Version 0.6.0
-------------
 - Enable building the core as a static archive
 - Enable the use of libgambatte as a system-wide library
 - Create a libgambatte example program to demonstrate how to use libgambatte
 - Major build improvements and refactoring
 - Code quality improvements

Version 0.5.1
-------------
 - Build improvements
 - Increase standards compliance and code quality
 - Add the SoX Resampler for higher quality (but higher CPU usage) resampling
 - Add SameBoy's "Modern - Accurate" colour correction

Version 0.5.0
-------------
 - Initial tagged release after fork from final public revision of Gambatte
 - Stricter build flags
 - Removal of stale, bitrotten code
 - Rearrange and simplify codebase layout

--------------------------------------------------------------------------------

-- 0.4.1 -- 2009-01-10
libgambatte:
    - Fix HqXx filter pitch.
    - Fix mbc2 not getting a rambank.
    - Make sure to reset passed pointers when deleted. Fixes potential crash
      when loading ROM during OAM busy.
common:
    - Substantially improved rate estimation averaging.
    - RateEst: Add a convenient way of filtering measures that extend beyond
      a buffer time, and are as such probably invalid.
    - RateEst: Allow using a custom timestamp in feed().
    - RateEst: Keep a queue of the last ~100 msec worth of samples and
      duration, and filter out collective samples that give a pre-estimate
      that seems way off.
    - Replace "Game Boy / Game Boy Color emulator" with "Game Boy Color
      emulator" for now to avoid misleading anyone on the current status.
gambatte_qt:
    - Disable BlitterWidget updates (paintEvents) while not paused.
    - QGLBlitter: Do a cheap front blit rather than a vsynced flip if audio
      buffers are low.
    - Allow BlitterWidgets to opt in to get paintEvents while unpaused. Do so
      for QGLBlitter since it may need to clear buffers afterwards.
    - QGLBlitter: Try to blit right after sync in the case of single buffering.
    - Up default audio buffer latency to 100 ms (some common system audio
      servers require a lot of buffering to work well).
    - Adaptively skip BlitterWidget syncs if audio buffer is low, in a manner
      that should minimize wasted skips in sync to vblank situation, and tries
      to be non-disturbing. This replaces frame time halving, and blitter
      specific rescueing.
    - Clear display buffers in DirectDrawBlitter and Direct3DBlitter in
      exclusive mode, since blits don't necessarily cover the entire buffers.
    - DirectDrawBlitter: Make sure that a minimum amount of time has passed
      between calls to WaitForVerticalBlank, since it can return in the same
      vblank period twice on a fast system.
    - DirectDrawBlitter: Support vsync for refresh rate ~= 2x frame rate.
    - DirectDrawBlitter: Refactor somewhat and get rid of a couple minor
      potential bugs.
    - DirectDrawBlitter: Some tweaks to get updates closer to sync time in
      certain situations.
    - DirectDrawBlitter: Some tweaks to better support DONOTWAIT.
    - DirectDrawBlitter: Make only updating during vblank while page flipping
      optional.
    - Direct3DBlitter: Some tweaks to get updates closer to sync time in
      certain situations.
    - Filter out very short frame times in frame time estimation.
    - Don't adjust frame time during turbo, but rather skip BlitterWidget
      syncs to speed up, which avoids vsync limits without disabling vsync.
    - DirectDrawBlitter: Add triple buffering option.
    - Direct3DBlitter: Use D3DSWAPEFFECT_DISCARD in non-exclusive mode.
    - Direct3DBlitter: Allow triple buffering and vblank-only updates in
      non-excusive mode.
    - Rename "Page flipping" in Direct3D and DirectDraw blitters to
      "Exclusive full screen".
    - Pause audio on win32 titlebar clicks/drags to avoid looping audio due to
      underruns from blocked timerEvents.
    - Use wildcards for platform detection to avoid being unnecessarily
      compiler/architecture specific. Fixes bug 2377772.
    - Rewrite most of DirectSoundEngine, supporting primary buffer option,
      making it more robust, correct and hopefully cleaner. Only use part of
      the primary buffer if the desired buffer size is lower than the
      primary buffer size.
    - Direct3DBlitter and DirectDrawBlitter: Force blocking updates when sync
      to vblank is enabled. Some updates only block if there's a prior
      unfinished update in progress. This screws up frame time estimation in
      turn screwing up vsync. To fix this we do a double update (and extra blit)
      if close to a frame time period has passed since the last update when
      sync to vblank is enabled. I really should have noticed this earlier as
      it pretty much breaks vsync adaption completely.
    - Direct3DBlitter: Use the D3DCREATE_FPU_PRESERVE flag when creating
      device. Omitting this flag can screw up floating point calculations in
      other parts of the code. For instance WASAPI cursor timestamps get
      utterly screwed up here.
    - Direct3DBlitter: It appears that managed textures are updated before
      they are unlocked, which screws up redraws, making things appear choppy
      in some situations. Use a default memory texture and a system memory
      texture and the UpdateTexure method instead.
    - DirectSoundEngine: Make use of the sample period limit feature of
      RateEst, rather than duplicating the feature.
    - Add polling WASAPI engine with exclusive mode support. Latency and rate
      estimation is generally better than DirectSound, and in exclusive mode
      there is less blocking as well as exclusive mode being better than
      shared mode in the other areas too.
    - WasapiEngine: Add device selection.
    - WasapiEngine: Add static isUsable() method. Only listed if isUsable().
      Default engine if isUsable().
    - WasapiEngine: Use default device if there's only one device available,
      since we don't show the combobox anyway.
    - DirectSoundEngine: Provide the integrated read and status get write
      method optimization.
    - XvBlitter: Set NosystemBackground attribute rather than OpaquePaintEvent.
      Reimplement paintEngine to return NULL as suggested by Qt docs.
    - X11Blitter: Reimplement paintEngine to return NULL.
    - AlsaEngine: Make use of sample period limit feature of RateEst. Don't
      increase estimated sample rate on underrun.
    - OssEngine: Make use of sample period limit feature of RateEst. Don't
      increase estimated sample rate on underrun.
    - Esc exits fullscreen on macx.
    - Drop OpenAL from default macx binary.
    - Add some useful but commented build flags for macx to .pro files.

-- 0.4.0 -- 2008-10-27
libgambatte:
    - less fixed-width type dependencies. don't assume unsigned int > 16 bits
    - slightly faster sprite mapping
    - Skip potential high frequency events when they don't matter.
    - do sprite sorting and cycle calculations pr line as needed instead of all
      at once
    - fix broken volume on/off event notification
    - less int > 16-bits assumptions
    - more type width dependency fixes
    - int width deps. Gambatte namespace
    - wx affects sprite m3 cycles
    - cache m3 cycles, related refactoring
    - readjust cgb dma cycles to previously changed m3 timing
    - clean up goofy lyc calculation.
    - cgb dma from various areas results in 0xFF being written.
    - 0xFEA0-0xFEFF not writable when OAM isn't
    - unusable ioram bits fixes
    - dmg ioram startup state fixes.
    - various oamdma accuracy
    - oamdma bus conflicts with cpu, ppu, cgbdma.
    - rewritten memory read/write methods.
    - accurate timing of ppu sprite mapping reads.
    - fix recent cgb sprite cycles sorting slip up.
    - preoffset mem pointers.
    - get rid of unused memory.
    - save state infrastructure,
    - clean up video timing code,
    - use save state for initialization and reset,
    - do color conversion outside filters
    - fast rgb32ToUyvy,
    - add overlooked oamdma event,
    - adjust subcycle irq timing (shouldn't affect anything),
    - various refactoring
    - save savedata before loading state
    - fix silly initstate ifreg regression
    - save state selection
    - save state osd preview snapshots
    - fix a few potential security holes when loading invalid state
    - get rid of some undefined behaviour in statesaver
    - always draw in rgb32, color convert afterwards, too bad for maemo/16-bit
      depth users
    - get rid of silly c string stuff
    - add bitmap font rendering with font based on Bitstream Vera Sans
    - osd state n saved/loaded text
    - empty state osd thumbs marked with "Empty" text
    - adjust thumbnail interpolation weighing slightly
    - utilize templates for more flexible osd text printing
    - use grey osd text with black outline for save/load state messages
    - move state 0 OSD pos to rightmost to match kbd layout
    - state 1 default on ROM load
    - support external save state files
    - missing includes
    - missing virtual destructor
    - std::ifstream construction missing binary flag
    - fix gcc-4.3 compilation
    - avoid signed overflow in constant (which is both undefined and likely
      to cause problems on architectures where sizeof(long) != sizeof(int)) in
      rgb2yuv code.
