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A new version of PCSX *Linux* has been released bringing it up to v0.6.300.
Here's what's akumax had to say regarding this release:
quote:
Well, we promised it and Linuzappz delivered even sooner than I
imagined so here comes the Linux port, a little more advenced than the Windows
one, and with all the necessary plugins from Linuzappz himself! The first ever
PSemuPro compatible psx emulator for Linux!
Special thanks to Pete for releasing his fixed Linux GPU plugin so fast,
version 1.45, which is on par with all of his other excellent gpu plugins.
A new version of XMAME has been released bringing it up to v0.37b11.2. Here's
what's new in this release of XMAME:
MESS 0.37b11 is now included.
Full DGA 2.0 support, with automatic depth-switching. A build on an
XFree86 4.0.x system will automatically use the DGA 2.0 calls; if the binary
with 2.0 support is run on an XFree86 3.3.x system, it will fall back on DGA
1.0 calls. (Shyouzou Sugitani, Stea Greene, Matt Lowry)
Support for either NetBSD or OSS sound under OpenBSD. The default is the
NetBSD sound interface, which reportedly works better. (Claudio Castiglia)
Cleaner install mechanism in the makefiles; included install-sh script
from X11R5 for platforms which lack the install command; the default install
prefix is now "/usr/local". (Claudio Castiglia)
SDL mouse support has been added. (riq)
SDL target should now have all previously missing update routines. (riq)
Added -joydevname/-jdev option to select the device prefix for the i386
joystick. Defaults to "/dev/js" for Linux and "/dev/joy"
*BSD. (Thanks to Laurent Simon for the suggestion.)
A new version of CALICE has been released bringing it up to v0.0.8. Here's
what's new in this release of CALICE:
Experimental sound support (this is my first attempt at sound emulation)
added YM2151 emulator
added Z80 emulator
Vesa 2.0 support . Added a 400x300 8bpp linear rendering mode (much faster
than the 400x256 8bpp modeX), and a 800x600 8bpp linear rendering mode to
provide software scanlines.
A new Gameboy Advance emulator has been released called EloGba!
Here's a few notes regarding this release:
ARM almost complete, but buggy
Thumb is still far off from bein complete
Mode 3&4 should work ok, but no OAM in these
Mode 0 is buggy, and I would even call it overall broken :)
OAM is partially in but kinda broken
IMPORTANT: There's a CPU bug that causes all demos that use the sin() and
floating point library calls to lock up (too bad so many use them :( If
anybody is able to spot this bug somewhere in Opcodes.c, I'd highly
appreciate it if you could tell me about it (this is the major reason why I
stopped working on it right now) ;)
The Nemu64 homepage has been updated with some news...
quote:
We finally decided to start updating the page again. Why have we not
updated recently? Well as common sense tells you, because we have been busy
with other things. This update is to just notify you all that we are still
working on Nemu whenever we can. We (Lemmy and LaC) are both in school and
have real life relationships and such. We both feel committed to the project
and do not plan on giving it up. We do not feel we really need to explain
these things to you in detail, but we feel obligated to religious Nemu users
to let you know Nemu is not a cancelled project. And we now, more than ever,
have no idea when we will release another version. As for Atreides and the
progress of our new video.dll... Well we havent seen him for months, and I do
not think he will be coming back. He is not answering his emails or ever
showing up on IRC. We only hope he would just let us know if he was quiting
the project. De ja vu anyone? His DLL never got as far as hwnd's as far as we
know... so releasing it would be pointless. As for a new video.dll coder...
well we have discussed several options. Obviously we thought about finding a
new video.dll coder. We checked in the n64 emu scene but pretty much everyone
already has certain obligations to other emus. We also have considered making
a video.dll ourself using OpenGL. This is obviously even more time consuming
for us, and is not an easy task for us personally because this would be alot
of new things to learn. Some of you may be thinking "Well I have a
solution for you Lemmy and LaC! Why don't you just support the newly released
zilmar dll specs?". Well we still might support the zilmar specs.
However, it is our belief that every n64 emu should have a video coder to
release a video.dll specifically intended to run on their emu, even if it also
works on others. Think about it, if there was only one video.dll to download
then every emu would want to use it. It makes more sense to me for each emu to
contribute their own video.dll. Otherwise you are just working off of other
peoples work. And generally, its not as much fun that way. Stay tuned we might
have some more updates later... or maybe not. Oh one last thing... Stop
emailing us asking us to "update the site"... or "make pokemon
work", or "help I can't run nemu on my crapping p2-450 with voodoo2
card". Those things are getting annoying. So are the rom link posts on
the Message board. I'm getting close to shutting down the Nemu64 Message Board
because of this. So stop talking about roms in any way! I don't want to shut
the message board down... that would really make things difficult for our
friends at Emuhelp and the N64 Emulation Support Center
We'll keep you updated when we find out whats going to happen with the video
coder position of our team.
A new version of MAMEBoy has been released
bringing it up to v1.3. Here's what's new in this release of MAMEBoy:
quote:
Recompiled using Darren's latest source. This should bring better vertical
centering (as far as I know all supported games are perfectly centered now).
