Changes from 1.2 to 1.3: ------------------------ 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 Changes from 1.1 to 1.2: ------------------------ R4300i Core and Executable - fixed 16k eeprom - On timer exit block - fixed another bug in dsrlv & dsrav - Fixed timer interrupt bug - fixed a bug in bltz - Fixed a bug in MapTempReg - Fixed GE pal not booting - fixed jr & added floor.w.s to recompiler - re-wrote tlb probe - fixed up how cheats save - added ability to see cpu usage - fixed up retrieveing correct halfline - removed RSP plugin selection Direct3D 6.0 - Tweaked validate blending a little bit (cleanup pending) - Added fill mode to the d3d6 mode switching routines so preserves in window changes - cleaned up some old texture gen code - Rewrote the z-buffer creation a little, probably wont help - Implemented about 15 or so more auto-detected ucodes, crc's values courtesy of Smiff - Fixed lots of Zelda OoT and Mask of Mujura, too much to name - Fixed lots of RivaTNT and GeForce issues, hopefully better drivers will make these fixes not needed in the future - fixed black bulldozer in Blast Corps - rewrote the blending structure a little - should save last window position for window changes, instead of centering.. - tweaked lots of the tmu cache stuff, might give extra performance, and more accuracy - remembers more about the window position, and doesn't modify it as easily OpenGL - Implemented about 16 or so more auto-detected ucodes, crc's values courtesy of Smiff - tweaked lots of the tmu cache stuff, might give extra performance, and more accuracy - cleaned up some old texture gen code RSP Compiler - Missing functionality not present on Non-Pentium II class computers is now emulated via multiple x86 instructions, instead of not working at all - Corrected some potential SSE problems, which shouldn't be hit, but could of been - Integrated all RSP stuff into one DLL, Audio HLE is now an option via the config dialog DirectInput - Other small modifications to help like POV support - Fixed where you can hit multiple buttons at once when it's waiting for polling already Changes from 1.0 to 1.1: ------------------------ R4300i Core and Executable - the title text - fixed flash ram - fixed DSRLV, smash brothers, and banjoo - fixed random freezes - fixed errors in delay slots - fixed hiding mouse from the emulation thread - Added ldl, ldr to recompiler - Flip rom support added (not tested) - zip should be closed now once loaded - failing to open a zip file, rom open should reappear - multi-language support added Direct3D6 - Improved fog toggle in config dialog - Fixed Direct3D resets for fog, really weird problem - Fixed software mode drivers, defaults to 16bpp Z-Buffer now - Direct3D init failures handled better, and automatically restore defaults - Fixed ground blending in International Soccer 64 - Removed most D3DERR_TOOMANYOPERATIONS error logs - rewrote auto detection handling for ucodes, it errors more nicely now, and provides means to correct it - Validate blending works a great deal better now on RGB Emulation, and older cards like ATI Rage Pro - The color frame buffer is now not visible until it's supposed to be, no bootup noise on roms - added cfb option, advanced users only, see the documentation for details - tweaked the texture creation a little, might be result in faster performance - full screen modes now defaults to using a triple buffered page flips for vsync, should also allow FSAA on some new voodoo cards OpenGL - rewrote auto detection handling for ucodes, it errors more nicely now, and provides means to correct it RSP - Increased compiler branch prediction tables