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EmuCR: Project 64Project64 Git (2015/03/09) is compiled. Project 64 is a proprietary Nintendo 64 emulator for Windows. It employs a plug-in system that allows third-party software developers to create their own implementation of a specified component. Project64 allows the user to play Nintendo 64 games on a computer by reading ROM images, either dumped from the read-only memory of a Nintendo 64 cartridge or created directly on the computer as homebrew. Project64 started as an exercise by Jabo and zilmar in an attempt to see if they were capable of programming a Nintendo 64 emulator. It's open source now.

Project64 Git Changelog:
* Merge pull request #250 from cxd4/i_dont_always_zero_but_when_i_do_i_dont
minor clean-ups to how MIPS GPR $zero is handled in VR4300 and RSP CPUs
* keeping $0 overwrite prevention to just the CPU interpreter loop
Tried my best to make sure I didn't miss any op-codes. (Ctrl+F searching for "!= 0" and "== 0" throught the file shows me that I didn't.) If I did miss any op-codes, it's no bug, just remaining extra unnecessary checking for zero.
* Prevent remaining possibilities of overwriting $zero in RSP.
In the RSP, MFC0, MFC2, and CFC2 were all susceptible to overwriting $zero. Some of us have tried waiting for some games to use handcoded assembly in an attempt to purposely overwrite $zero in their microcode (to throw off emulators), but so far what few occurrences there have been of this have not included using those 3 opcodes. Since it was decided to centralize the security of register $zero in the main R4300 CPU, it was decided to do so in the RSP as well.
* keep $zero overwrite prevention to a single location in CPU loop
In both the 32- and the 64-bit interpreters, ADDI, LUI, LB, LW, LWU, LL, SLLV all check if the destination register specifier is 0, when none of the other interpreter ops do. Actually, none of these 7 need to really check it either, since handling $zero overwrite is already managed in a single location in the main interpreter loop.
* Merge pull request #234 from oddMLan/conkerbfd_RDB_fixes
[RDB] Miscellaneous Conker's BFD fixes
* [RDB] Miscelaneous Conker's BFD fixes
-Disable 32 bit engine for CBFD (E); fixes glitching graphics
-Set VI to 2200 and AI to 500 for smoother gameplay
-Added entry for CBFD Debug Version
-Changed "Conker's Bad Fur Day (ECTS)" to "Conker's Bad Fur Day (U) (ECTS Demo)"
-Added Plugin Notes for CBFD Debug and ECTS
-Make Jabo's D3D config consistent between every version (clear frame, culling, emulate clear, etc...)
* Merge pull request #240 from AmbientMalice/patch-5
Enabled fixed audio timing for Rogue Squadron.
* Enabled fixed audio timing for Rogue Squadron.
I'd accidentally missed this.
* Merge pull request #243 from dsx-/master
changes and corrections to RDB
* kirby 64 rdb changes
graphics work fine with glide64
* world cup 98 fix reg cache setting
fixed m8
* mario no photopi rdb changes
boots with lle graphics
* add top gear rally 2 beta rom
* add top gear hyper bike beta rom
* change doraemon 3 to compatible
game works now apparently
* change wildwaters to compatible
game works fine
* correction to superman prototype good name
* change densha de go 64 to compatible
game works now apparently
* change dragon sword to compatible
works fine with glide64
* world cup 98 rdb changes
game is compatible, just needs reg caching disabled
* enable fixed audio for top gear rally
no sound if this is disabled
* Merge pull request #244 from cxd4/i_dont_always_debug_but_when_i_do
I don't always debug, but when I do...
* guess Glide64 in VS2013 linker needed fix in Release, not just Debug
warning MSB8030: The linker switch "Minimum Required Version" requires "SubSystem" to be set. Without "SubSystem", the "Minimum Required Version" would not be passed to linker and could prevent to the output binary from running on older Operating Systems.

Download: Project64 Git (2015/03/09)
Source:Here



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