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Welcome to Emulation Vortex. We are dedicated to provide you with the latest emulation and gaming news and ROMs. We provide you with this service and we ask you to please click on our sponsor banners at least once. This will help us gain money to support this site. If you have any questions, information, news, or just want to chat, please e-mail me at Impact@emulationvortex.com 

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Latest News 

- Megabase4 plug-in
- Yape v0.29
- PCSX *Linux* v0.6.300
- XMAME v0.37b11.2
- CALICE v0.0.8
- EloGba Released!
- Nemu64 News
- MAMEboy V.13

Submit your news!

 

Middle arrowMegabase4 plug-in February 16 2001, 09:58 am
A new plug-in is ready for Megabase4 front-end : Megarom that allow you to
automatic add rom in the database

http://www.emuitalia.com/aletsg/

Thanks to AleTsg for the news.

Posted by: Impact

Middle arrowYape v0.29 February 14 2001, 04:26 pm
A new version of Yape has been released, the new features are as follows :
  • emulated disk SAVE to the file system (no D64 files just yet)
  • the 'SAVE as PRG' dialog window is now in hexadecimal (for user request :-) )
  • more polishment on the cursor emulation
  • started implementing a monitor/debugger
  • save settings on exit
  • some minor UI changes

Posted by: Impact

Middle arrowPCSX *Linux* v0.6.300 February 14 2001, 04:24 pm
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.

Posted by: Impact

Middle arrowXMAME v0.37b11.2 February 14 2001, 04:23 pm
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.)

Posted by: Impact

Middle arrowCALICE v0.0.8 February 8 2001, 03:14 pm
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.
  • new options added in the configuration file
  • Added a driver for the following games:
    • Carrier Air Wing
    • Captain commando
    • Capcom World 2 Japan (Wrong colors)
    • Knights of the Round

Posted by: Impact

Middle arrowEloGba Released! February 6 2001, 03:08 pm
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) ;)
  • Disassembler is not finished

Posted by: Impact

Middle arrowNemu64 News February 6 2001, 03:06 pm
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.

Posted by: Impact

MAMEboy V.13 January 30 2001, 06:49 pm
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 ;-)

Posted by: Anime

Middle arrowDreamMSX v0.2f January 30 2001, 03:19 pm
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.

Posted by: Impact

Middle arrowVGB Advance v0.2 January 30 2001, 03:17 pm
A new version of Virtual GameBoy Advance has been released bringing it up to v0.2. Here's what's emulated in this release of Virtual GameBoy Advance:
  • ARM7TDMI CPU with ARM and THUMB opcode sets.
  • Internal RAM at addresses 0x03000000 (32kB) and 0x02000000 (256kB).
  • Cartridge ROM at address 0x08000000 mirrored at 0x09000000 and 0x0A000000.
  • Cartridge RAM at address 0x0E000000 (64kB).
  • Interrupts: VBlank, HBlank, line coincidence, timers, joypad.
  • Timers: TIMER0, TIMER1, TIMER2, TIMER3.
  • DMA channels: DMA0, DMA1, DMA2, DMA3.
  • Joypad buttons and interrupts.
  • GameBoy-compatible melodic sound chip.
  • Video modes 0..5, sprites (with alpha blending), mosaic.
Ill try to add a gameboy advances emulator section by this week so i can make use of this update.

Posted by: Impact

Nester Public Beta 4 January 28 2001, 11:12 am
  • new CPU, APU cores from Matt Conte
  • 16-bit sound support
  • keys 0-9 now available, use Ctrl-# to select savestate slot
  • mapper 24 support (VRC6/Castlevania 3j) (thanks to TAKEDA, toshiya)
  • VRC6 external hardware support (from Nosefart)
  • directory options for SRAM and savestate files
  • ROM info dialog added to file menu
  • added pause capability
  • fixed fullscreen drag-and-drop bug (thanks to Timm VanNess)
  • minor mouse hiding bug fix
  • auto-frameskip capped to prevent negative feedback loop
  • key inputs are now ignored when ctrl or alt is pressed
  • fixed minimize/restore timing bug
  • run in background" now includes minimized state

Download it here

Posted by: Anime

Middle arrowCALICE v0.2 January 25 2001, 05:47 pm
A new Capcom System 1 emulator called CALICE has been released! Here's list of features in currently supported in CALICE:
  • Partial Capcom system 1 emulation
  • Support for Capcom Final Fight (World)
  • All layers are implemented(The scroll2/3 priority and scroll2/sprites are not implented yet)
  • Fast 68000 emulation using starscream 680x0 emulation library
  • 400x256 ModeX, 256x256 linear and 320x200 linear rendering video modes (8bpp only)
  • Good speed on slow PCs
  • Block sprites are not supported yet
  • Multi-game support and easy configuration interface
  • No sound support
  • Block sprites are not supported yet
  • Portability (C source and Asm using Nasm)

Posted by: Impact

Middle arrowNeoPocott News! January 25 2001, 05:46 pm
The NeoPocott homepage has been updated today with a list of things the author will work on in, here it is :
  • Add B/W support (NGP)
  • Merge Judge code
  • Test and maybe add Mic optimization code for display
  • Test and maybe add my own optimization code for display
  • Try a few games to see any further compatibility improvements
  • Test a few non-working games to see what could be wrong
  • Add/Fixes/Optimize a bit the cpu core
  • WIN32) Optimize display with debugger enabled
  • WIN32) Fixes/Improve/Add gfx debugging features
  • WIN32) Try zip/gzip support for using Niels code
  • WONDERSCOTT) Start working on WonderScott (I dunno what it could emulate...), looking for docs...
  • BOYCOTTADVANCE) Advance a bit the emulator/debugger to run at least a demo
  • BOYCOTT) Add GBP support & SGB support
  • MULTICOTT) Make a first compilable version with GB/GBC/NGP/NGPC support
  • GGCOTT/LYNCOTT) Start working on it, porting Judge code
  • VMSCOTT) Start working on it, looking for docs...
Other news on ports have also been posted, check out the homepage for the screenshots and more.

Posted by: Impact

Middle arrowSNES9x Win 1.35 January 21 2001, 10:23 am
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.

Posted by: Impact

Middle arrowPocketGB 1.12 b5 January 18 2001, 04:14 pm
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.


Posted by: Impact

Middle arrowXMAME v0.37b10.1 January 18 2001, 04:13 pm
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)

Posted by: Impact

Middle arrowNeoPocott Releases! January 18 2001, 04:12 pm
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:
  • Keyboard handling bug finally fixes! (Niels Wagenaar)
  • Graphical speed increase on BeOS (using SDL 1.1.7) (Niels Wagenaar)
  • gz'ed and .zip'ed rom support (using zlib 1.1.3) (Niels Wagenaar)
  • Various bugs resolved (speed options mostly) (Niels Wagenaar)

Posted by: Impact







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