Normal button support for E115 and E125. No more twiddling with control panel
and enabling / disabling buttons. New games added: Kangaroo, Shao Lin's Road
and Xevious. Xevious is a bit too slow but on overclocked Cassiopeia it may
actually be playable.
AAAND, there's also a grand surprise! MAMEBoy / MAMECE3 / iMAME Today Screen
Banner. Just copy two files from the 'Today Banner' folder to windows folder
on your Pocket PC, overwrite existing files and do a soft reset. Ain't it much
nicer now ;-)
A new version of DreamMSX has been released bringing it up to v0.2f. Here's
what's new in this release of DreamMSX:
quote:
...Removed stupid bug to print information to the serial port. This was
the
main reason that people thought they could not burn the disk or that it was
fake.
Acctualy DreamMSX started and wants to print some debug info to the serial
port but the
hardware handshake was not toggled and the result is that is looks like the
whole program hangs. Sorry that this stupid bug has wasted so much CD's...
To my knowledge, DreamMSX is now the first MSX emu ported to the DC.
A new version of SNES9x Win has been released bringing it up to v1.35. Here's
what's new in this release of SNES9x Win:
Added a recently played game list to the Windows port File menu so you can
quickly load up your favourite games.
Included IPS patching support based on code from Neill Corlett - just
rename the patch file to match your ROM image name but with a .ips extension
and copy it into your ROM or freeze-file folder.
Added John Weidman's S-RTC, (Real Time Clock) emulation code. The only
game that seems to use it is Dai Kaijyu Monogatari II.
Included code from Nose000 for games with 128Kbytes of S-RAM. Now Sound
Novel-Tcool, Thoroughbred Breeder 3, RPG-Tcool 2 and Dezaemon are supported.
The Windows port now has an option to make the 'turbo speed' button a
toggle button.
The optimised fixed colour addition/subtraction code was ignoring the
colour window. Thanks to John Weidman for pointing this out.
Added mode 7 and hi-res. hack for Dezaemon from Nose000 - the mode 7 hack
looks interesting (to me); I wonder if some other games would benefit?
Both Tales of Phantasia and Star Ocean need custom sound CPU timing. Hmm.
That's 4 ROMs now, there will be more... That means I still haven't
discovered all the major SNES timing quirks. :-(
Windows port now has an option to save the S-RAM data at any time.
Windows port saving SPC dumps now auto-increments the filename.
Added work-around for a Super Robot Wars Ex ROM bug - the game was
checking the wrong PPU register for end of h-blank. The game must have only
worked by chance rather than by design on a real SNES.
PocketGB
has been updated to beta 5, here is what the author had to say :
quote:
Beta 5 is released for HPC Pro with CE 2.11. This may fix the open file
dialog problem with the Jornada 820. Audio is also moved into a separate
thread. Please let me know if this improves (or worsens) sound quality.
A new version of XMAME has been released bringing it up to v0.37b10.1. Here's
what's new in this release of XMAME:
Everything from mame 0.37b10 and mess 0.37b10
ALSA sound driver uses stream mode; this fixes the problem of continuous
static during games. (Shyouzou Sugitani)
Running with DGA 2.0 no longer causes a blank screen with Matrox
G200/G400. (Shyouzou Sugitani)
The asm 68k code compiles again. (Agawa Koji)
Building on older gcc, non-gcc, and FreeBSD 3.3 systems works much better.
(Pete French, Olivier Galiber)
New unified OpenStep 4.2 Intel/Mac OS X PowerPC code. (Pete French)
The SDL driver now has video_update for 16bpp_to_16bpp; SDL_HWPALETTE was
added to the flags of SDL_SetVideoMode (Ricardo Quesada)
New version of the mame_perl ROM manager. (Stefan Becker)
Fixes for getcwd/getwd for BSD43 systems. (Pete French)
Running with -listsamples no longer causes a core dump. (me)
Sprite corruption fix for the NES driver. (Christopher Stone, Sean Young,
Brad Oliver)
The SDL driver now supports 32bpp XFree86 modes. (Dan Scholnik)
The SDL driver now has fullscreen support. (Patrice Mandin)
The back-quote/tilde key now toggles the on-screen display when using the
SDL driver. (me)
Gave credit to Tadeusz Szczyrba for writing the original SDL driver.
Added a needed call to fflush() in the error logging. (Christopher Stone).
The frontend code (-list options) should more or less resemble its MS-DOS
counterpart. Thanks to Christopher Stone for pointing out the problem areas.
Added an "openbsd" ARCH define. (Claudio Castiglia)
Fixed some core files to allow building under Solaris 8 using its native
cc. (Vincent ^_^)
Changed the optimization flags in the Makefile for the IRIX platform so
that the comment about turning on all optimization holds true. (Chris McCraw)
The svgafx target should run again; a call to osd_dirty_merge() had to be
commented out. (henri)
Updated the docs to mention problems using Red Hat 7's latest gcc; added
suggestion for using ALSA with OSS emulation if OSS problems are
experienced.
Added a top-level README; removed old-changes.mess, which was identical to
messold.txt; extended copyright notice to 2001 and listed Lawrence Gold as
maintainer in config.c. (Matt Lowry)
Once again today we get a few more new NeoPocott port releases! A new version of
BeNeoPocott and two new NeoPocott Linux/SDL builds have been released! Here's
what's new in these releases: