Neon64 History:

v1.1
12/29/03
* 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.)
* Better sprite 0 hit
* 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)

v1.05 GS
8/1/03
* First Gameshark version!
* Improved frameskip
* Fixed some DMC issues

v1.0 bugfix
7/5/03
* Bug in CRC generation based CRC only on size of file, fixed.

v1.0
7/4/03
* Completely rewritten from beta 1.
* RSP used for PPU emulation
* Much better speed
* Much more accurate
* Sound
* Saving
* Mapper 1, 4, 7 support
* Too many changes to list.

Beta 1 v3
9/30/02
* Slightly faster than beta 1 v2
* Pretty much just a consolation, the latest version of beta 1 released
  while I was working on v1.0.

Beta 1 v2
10/27/03
* There was some problem with the archive, the code itself was
  unchanged.

Beta 1
10/18/03
* First public version.