon driver via iq_132 and dink

d_flkatck.cpp
by request i ported iq_132 and dink's driver for Flak Attack / MX-5000 across from FBA
may as well make some more use of the KO7121 video i recently added for Combat School
with some advice from dink i managed to work around the recent major soundcore updates
in FBA which this driver is a part of.

d_mmagic.cpp
Added support for iq_132's driver for Monkey Magic, mainly because it's not playable on the
xbox plus it makes the FBL sample support go that little bit further.

d_moo.cpp
fixed player 3 and 4 inputs for Bucky O, Hare and Wild West Cowboys Of Moomessa code via dink

FBL v1.25

d_deco32.cpp
fixed Dragon Gun from crashing on load due to only 2 OKIM6295 being defined in the soundcore
which does actually support four, i also then snagged dink's latest version of the driver
which has some graphical and sound improvements for this game plus the crash on the last boss
when it changes forms has been fixed.

For reasons of lazyness as i cant be assed testing a bucket load of games i've just coded the
above changes in the Data East core as Dragon Gun boots in that one anyway and it meant i only
had to test a dozen or so Data East games which after the MSM6295 change were fine.

d_taitosj.cpp
Ported across dink and iq_132's driver for some really nice Taito games had to do the usual
reworking so it'll be correct for this ole core, also had to rollback the DAC and AY8910 code
to FBL standards due to some major sound core changes recently done by the FBL boys, all
15 games this driver supports are playable.

d_williams.cpp hc55516.cpp and 6821pia.cpp
Added support for iq_132's and dink's driver machine and sound speech core for the Williams
games, had to add in some new joystick_process code to handle to both the inputs plus the
special hack that adds fake left and right controls, and finally rework the DAC code to 
FBL core standards all supported games in this driver are fully playable.

d_taitomisc.cpp
Via dink i hooked up the c-chip which was recently dumped for Operation Wolf this more or less completes
the set minus Rainbow Islands Extra which will use a Fake C-chip for now, removed the old c-chip code 
completely from the sources now it's no longer required, Operation Wolf can now be considered 100%
emulation wise finally.

d_taitox.cpp
Following on from the above after some info from dink i fixed up Twin Hawk in this driver which he
accidently broke the inputs for when making the C-chip changes.

d_jedi.cpp and Pokey Sound Core
I ported the Return Of The Jedi driver across from FBA then updated the pokey to latest FBA
due to this game requiring stereo sound, updated all the other Atari drivers which use the pokey
due to some code changes in the new one.

d_tecmosys.cpp and new YMF262 soundcore
Ported across from FBA dink's recent work with the tecmosys driver namely adding support for
the soundcore which was required for both games in the driver Toukidenshou Angel Eyes and
Deron Dero Dero.

I kept the code for this in the psikyo core only to save the default core getting any larger
plus the driver is set to boot in there anyway, a small change was required in the both the YMZ280B
soundcore plus i had to make some adjustments to timer.c and burn.cpp to handle some new Burn timer Synch
code i then set the driver to use my msm6295c sound core and rolled back some code handling to what FBL
would expect.

FBL v1.26

I created a new core and named it Seibu in which i'll now be supporting the following drivers...

d_bloodbros.cpp
d_cabal.cpp
d_dcon.cpp
d_deadang.cpp
d_dynduke.cpp
d_legionna.cpp
d_raiden.cpp
d_raiden2.cpp
d_toki.cpp

Seibu core updates


Updated the YM2151 and YM2203 soundcores to later FBN so they now support multi channel panning 
and then hooked up the drivers and seibu_snd.cpp to my MSM6295c and YM3812b soundcores, this 
improves the sound greatly in all the games supported in this core as all the sound devices 
these games use are now on a par with each other and the latest FBN.

Updated the ADPCM samples in seibu_snd.cpp taking dinks improvments from the latest core which
improves the sound hugely for Cabal and was needed for Dead Angle.

Finally updated all the video code to latest FBN as that was required to support the new legionna
and deadang drivers but all the drivers should benefit in some way, the last thing to do 
was hook up some new CPU_RUN handling in burn.cpp