3.0.1 / 19-06-2021
Project64 is a plug-in based emulator allowing third-party groups to use their own plug-ins to run specific components (RSP, video, audio, etc.). It's considered to be among the most widely used with a long lasting history, albeit quite controversial at times.
It's a hard fork of Project64 2.3.2 for Windows and Linux (Wine) with online Netplay built in. More details can be seen here.
It's a hard fork of Project64 1.6 released in 2001 for Windows. While it's designed with Old PCs in mind, you can still use it with modern hardware. More details can be seen here.
Angrylion RDP Plus
This is a conservative fork of angrylion's RDP plugin that aims to improve performance and add new features while retaining the accuracy of the original plugin with multi-thead support and other benefits. Check out here
Linux: No information provided
Most Recent Changes
[Debugger] Fix search
Update Norwegian translation
Remove leftovers from boxart being present on DiscordRPC
[Debugger] Fix memory viewer paste crash
Minor layout fixes - Fixed Notes in Enhancements window - Fix Add Cheat to accommodate for cheat disable value feature - Center about window header
Fix ROM browser default column size
Don't ask for advanced mode to let user pick enhancements
English.pj.Lang: Simplify wording
I released the first public version on May 26, 2001, 20 years ago. I would have thought working on the project for over 20 years, I would have been done or quit a long time ago. But there is still a long list of things I want to get done.
The version has been available in the nightly builds as 2.4 and been worked on for a long time, I am rebranding it to 3.0 to signify the changes.
Here is a high level view of the changes
GLideN64 has been added and you can select it as the default plugin in the welcome screen
Add new audio and input plugin
Added "enhancement patches"
Cheat system has been rebuilt from the ground up
Ability to change defaults
Saves in their own unique directory
Add Shygoo's debugger code
Fixed FPU issue - Indiana Jones, Donkey Kong 64
Fix bugs in shortcut assignment
Large address aware
Now built with Visual Studio 2015
There are close to 2000 commits to the source since the last public release.
20 Year anniversary
Project64 exists thanks to a lot of people especially Jabo, Smiff, Gent with help getting it to come to life. Some other people I would like to give thanks to are Jahra!n, Witten, RadeonUser, Azimer, Shygoo, Frank, LuigiBlood, theboy181, Gonetz, BlueToonYoshi, Kimbjo, Melchior, retroben, AIO, and krom
I would like to thank all the people who have supported the project, it helps a lot.
What is still to be done
With the release of 3.0, I plan to work on a dual strategy. I have a lot of huge changes I want to make to the code base of project64. This will be done on a new branch and will be slowly working towards a 4.0 version. I will be also maintaining a 3.x branch and doing bug fixes and small features to it and making sure this stays up to date and is good for users to be able to always use.
One of the new things I want to work on is getting a configuration where the emulator can run in pure low level software rendered using accurate timing, to get it close to 100% accurate. While this might not be of much use to end users it will give a good reference point.
Some of the other things I want to look at is removing the use of exception handling, having compiling in another thread, and being able to have RSP in another thread.
The aim is to look at a lot more tests and compare the n64 with the emulator to make it as accurate as possible.
Lots of little bug fixes
Lots of changes, nearly 1000 commits since 2.2.
We have the offical release of 2.3. Also have the first public beta of project64 for android, it is still a beta I am sure there is lots of things needed to make it better, but things are playable now.