    - Fix wrong pitch passed to filter if color conversion is needed.
    - Fix potential problem with rgb32ToUyvy cache init values on 16-bit systems
    - Correct unhalttime when resetting counters. Fixes perodic infinite halt
      issue in Kirby's Star Stacker and probably other games.
    - Fix LY display disable regression
    - Use deltas and a running sum to decrease buffer writes in sound emulation
      sample generation.
    - Rearrange sound emulation event loop to optimize for high-frequency event
      units.
    - Initialize palette arrays to avoid valgrind noise.
    - Don't do resampling in libgambatte. Update API to reflect this.
    - No rambanks for ROMs that don't request any.
    - Route invalid rombank addresses in non-power-of-2 number of rombanks
      cases to disabled area assuming ceiled power of 2 address bus.
    - no sprites or sprite mapping busy cycles on first line after display
      enable. slight cleanup.
    - small oam accessibility correction.
    - Tile loading and tile rendering can seemingly get out of sync when
      modifying scx at a critical time. Another pessimation with little gain in
      the name of accuracy.
    - Use a look-up table to do tile byte merging.
    - Append "_dmg" to save base name when forcing DMG mode, to avoid
      corrupting CGB save files and vice versa.
    - saner ly write behaviour
    - Add adapted and optimized hq3x.
    - Revert to big f'ing switch hq2x code, as there's less duplication now.
      Also optimized interpolation functions further. No idea how I missed that
      initially.
    - Lower opacity OSD text.
gambatte_sdl:
    - less retarded indenting
    - saner placement of fill_buffer function
    - int width deps. Gambatte namespace
    - Scalebuffer dstpitch aware.
    - save state selection
    - add number key slot selection shortcuts
    - Estimate actual output sample rate in terms of OS timers
      and derive frame rate from it.
    - Move AudioData and RingBuffer classes to separate files.
    - Make underruns slightly less painful, by resetting buffer
      positions.
    - Skip resampling when fast-forwarding
    - Fill available buffer space before waiting for more.
    - Audio buffer command line options.
    - Use half video frame sleep time if audio buffer is close to underrun.
    - Adjust estimated frame time each frame.
gambatte_qt:
    - more likely to build on mac os x
    - Fix fixed window size issues with various window managers (metacity,
      xfwm4...)
    - macx build fixes
    - hopefully fix opengl clearing issues
    - Gambatte namespace
    - Decouple Qt GUI from gambatte.
    - Lots of cleanups, flexibility added
    - setting of various properties, frame time, aspect ratio, button events,
      video sources, sample rates, pauseOnDialogExec, custom menus etc.
    - Document some interfaces.
    - Support for setting approximate sound buffer latency.
    - Use rational math for 100% exact timers (even though the actual system
      timers are unlikely to be accurate).
    - Add fast-forward to input settings.
    - timeGetTime() fallback for win32
    - Store full screen mode values/text rather than less reliable indexes.
    - Repaint on xvblitter port changes to avoid color key not getting
      repainted.
    - improved ALSA buffer reporting
    - add sampleRate info to MediaSource::setSampleBuffer.
    - clarify that "samples" refers to stereo samples
    - fix 24-bit depth non-shm ximage creation
    - fix blittercontainer incorrectly using minimumSize for integer scaling
    - add unrestricted fast bilinear and nearest neighbor sw scaling to
      x11/qpainter blitter
    - swscale: remove forgotten static qualifiers
    - swscale: center linear weighing bias
    - swscale: exclude iostream
    - swscale: less bloated
    - macx fixed/variable window size change issue fixed
    - macx opengl drawbuffer change issues worked around
    - add openal engine, default on macx
    - add macx quartz video mode toggler
    - multi-head infrastructure
    - support multiple monitors in macx quartz toggler
    - more work-arounds for Qt failing to set correct geometry on video mode
      changes.
    - more explicit fast-forward button handling, to avoid missed key
      press/release events on macx
    - opengl doublebuffer preblitting, try to make actual screen updates as
      close to right after sync wait is over as possible
    - add xf86vidmode toggler (xrandrtoggler is default)
    - x11blitter: check for other supported visuals if the default is
      unsupported.
