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