1st April 2015

Celebrating 10 year anniversary of 1.6, releasing 2.2.


Source, issue tracker at:

lots of bug fixes, make nrage the default controller plugin now, etc

1st May 2013

Released 2.1, it now has glide64 in the installer.

  • Make sure current dir is base folder (not screnshot)
  • Initialize eeprom to 0xFF instead of 0x00
  • Add LL and SC to Analyze Instruction
  • ignore 0x0407000D as an opcode in analysis
  • Make it easier for plugins to read directories from the emu
  • fix per game rsp plugin
  • updated rdb file

  • Added version to the installer
  • Get Settings to go through the emulator
  • Get Glide64, GlideHQ, Glitch64 to be a single dll
  • Read texture directory from emulator
  • Fix up getting functions from texture lib

Input Plugin:
  • Update to provided by squall
The beta program is now closed. You can now install project64 2.0 and get the clone the source if you want to.

You can download Project64 from:

the source can be cloned via git at:

26th February 2013

Just letting you know I made the latest alpha in to a beta.

31st May 2011

With the release of one of my most loved games, Ocarina of Time, coming to the 3DS in updated glory I thought I'd take a look at some screenshots and compare them to what is available on the Nintendo 64. Project64 has the nice luxury of rendering things in high definition but for the most part we will are limited by the original source material, unless you count the fantastic re-texturing projects, many that look superb. For those wondering the screenshots available here were taken from the extended trailer on IGN

Image 1:

I've seen a lot of screenshots, but this one in particular stands out, the sky texture is brilliantly done, mixing in a hint of clouds in the night sky with better depth. Other things to note here include the glowing effect in the moon, similarly used in the sun perhaps on the N64 version, again nice touch. Lastly the flowers rendered in the foreground, have been redone. On the N64 they used billboard textures to render these, it's not easy to tell but it would seem they are finally real objects, at least we can hope.

One bit of disappointment here is the grass, while it looks slightly better, I am always hoping for more than flat geometry, I doubt the 3DS has the graphics horse power, but individual patches of grass blades would be a nice touch.

Image 2:

You can see a few things in this as well that are enhanced, first the magic effect being shot has significantly more objects being rendered, and the individual objects are much larger. Notice also in the background that the textures for the paintings look much more detailed as well.

Image 3:

You'll notice the textures that make up link are much more detailed and and a bit more vibrant, the developer has completely redone his facial texture which gives him a more modern feel. Also at an object level link's model has been updated significantly, there's no question overall that Nintendo has put those extra triangles to good use in making him look less blocky, after all he is the main character.

Just looking at the graphics, it seems to be more of a port and update than a remake. Bill-boarded objects have been given new life, existing objects have better models and crisp modern textures. Nintendo had to walk a very tight rope in staying true to the original since this may be their most beloved game ever. With Ocarina of Time for Nintendo 3DS coming in June, they have accomplished porting a successful title to the Nintendo 3DS with significant updates. I am a fan of Ocarina of Time both for it's technical achievements and game play, it was a real treat to take a deep look at what they've changed as I've spent countless hours playing and debugging it.

Any die hard fans buying this when it comes out? Check out the video and leave your comments.

11th October 2010


4th October 2010

I upgraded parts of the site. Still more needs to be done in finish cleaning up, but if something is not working correctly reply to this thread.

If you have any suggestions as well.

19th September 2010

I know this site seems dead .. it is not .. more goes on the forum at times then on the blog.

It seems like there an is an issue with the pj64 account with paymate. I was looking at the user guide of pay pal. It use to ban nintendo64 emulators which is why we stopped using it. It was also the reason we stopped working so much on pj64 when they killed us using it.

I will look at restoring the code to use paypal again. It might take me a few days .. it might take me a few months just depends on how much time I get.
Just wanted to say congratulations to Jabo, he is now engaged to his lovely girl.

26th November 2008

When we started Project64 the operating system generally used was Windows98. We designed Project64 so that it would work in a self contained folder. We still use this design now; everything works from that one directory without needing an install. This also works great if you want to put the emulator onto a memory stick and run it from there...
With the current design of Windows (2000, XP, Vista onwards) being for multiple users and security around which users can modify files, this design of PJ64 does cause some problems. One of the problems is that limited users are not allowed to modify files in the Program Files directory. And if one user modifies settings, then this affects other users on the same system that also use this program.
Vista gets around this issues by virtual mapping writes to the program files directory, to the user directory.
So where should saves, settings, etc be stored in PJ64 v1.7 - user directory, application directory? Should we determine by the location of the .exe? Should it work differently on different OS's etc... ?? Your thoughts please.