DirectSound Audio Plugin:
Disney's Tarzan and Hydro Thunder (Midway) have audio now due to buffering changes
configuration dialog gamepad polling stops at first hit now properly
ported the polling order from 1.7 which should be more reliable
uses system keyboard names now
updated layout to be more like 1.7 changes
Direct3D8 Graphics Plugin
bugfix: fixed a problem where the plugin could crash if it ran out of video memory
bugfix: fixed microcodes for Blast Corps, Body Harvest, O.D.T. (Or Die Trying), and Asteroids
1080 Snowboarding: fixed europe region effects
40 Winks: fixed strange texturing issue
Bakuretsu Muteki Bangaioh: sprite edges should look correct
Banjo-Tooie: fixed puzzle rendering and other regions
Cruisin USA: brake lights work
Dragon Sword: menu text drawing and scaling fixed
Dr. Mario: fixed background in versus mode
F-Zero X: fixed potential triangle overflow issue
GoldenEye 007: fixed calculations of sky triangles
Lego Racers: fixed players going out of sight
Mario Kart: fixed whomps in bowser castle
Mario Kart: racetrack frame buffer support
Legend of Zelda Ocarina of Time: end of game subscreen issues
Paperboy: fixed map drawing in game
Perfect Dark: fixed scanners
Disney's Tarzan: fixed butterfly and health meter
Vigilante 8: fixed some textures
Legend of Zelda Majora's Mask: fixed day transition borders and lens of truth in snow areas
After more than 2 years of silence, the team has released a new version of this great N64 emulator, here's what zilmar has to say about it:
Jabo and I are extremely busy these days but do find time now and then to work on project 64. We are both extremely happy with the stability and compatibility of project64. There have been some small issues that we wanted to fix to give the users a better experience. For example Donkey Kong 64 now runs smoothly, Zelda start menus react quickly, memory usage is now lower, Jabo has created a new direct 3d 8 version of his plug-in, and many more change, have a look at the what's new document. Smiff is still missing in action, so the rest of the test team especially gent has done an excellent job of helping pulling things together for this release.
R4300i core and executable
stack pointer optimisations (added SP Hack option)
PIF2 emulation for Banjo-Tooie and Jet Force Gemini
added new (default) self.-mod code method: Check Memory Advance
added Delay SI Interrupt option for games broken in v1.4
compiler resets when max code blocks reached rather than erroring
more non-fatal error messages hidden in release builds
improved game compatibility - refer to RDB
fixed input plugins not showing in menu issue
fixed possible crash during plugin selection
fixed couple of causes of crash during rom load
fixed several possible problems with state saving and loading
allows saving and window switch while paused
alt-tab should work better in Win2k/XP
new rom loading method should fix Radeon+64MB rom issue
cpu % counters should be more accurate
added Hide Advanced Settings option
added right click menus for rom browser and cheats
added Always on Top option
language file rewritten for more complete translations
added first run selection for language
opens settings dialog automatically when plugin missing
better prevention of rom loading when plugins are not initialised
end emulation in fullscreen doesn't mess up
rom browser sort now saves by multiple columns
rom browser window shrink bug fixed
rom browser sorting by Genre works
rom browser configuration saving moved to registry
defaulted first column to Good Name
removed User Notes box (still reads file)
added ROM Notes tab
fixed help file open in Win2k/XP
fixed many bugs in menu item availibility, less crashes
added and altered some shortcut keys
added edit and delete cheats functions
improved dialog, can enter many codes at once etc.
nodes show partially selected cheats with grey ticks
added serial repeater, activator and stacked activator support
raised limits to 100 codes per cheat and 500 cheats per game
added GS button support
remembers window position, window can be resized
removed 'mark all' button (caused problems)
function keys work while cheat window open
added option for remember selected cheats
Implemented more opcodes in compiler
Validated task lists before sending
Analog stick range slider
Set default button
Better support for cards that lack blending & large textures
Support for sprite microcodes
Improved microcode detection
Rewrote frame buffer emulation, new options to speed it up too
Redesigned configuration dialog
Anisotropic filtering slider
Texture cache more reliable, and faster
GeForce 3, 4 and Radeon support improved
Lots of fixes for games, too many to list
Implemented volume control
Cleaned up dialog
Here is our gift. you can download the final version of pj64 from the download page. As many of you know this is the final version of project64, all good things have to come to an end sometime. Both Jabo and me are going to be focusing on things in real life and do not have the time or desire to keep working on the emulator. We have both achieved all that we wanted with writing this program and it is time to move on.Now that development has stoped smiff will stop his support of the emulator in the manner that he has done since before it was released. Smiff’s web page will still contain all the information and support he has done. I would like to give a really big thanks to smiff for all the work he has done. I would like to also thank martin and redah for the running of the project64 message board and hosting us. Eagle and the Gentleman for all there work with the cheat files. Anarko, BreakPoint, cricket, _demo_, Duddie, F|res, hwnd, Icepir8, Lac, Lemmy, nrage, rcp, schibo, slacka for all there support and help over different times over the past 4 years of development.
Since this is the last version some of the source is now available for others to continue the project if they desire, or just to help the existing emulators.
Unfortunatly, couldn't find older change logs