Direct64 0.5.03.25:
	* Fixed a bug in blender emulation that caused missing fog in some games
	* Fixed gSPTextureRectangleFlip emulation
	* Fixed a problem that caused incorrectly detected depth image sizes
	* Fixed an issue that could keep depth stencils from being cleared correctly
Direct64 0.5.03.20:
	* Changed render state state synching method
	* Changed the way color image loading is detected in gDPLoadBlock
	* Changed the way that the texture decides when to dump old textures
	* Fixed a buffer overflow problem that could occur when Depth Image was set to Clear or Render
	* Fixed a texture loading bug that could cause emulation to freeze
	* Fixed a problem where fog could be applied to textured rectangles
Direct64 0.5 ALPHA:
	* Based on glN64 0.4.1 source
	* Changed graphics API from OpenGL to DirectX 9
	* Changed combiner to use pixel shaders (PS 2.0 recommended)
	* Changed TEX_EDGE mode detection method (Paper Mario sprites bug fixed)
	* Changed RDRAM size detection to a constant value (was causing problems when switching ROMs)
	* Added software triangle clipping
	* Added overscan simulation
	* Added software depth buffer rendering (see Zelda coronas/lens flare)
	* Added Zelda "four suns" bug hack
	* Added OrkinSampling (FSAA doesn't work with the new framebuffer
	* Added preliminary LOD factor support (see SM64 Bowser/Peach painting transition)
	* Added HQ2X and HQ4X texture filters (thanks to Maxim Stepin)
	* Added a combiner hack to fix Majora's Mask pause screen with new TEX_EDGE detection method
	* Added partial F3DEXBG2 microcode support (CBFD)
	* Added nearly complete Sprite2D microcode (more like nanocode) support (Space Station Silicon Valley backgrounds/menus)
	* Added preliminary Majora's Mask point lighting support
	* Improved S2DEX and S2DEX2 microcode support
	* Improved blender emulation
	* Improved noise emulation using pixel shaders
	* Improved depth image support
	* Improved color image support
	* Improved depth bias for decals
	* Improved texture rectangle texture coordinate generation when using a frame buffer texture (doesn't blur the background in Zelda pause screens)
	* Improved state synchronization (no longer messes up when switching ROMs)
	* Fixed a bug related to switching microcodes using gSPLoadUCodeEx
	* Fixed a bug in the blender that could cause fog to be enabled at the wrong time
	* Fixed a bug that could cause missing textures if an advanced filter is selected
	* Fixed a bug that caused slow-downs when changing microcodes mid-ROM (Majora's Mask motion blur faster now).
	* Fixed a matrix bug that could show up in some games (i.e. Diddy Kong Racing)
	* Fixed bugs in primitive depth decoding (Space Station Silicon Valley and others)
	* Fixed incorrect matrix stack size detection (Space Station Silicon Valley objects)
