Neon64 v1.1
posted in Emulator Release by mfc on Dec 30th, 2003Neon64, an NES emulator for Nintendo64 written in pure assembly, was updated today! This version boasts a lot of new changes and will also be the last one for a while. Here's what is new:
- Greater speed
- Same codebase for both backup unit and Gameshark versions (no more slow GS version or feature differences)
- Sound support is almost perfect
- Graphics are now all drawn with the N64's graphics hardware (RDP) for better speed even with a more accurate sprite engine
- Better CPU timing (extra cycles for page crossing in some instructions) and accuracy (RMW instructions properly emulated), fixed a flag bug in TXS
- Better MMC1 support (Dragon Warrior 3 and 4, Bill & Ted's Excellent Video Game Adventure, Die Hard, Big Foot)
- Better compromise with MMC3 IRQ timing
- More mappers (9 (Punch Out!), 11 (unlisenced Color Dreams), 34 (Deadly Towers), 71 (Solstice, Bignose the Caveman, Bignose Freaks Out)
- Overall more accurate timing (VRAM address register updating, sprite DMA timing, etc.)
- Fixed controller reading (Mad Max, Bomberman, Dirty Harry, etc.)
- Color deemphasis and monochrome mode supported
- Bigger pattern cache (for decent speed in TMNT2 and 3, Xenophobe)
- Arkanoid paddle support
- Menu with many features
- Some basic PAL support (Elite, Asterix)
- Some gfx probs (FF most notably) fixed by switching from double to triple gfx buffering.
- Fixed speed problems with code run from WRAM (Zelda, Minigame Pack)
Thanks to themind for letting us know.