    - temporarily return to original video mode and minimize on full screen
      alt-tab (except on macx or if there are multiple screens), switch back on
      focus-in
    - hide mouse cursor after move timeout, or key/joystick pressed (more sane
      on macx)
    - exit fullscreen rather than toggle menubar on macx (note that the menubar
      will automatically pop-up on macx full screen if the mouse is moved to
      the top of the primary screen)
    - add (independent) pause counter for non-client pauses.
    - reset X11 screen saver on joystick activity
    - change "turbo"-mode to temporarily set frametime as a way of avoiding
      vsync issues (for a laugh, check out the video dialog while in
      fast-forward mode and see "Sync to vertical blank in 65535 and 131070 Hz
      modes").
    - fix win32 compilation
    - refix win32 fullscreen geometry correction
    - neater win32 BlitterWidget::sync
    - avoid misleading minimize on fullscreen close
    - refactor Blitterwidget::sync
    - directdrawblitter: remove unecessary turbo conditions
    - gditoggler: add multi-monitor support (win32)
    - videodialog: save actual hz values for real this time
    - quartztoggler: avoid potentially reverting to the wrong mode on double
      setFullMode(false) in multi-head configs
    - make sure window is within screen after mode change, so Qt doesn't reset
      it to the primary screen
    - revert to previous win32 fullscreen geometry correction behaviour so that
      the geometry gets properly reset after fullscreen
    - Add directdraw device selection.
    - directsoundengine: add device selection.
    - directdrawblitter: only list devices if there are more than 2 devices
      (including primary)
    - directdrawblitter: use private static member rather than global friend
      enumeration callback
    - capitalization changes
    - add direct3d9 blitter with support for vsync, bf, page flipping, triple
      buffering, device selection, multi-head etc. d3d9.dll loaded at runtime
    - more strict and thorough exclusive mode handling to support d3d fullscreen
    - work around file open dialog not returning focus properly
    - gditoggler: use current registry settings for return modes
    - directsoundengine: set DSBCAPS_GETCURRENTPOSITION2 flag
    - revert bad macx return from fullscreen on menu-toggle
    - don't build xf86vidmodetoggler by default
    - add save state actions to GUI menu
    - clean up GUI menu creation code
    - move GUI recent files to submenu
    - support external save state files
    - add number key slot selection shortcuts
    - missing includes
    - missing virtual destructor
    - make sure windows path arguments don't use backslashes by using QFileInfo
    - add Play menu with Pause, Frame Step, Dec/Inc/Reset Frame Rate
    - Add tab support to input settings dialog.
    - Add alternate key support to input settings dialog.
    - Auto-focus to next likely input box after settings key in input dialog.
    - Add "Play" and "State" input settings dialog tabs.
    - Avoid using the most convenient keys as forced menu short-cuts, set them 
      as default keys in input settings dialog instead. This unfortunately 
      makes the more useful shortcuts less visible, but it allows remapping 
      the most convenient keyboard keys.
    - Avoid duplicate joystick axis "press" events by keeping a map of axis 
      states.
    - Make sure to discard irrelevant/old joystick events.
    - Don't give MediaSource button events when stopped.
    - Allow joystick-based button events while paused by using a very 
      low-frequency poll timer.
    - Make some of the joystick event wrapping stuff less messy.
    - missing string include
    - use QString for videoSourceLabel passed to MainWindow constructor
    - store currently selected scheme as string, since it appears ModelIndex 
      is neither tied to the data it points to nor invalidated by changes.
      enforce valid state on reject since the list of schemes may have 
      changed.
    - Direct3DCreate function pointer typedef needs WINAPI macro
    - disable page flipping dependent checkboxes in constructor to ensure 
      correct start state
    - add custom sample rate support
    - change default buffer latency to 67 ms
    - don't auto-repeat buttons bound to keyboard
    - use enums for somewhat more robust gambattesource button setup
    - fix silly "alsa not using default device by default" bug
    - Only ask for xrandr config once to avoid potential server roundtrips in
      some xrandr versions.
    - Make sure xrandr version is >= 1.1 and < 2
    - Prevent all text editing of input boxes.
    - Add custom context menu to input boxes.
    - Update AudioEngine to support sample rate estimation in terms of OS
      timers.
    - Implement sample rate estimation in ALSA and OSS audio engines.
    - AlsaEngine: Revert to using snd_pcm_avail_update for buffer status since
      snd_pcm_delay may consider external latencies.
