Tonton Aaron a de nouveau posté quelques infos sur sa page :

Wow, that was a tricky bug. Turns out nobody was ever saving the FPU condition codes in the R5000 core, so if you took an interrupt between a compare and a branch on the result of that compare, you would hose the compare. This led to all kinds of nasty. The graphics are still very glitchy (I took a bunch of screen shots and this was the best one), but we’re seeing most of the geometry now. However, the glitches in most of the Seattle games are now gone as a result. I also fixed the W-buffering on the 3dfx emulation to be closer to what I think is correct. This fixes some minor glitches in a few of the Seattle games.

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