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project 64 v2.0

 
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Erevan
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Joined: 04 Feb 2006
Posts: 336
Location: Saguenay, Canada

 PostPosted: Fri Jan 01, 2016 4:17 pm    Post subject: project 64 v2.0 Reply with quote Back to top

I tested it with those games, The World Is Not Enough and Perfect Dark. Despite the fact some codes don't work like moonjump for TWINE, usually codes works.

On the other hand, upgrade PJ64 could be good thing.

For update
www.pj64-emu.com
 
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pavarini
00 Agent
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Joined: 07 May 2015
Posts: 481

 PostPosted: Fri Jan 01, 2016 4:34 pm    Post subject: Reply with quote Back to top

I prefer to use the EmuCR builds of PJ64[1] with GlideN64[2] for development, and stolen's 1964 build[3] with GlideN64[2] plugin for playing with mouse controls. I've had problems with 1964's build-in codes and PJ64 appears to be more compatible with a wider range of roms compared to 1964.

[1] http://www.emucr.com/search/label/Project64?&max-results=12
[2] http://www.emucr.com/search/label/Glide64?&max-results=12
[3] https://web.archive.org/web/20150525155102/http://a.pomf.se/dxkgxn.zip
 
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