    - AlsaEngine: Use snd_pcm_hw_params_set_buffer_time_near. Don't request a
      particular number of periods per buffer.
    - AlsaEngine: Use hw as default custom device string, rather than hw:0,0.
    - OssEngine: Don't trust GETOSPACE fragment info.
    - Estimate optimal frame rate based on sample rate estimations.
    - Extend BlitterWidget to support estimation of vsynced frame rate in terms
      of OS timers.
    - Implement vsync frame rate estimation in QGlBlitter, Direct3DBlitter and
      DirectDrawBlitter.
    - Use a combination of OS timer sample rate estimation and vsync frame rate
      estimation to derive resampling ratio for no-frame-duplication vsync.
    - Change API to reflect MediaSources not being responsible for resampling.
    - Make sure to parent PaletteDialog list model, so it gets deleted properly.
    - Various refactoring, small changes and stuff I forgot.
    - limit vsync frame rate estimation deviation
    - More averaging in estimation code.
    - Stricter estimate deviation limit
    - Adjust estimated frame time each frame.
    - Use half frame time if audio buffer is close to underrun.
    - Provide combined audioengine write and status get, to avoid doing
      potentially expensive operations twice. Utilized in OSS and ALSA engines.
    - Saner vsync estimate variance protection.
    - allow dynamically setting samples per frame
    - Don't bother allowing sources the choice of which output sample rates are
      selecrable, as it's not really a per source thing at this point. If
      resampling avoidance is desired, then that should rather be a user option
      (to depend on the OS for resampling, which is mostly nonsensical for the
      Game Boy/NES/PSG-system case btw).
    - Move Qt media framework to a separate subdir
    - postpone buffered x11 blits to after sync.
    - Add support for XRandR 1.2 + multi-head
    - use crtc mode dimensions rather than crtc dimensions when discarding
      modes since crtc dimensions may be rotated
    - Fractional bits for intermediate rate estimation averages.
    - Add RateEst reset method. Initialize RateEst count to 1.
    - Less refresh rate estimation averaging.
    - Allow more refresh rate estimation deviation.
    - Return NULL paintEngine in windows blitters that use the PaintToScreen
      attribute.
    - Add checks for things not being initialized in DirectDraw-blitter and
      QPainterBlitter paintEvents.
    - Don't reparent blitters (mainly to make a bug in Qt 4.4.3 win less
      annoying, widgets that do internal reparenting are still affected).
    - Check for window position less than screen top-left after mode change,
      before full screen, to avoid Qt moving it to the primary screen.
    - Add rate estimation to DirectSound engine.
    - Better underrun detection in DirectSound engine.
    - Don't duplicate blitter pointer in mainwindow.
    - Use RateEst.reset rather than re-initing on pause.
    - Add CoreAudio engine with rate estimation and buffer status support.
      Default engine on Mac OS X.
    - 44100 Hz default sample rate on OS X, since OS X tends to resample
      everything to 44100 Hz.
    - Get rid of buffer status averaging in OpenAlEngine, since it makes
      assumptions on usage pattern that shouldn't be made.
    - Fix CoreAudio engine reporting buffer status in samples rather than
      frames.
    - Update SDL_Joystick to SDL-1.2 SVN.
    - #undef UNICODE in win32/SDL_mmjoystick.c to avoid joystick name mangling.
    - work around annoying random non-updating OpenGL on Mac OS X after full
      screen.
common/other:
    - Fix GCC 4.3 warnings about people getting confused by operator precedence
      by adding parentheses.
    - Real-time, sophisticated resampling framework with several
      performance/quality profiles for dynamically generated windowed sinc and
      CIC chains based on analysis of fourier transforms and optimal cost
      equations. Fast 2-tap linear as a low quality alternative.
    - Move non-emulation common code to a common directory to avoid duplication.
    - Update front-ends to new libgambatte API.
    - Utilize resampling framework in front-ends. Selectable resamplers.
    - Improved adaptive sleep class that estimates oversleep.
    - Various refactoring, small changes and stuff I forgot.
    - Do per phase normalization to avoid dc fluctuations.
    - More averaging in estimation code.
    - Stricter estimate deviation limit
    - Fractional bits for intermediate rate estimation averages.
    - Add RateEst reset method. Initialize RateEst count to 1.
