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