Version 1.0
Too much things to list!!!
More mappers are implemented: 0,1,2,3,4,7,11,15,34,66,71,76,79,88,89,93,122,225,226,227,230,231,233,255.
The emu has been rewritten from the scratch => more speed, better structure.
Arnon has join the team (author of msx and sms emus in java).
Various things are still in the work (second pad,...).
The cpu code his based on Matt Conte work.
The rest of the code is based on differents codes: Jamicom (Ninn), Darcnes (Nyef), Nester (D. Ranalli), Nester Unofficial (TAKEDA),
Autoframeskip
Applet/application
Zip file support

Version 0.2006
Corrected a bug in Matt s palette.
Change to Kevin Horton s Palette.
Better gamepad support (cannot press two opposite directions at the same time, or at least not always).
Corrected a bug in palette mirroring (bye bye black square in Super Mario Bros, thanks to pretendo authors and Nyef).
Corrected a huge in sprite rendering, now sprites 8x16 look a lot better.
Changed the sprite renderer.
Changed the sprite hit flag.
Changed palette by one generated by Kevin Horton's program ported to java.
People might complain that this release is not synchronized with MAME/MESS but i would like to stress that even last beta is bugged, for example opcode 0x6C of N2A03.
Mapper 3 support.
A lot of comercial games are now playable and result is satisfying in most demos.
An applet version is on the way (thans to Arnon).

Version 0.2005
A lot of things in this version !!
A lot of bugs corrected thanks to Nyef and his source code (Darcnes), one in palette mirroring.
Nyef once again thanks for your support.
A lot of mapper 0 commercial games are playable and i think that almost mapper 0 demos works now.
The sprite routine has been rewriten.
The scrolling is fixed.
The sprite 0 hit flag is implemented (does not act like a real nes but seems to be sufficient for most games).
The more than 8 sprites on scanlines flag implemented.
There is still a lot of bugs (i.e. in Super Mario Bros, a black square is around the coin counter, if you know why please PLEASE PLEASEEEEEEEE!!!!!!!!! drop me a mail. )
There is a strange vertical 1 tile translation in rendering (i hacked it that is why it looks good, java bug ?)
The first read from keyboard seems to be ignored (java bug ?)
WARNING !! WARNING !! i changed the keys : S,D,F,G. This way querty and azerty keyboards will be the same.
If you like this version, let me know.
If you know how to execute .class without JDK (i.e. with only JRE) please let me know.
I just tried this version with JDK 1.3 beta (Sun) under Linux, it is faster than JDK 1.2.2 (Sun) (including with a JIT), but it is still unplayable for me (it seems there is a keyboard buffer problem.) 
The todo list is quite big (contributions are still welcome): synchronize cpu code with mame/mess 0.37 beta 3, add more features (color emphasis,...), add more mappers, change palette, add more and more things...
The emu is a bit slower now, but it is still playable (frameskip 0).
If an applet version comes out it could compete with Jamicom ;o).
I certainly forget a lot of things, once more i have not time to write greetings (a lot of emu authors, people on nesdev...) and to dedicate my work to my love and my friends.
Better code protection thanks to the GNU.
There is an interesting project starting at www.emul8.com.


Version 0.2004
This version was made public to show progress (cpu code synchronized with mame/mess 0.37 beta 2,...).

Version 0.2003
Some games are playables (games without mapper nor scrolling, like donkey
kong, tennis, popeye, donkey kong jr, donkey kong 3, ...)!!!
CPU code was updated to mame/mess 0.37b1 for 6502 and n2a03.
Added support for 6510 (anybody want to make a java C64 or atari800 emu ?).
Cpu are still lacking IRQ (but should be complete as soon as i port callback
pointer in IRQ code.
Gamepad 1 and 2 are partially implemented (lacks signatures).
Gamepad 1 can be controlled with the keyboard (arrows and WXCV on an azerty
keyboard)(i tried it with a qwerty one and key were located at the same
place).
I plan to rewrite the graphics routine, to next implement the background
color, and scrolling (super mario seems to works, but is not playable
because my drawing code is wrong).
Added a compiled version for all jdk/jre, and one only for jdk/jre 1.3 (i
hope to see the 1.3 under linux).
If people request it, i might add support for more cpu (come on it is not so
hard, you can do it yourself, look i did it).
I think that mame/mess can be ported to java, but i am not thinking of
doing it.
The cpu code is better now, it is easier to read and optimized a bit.


Version 0.2002

NintendoEntertainmentSystem.java

Joypad code provided by Thomas Nick Samara added (globals variables and
changes in public void WRMEM, public int RDMEM and public NintendoEntertainmentSystem).


Pair.java

Completly rewritten, now it does not use an array of Uint8 but an int.


Video.java

In public Video: windows listener added to the frame to close Javanese
easily.
import java.awt.event.* added for window listener.


Version 0.2001

Javanese.java

In public static void main( String[] args ) throws Exception: catch error
when file.nes is not specified in command line.


NESPictureProcessingUnit.java

Description of BackGroundClipping and SpriteClipping Completed.


NintendoEntertainmentSystem.java

In public void WRMEM( int Address, int Value ): sprite clipping implemented,
background clipping implemented.


Video.java

Credit for color palette.
In protected final void renderSprites: sprite clipping implemented.
In protected final void renderBackground: background clipping implemented.