January 2001

01/01/2001 - HAPPY NEW YEARS! [Posted by DarkMazda]

ITs 2:05AM right here in New Jersey.. but Happy New Years 2001 to everyone!!! Hopefully this year would be a great year for you people!! Take care! :D


01/01/2001 - Japump Dumps! [Posted by DarkMazda]

Team Japump has released some new dumps!


01/01/2001 - Genesis Power's 400th release! [Posted by DarkMazda]
Genesis Power's 400th release was Genesis Release #400: Sonic Spinball (J)! Congrats for GP for releasing all of these roms!! Hopefully, we can see more this year :)


01/01/2001 - New OverClocked Remixes! [Posted by DarkMazda]

OverClocked's 2001 Remixes are here!! Here is the releases of new remixes has been released

Congratulations to David for all of the hard work he has given to OverClocked and OverClocked Remixes!!! Congrats! :D


01/01/2001 - Apollo News on Emulation64 MSG Board! [Posted by DarkMazda]

There was a post on the Emulation64 Message Board about Apollo. Here is a clip of the post

    "everything might not work the way it should. I tried for the last 3 days to fix my CPU, but it's not very easy. The compatibility is disturbing... This will not be fixed. I have no info on FlashRAM, so that will NOT be implemented into the next release. If by some chance, I get info on it after release, I will make a follow up release as soon as I get it in. Next, I do plan on SRAM, EEPROM, and hopefully Mempacks being in the next release. But I can't give you a 100% YES it will be in there. As far as the plugins go, I will have Video and Input plugins in there completely. Adaptoid support will also be available. I will work to get the sound spec implemented, but don't hold your breath."
Please check out the post Here. Thanks goes to PeterD for the news :D


01/01/2001 - Happy New Year [Posted by DtK]

Well it's 2001, someone told me that the year 2000 already passed. I didn't believe them. So I went out and I saw a few signs. Still unsure, I went and asked for this year's calender and I got a 2001 one with hot swimsuit models. The only confirming factor that it was 2001 was the fact that my computer, Windows 98 told me. And we know if it's from Microsoft it's got to be true. (Can you smell the sarcasm?)

Happy New Year all. This will be a great year in emulation. Two things that are almost definite are CPS-2 emulation and Dreamcast emulation. Have a fun day.


01/01/2001 - Damn it's CPS-2 Emulation! [Posted by DtK]

Oh my just after I posted my Happy New Year post with the prediction of CPS-2 being emulated soon. Well guess what, it is!! A patch for callus was made that allows Street Fighter Zero to be run! Holy crap, this only comes hours after CPS-2 Shock reporting this:

    "
    We now have a non encrypted version of the encrypted SFZ program ROM (03). It still needs to be verified and have the non encrypted data merged back in but I can see normal 68000 instructions easily.

    Gridle visited friday and did some PC communication code. This really helped as Crashtest lives in France and with the CPS-2 equipment here he had no way to test his communication code without emailing it to me. Thanks to Gridle the process has moved on faster then we had expected. For anyone interested it takes an hour to receive a 512k ROM in non encrypted form.

    Once the ROM is verified checked and double checked it will be passed to emulation authors for you know what. This could still be while off so we will keep you posted.

    We also got SFZCH running on CPS-2 hardware even though the program ROM's are non encrypted. Graphics were fine although no sprites were displayed or sound heard which was to be expected. This just goes to show how close CPS-1 and CPS-2 hardware actually is."
Head on over to that damn CPS-2 Shock page to see these screenshots, simply amazing.


01/01/2001 - Final Burn - CPS-2 Emulator!! [Posted by DtK]

Guess what? Another CPS-2 emulator is now in the works. It is Final Burn made by Dave. Recently he had given us some screenshots of a CPS-1 Street Fighter game. Well now seeing that CPS-2 Shock has produce a seemingly unencrypted Street Fighter Zero (CPS-2) rom, Dave has posted shots of it.

Good news here is that Final Burn is displaying sprites (or appears to be) while the Callus patch reported is not. Don't be too surprised if CPS-2 starts popping up in a lot of other places. Not to mention how many more good games will come of the decryption process. Personally I'm looking forward to 1944/19XX & Marvel vs Capcom. Hooray for Dave and CPS-2 Shock!


01/01/2001 - Atani Software Update - Release soon? [Posted by DtK]

Well it looks like their was an update over at Atani Software. Atani Software is of course producers of SegaEMU, Raine32, Laser32, and DCGenerator. Well Atani was planning a release today on the first, but it couldn't be done just yet..

