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Direct64 0.5.03.

25:
* Fixed a bug in blender emulation that caused missing fog in some games
* Fixed gSPTextureRectangleFlip emulation
* Fixed a problem that caused incorrectly detected depth image sizes
* Fixed an issue that could keep depth stencils from being cleared corre
ctly
Direct64 0.5.03.20:
* Changed render state state synching method
* Changed the way color image loading is detected in gDPLoadBlock
* Changed the way that the texture decides when to dump old textures
* Fixed a buffer overflow problem that could occur when Depth Image was
set to Clear or Render
* Fixed a texture loading bug that could cause emulation to freeze
* Fixed a problem where fog could be applied to textured rectangles
Direct64 0.5 ALPHA:
* Based on glN64 0.4.1 source
* Changed graphics API from OpenGL to DirectX 9
* Changed combiner to use pixel shaders (PS 2.0 recommended)
* Changed TEX_EDGE mode detection method (Paper Mario sprites bug fixed)
* Changed RDRAM size detection to a constant value (was causing problems
when switching ROMs)
* Added software triangle clipping
* Added overscan simulation
* Added software depth buffer rendering (see Zelda coronas/lens flare)
* Added Zelda "four suns" bug hack
* Added OrkinSampling (FSAA doesn't work with the new framebuffer
* Added preliminary LOD factor support (see SM64 Bowser/Peach painting t
ransition)
* Added HQ2X and HQ4X texture filters (thanks to Maxim Stepin)
* Added a combiner hack to fix Majora's Mask pause screen with new TEX_E
DGE detection method
* Added partial F3DEXBG2 microcode support (CBFD)
* Added nearly complete Sprite2D microcode (more like nanocode) support
(Space Station Silicon Valley backgrounds/menus)
* Added preliminary Majora's Mask point lighting support
* Improved S2DEX and S2DEX2 microcode support
* Improved blender emulation
* Improved noise emulation using pixel shaders
* Improved depth image support
* Improved color image support
* Improved depth bias for decals
* Improved texture rectangle texture coordinate generation when using a
frame buffer texture (doesn't blur the background in Zelda pause screens)
* Improved state synchronization (no longer messes up when switching ROM
s)
* Fixed a bug related to switching microcodes using gSPLoadUCodeEx
* Fixed a bug in the blender that could cause fog to be enabled at the w
rong time
* Fixed a bug that could cause missing textures if an advanced filter is
selected
* Fixed a bug that caused slow-downs when changing microcodes mid-ROM (M
ajora's Mask motion blur faster now).
* Fixed a matrix bug that could show up in some games (i.e. Diddy Kong R
acing)
* Fixed bugs in primitive depth decoding (Space Station Silicon Valley a
nd others)
* Fixed incorrect matrix stack size detection (Space Station Silicon Val
ley objects)

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