Neon64 History:

v1.2a
6/1/04
* New extend.exe creates smaller ROMs for CD64 use
* Fixed crash bug with FPS calculation (HI/LO not preserved), should
  fix Elite, Zelda, Castlevania 2, Megaman, etc. random crashes
* Made pattern cache smaller, fixes Wizards & Warriors.

v1.2
1/20/04
* Proper sound mixing (high DMC decreases overall volume, DMC quieter
  and triangle louder)
* More cache-efficient code arrangement provides significant speed
  increase, especially for CHRRAM only games (Starship Hector, Big Nose
  Freaks Out, Wizardry Legacy of Llygamyn, etc.)
* More efficient (both space and speed-wise) graphics cache
* Larger cache yet again (Battle Tank)
* Fixed some save bugs
* Got rid of RNC compression in Backup Unit version.
* Fixed some ambiguous and wrong things in the readme.
* New Gameshark version that works with the European Super Mario 64.
* Fixed some DMC IRQ bugs (Tank Demo)

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
10/27/01
* There was some problem with the archive, the code itself was
  unchanged.

Beta 1
10/18/01
* First public version.