    - Extend ringbuffer.h to support resetting size, and move it to common dir
      since gambatte_qt/coreaudioengine uses it too now.
    - Add "force DMG mode" option.
    - Allow more rate estimation deviation.
hwtests:
    - wx affects sprite m3 cycles.
    - cgb dma from various areas results in 0xFF being written.
    - add hwtests for oam dma
    - m3 cycles wo bg
    - more oamdma tests
    - various oamdma accuracy. oamdma bus conflicts with cpu, ppu, cgbdma.
    - accurate timing of ppu sprite mapping reads.

-- 0.3.1 -- 2007-10-26 --
gambatte_qt:
    - Enable Joystick POV-Hat events.

-- 0.3.0 -- 2007-10-26 --
libgambatte:
    - Fix adc/sbc and add_hl_rr hfc calc, sp_plus_n cf/hcf calc and daa thanks
      to blargg.
    - document HF2 better
    - Update sound core according to blargg's findings.
    - Improve resampling quality and performance.
    - Fix overlooked "add hl,sp" flag calculation.
    - fix initial endtime value
    - check for resampling ratio < 1
    - Add support for DMG palette customization.
gambatte_sdl:
    - use std::map for parser
    - Don't bother hashing.
    - Add input config support.
    - Add joystick support.
    - Fix horrid "turbo can affect emulation" bug.
    - Add sw and yuv overlay scaling.
    - Use cond/mutex for thread syncing, RAII, refactor.
    - add option for sample rate choice
    - Add option to list valid input keys
    - don't die if audio fails
gambatte_qt:
    - no point in filter being non-static anymore
    - use std::map for input vectors
    - remove unused unusedBool
    - Fix horrid "turbo can affect emulation" bug.
    - remove some useless optimizations
    - auto_ptr love.
    - support joystick hat.
    - nicer input handling.
    - Add sound dialog.
    - Add custom dev choice for oss, alsa engines.
    - Use rgb if available for xv.
    - Get rid of BAD_MATCH warnings for setting non-existent xv attributes.
    - make subblitters private nested classes
    - add reset action
    - Add support for DMG palette customization.
    - Add global buffer option for dsound engine

-- 0.2.0 -- 2007-09-05 --
libgambatte:
    - fix 64-bit compile and segfault. Thanks to Nach for noticing.
    - Add zip support. Thanks to Nach for contributing nice, clear code
    - fix sound ch4 frequency calculation
    - Several PPU reads timings depend on wx. Thanks to franpa for noticing the
      corrupt line in The LoZ: Oracle of Seasons.
    - remove unused doubleSpeed parameter from m3ExtraCycles call
gambatte_sdl:
    - Thread safety, bigger sound buffer
    - Compile on more platforms. Thanks to Thristian for the find.
    - actually increment iterator so the loop makes some sense (parser.cpp)
gambatte_qt:
    - fix 64-bit compile. Thanks to Nach.
    - better license info for x11getprocaddress.cpp
    - initial joystick support, mostly using SDL's joystick code (separated from
      the rest of SDL)
    - use binary search for gb inputs.
all:
    - make sure to use std:: despite sloppy compilers allowing omission. Thanks
      to blargg for the reminder.
    - get rid of some valgrind warnings. Thanks to Nach for noticing.
hwtests:
    - add tests for wx effects on PPU read timings.
build:
    - add -Wextra to default compile flags
doc:
    - mention optional zlib dependency
    - additions to thanks section

-- 0.1.1 -- 2007-08-29 --
libgambatte:
    - fix integer overflow in color conversion to rgb16
    - only accept valid filter indexes
gambatte_sdl:
    - print version
    - print usage
    - support command line arguments.
    - add option for starting in full-screen
    - add option for using video filter
gambatte_qt:
    - clean up obsolete includes.
    - directdraw: only use alpha if primary surface uses it.
    - add support for loading rom from porgam argument.
    - s/"a highly accurate"/"an accuracy-focused"/ in about box
    - gditoggler: fix unordered video mode listing
build:
    - Support external CPPFLAGS
    - Use sdl-config
doc:
    - fix silly wording in README about section
    - s/seperate/separate/
    - s/Automake/Make/
    - mention XShm dependency
    - mention sys/shm.h requirement
    - document key mapping better
    - s/"a highly accurate"/"an accuracy-focused"/
    - add man pages
