Project64 v1.3
posted in Emulator Release by outsider on Sep 1st, 2001
The great Nintendo 64 emulator, Project64 has been updated to version 1.3. Here's the long list of what's new:
R4300i Core and Executable
re-wrote a lot of the recompiler's fpu code
changed one of the default sync rules
changed default known state to 64bit from 32bit
Fixed DADDU
rewrote PI DMA
removed some warning message boxes
disabled being able to open a new rom when one is being opened
re-wrote CPU%
Auto Zip save states
Better error control when opening save states
screen saver should not start when running (I believe works fine)
load/save as save states
Direct3D and OpenGL
TMU has smaller data structures, which results in better access time
TMU uses less timer functions, results in better access time
Tweaked environment mapping a little
Fixed tab orders in config dialog
Fixed a texture loading problem that goes past memory (zelda64)
Texture caching stability improved for invalid tiles (Tetrisphere)
Rewrote handling of shade alpha, more microcode accurate
the SSE vector dp3 and normalize calculations in lighting were optimized
OpenGL
Benchmarked the plugin, made small optimizations
Decal based on surface normals, thanks to a good book (Mario64)
Fixed viewport flushes (WaveRace)
Direct3D
Fixed modes: zelda2 - water in temple, paper mario - characters, turok - ground, castlevania - text, zelda64 - magic and sword, SF Rush - trees
Fixed lots of strange problems from the Sister witch bosses, and ice cave in zelda64
Support for Conker's Bad Fur Day
Removed shading mode from reset, so its not modified
Limited the iterations of Validate Blending to 4, shouldn't hang now
Fixed alpha combiner, also most invalid 3-stage situations
Rewrote filter handlers so the defines are correct
The SSE vp and clipping calculation in the internal geometry functions were optimized
Put display list culling in, it's fast and effective finally
Allowed modulate to replace unsupported operations, might help Radeon cards a little bit
Put in an exception handler, prevents crashing
Direct Input
Implemented 4 players
Fixed tab orders in config dialog
Library code updated to DirectX 7.0
Can have multiple devices of the same name, it will select the proper one now in config
RSP Compiler
Fixed alignment issues on a few GPR and Vector opcodes
Implemented SRV, mp3 audio ucode will not hang now
Fixed an issue with 0h element with MMX
Took out some precautions on LDV and SDV
Direct Sound (J)
Frequency changes happen dynamically, rather than recreating buffers, seems to be more stable in windows 2000
Grab it from the Nintendo 64 Emulators page.
Thanks to RGWD and James Fletcher for the news