Here is what he had to say:

    "Sorry guys, I had planned for a 01/01/01 release of SegaEMU, Raine32, DCGenerator, Laser32. But things are not ready yet. Hopefully all of these things will be surfacing soon, really soon..."
Also the status of his emulators:
    SegaEMU:
    • Complete re-write of major portions of the subsystem has been completed.
    • Major speed enhancements for Genesis/MD.
    • Compatibility increases for Genesis/MD.
    • Introducing SMS/GG driver.
    • SG-1000 driver is now back in.
    Raine32:
    • First time being done.
    • Achieves 50/60 FPS (depends on game) on my system (K7-700) both in a window and fullscreen!!
    • Any game using the 68020 core are not functional due to problems within the 68020 core and MSVC.
    • Sound is good, and soon to be better with some of the other improvements being done, or that are planned.
    DCGenerator:
    • Full port to SH4 via WinCE.
    • full Sound support
    • 2 player support
    • swapable ROM CD (maybe)
    • Full GUI that will be used on both Win32 and WinCE.
    • Possibly moving to dreamlib, but not for certain.
    Laser32:
    • Latest sources aquired, not compiled yet.
    • More shortly.
Well their you are, we will keep you updated. And if you know voodoo or something, please make this awful awful cold I have go away!


01/02/2001 - RealityMan interviewed! [Posted by DarkMazda]

EmuPound has interviewed Realityman from UltraHLE!! Please read it Here


01/02/2001 - MESS WIP Updates! [Posted by DarkMazda]

MESS WIP Page has been updated with some news

    "Sunday 31st December, 2000 - Kev Thacker added a cursor to show where the stylus is, and added code to calculate position of stylus for the Avigo driver, but it is not working fully yet. For the AM29F080 driver, Kev updated detection of some commands. Cowering updated the rest of dates/manufacturers for the a5200 CRCs. Nathan Woods added support for the DragonDOS 1.0 ROM in the Dragon driver. Stefano Priore readded KC85/4 CRC values to the KC driver. "


01/02/2001 - G-NES version 0.473 [Posted by DarkMazda]

Gigo has released G-NES(NES Emu) version 0.473 on their messageboard today!! Here is what is new from PeterD

  • Fixed PCM bug
  • Screenshot changes
  • Added/Changed MIDI support, to change settings edit the INI file.
Please download G-NES from our NES Emu Section. Thanks goes to PeterD for the news :D


01/02/2001 - Razoola Interviewed! [Posted by DarkMazda]

Emuita has interviewed Razoola. Please check it out Here


01/02/2001 - EmuPound interview #2 [Posted by DarkMazda]

EmuPound also conducted an interview with Peter Bernert, which is famous for his Plugins for PSEmu :D Check it out Here


01/02/2001 - ALE Updates! [Posted by DarkMazda]

ALE's website has been updated with a 2001 new years suprise with new games and remixes!!

    New Games
    • Assault - Operation Wolf clone
    • Bally II - Snake craziness
    • Bounce N Blast - Cute platformer
    • Bubble Trouble - Pang clone
    • Copper - Arkanoid clone
    • Digger - Awesome Dig Dug clone
    • Dynamite Warriors - Awesome Bomberman clone
    • Operation Desert Storm - Another Op Wolf clone
    • Pipeliner - Spot on Pipeline Clone
    New Remixes
    • Assassin - Future Remix (By Malc Jennings)
    • Lotus 3 - Dance N Drive Remix (By Malc Jennings)


01/02/2001 - Genesis Power release! [Posted by DarkMazda]

Genesis Power has released Genesis Release #401: Beast Wrestler.


01/02/2001 - DreamGBC 2001 Rev2 [Posted by DtK]

Well it appears since we last caught up with gameboy emulator, DreamGBC, Kervin has released 2 versions. We missed 2001 Rev1, so here is what's new for Rev1 & Rev2.

New in DreamGBC 2001 Rev2:

  • Fixed 4 bugs...KOF 97 works perfectly!
  • Interrupt handler rewritten.Eliminated Tenchiwokurau's title problem.
  • MBC1 Improved.KOF99 works perfectly!
New in DreamGBC 2001 Rev1:
  • Added emulation to GameBoy Serial Port.Pokemon Crystal works.
  • Added emulation to External Clock.
  • Fixed a graphic bug that a sprite is incorrectly drawn when partially out of the screen.
  • Added 8*8 sprite transparency in GBC mode.
  • Fixed a Background transparency bug in GBC mode.Pokemon Crystal has correct title.
  • Fixed a Square wave connection bug.Eliminated many strange noises.
  • Fixed a bug in Wav Channel.Eliminated the sound clicks in Zelda DX.
    MBC3 Improved.
  • Fixed a BatterySave filename bug.
Alright now head on over our Gameboy Emu Page for DreamGBC 2001 Rev2.


01/02/2001 - First 4EverPSX Release! [Posted by DtK]

Well this is the first release of Playstation emulator, 4EverPSX. It is a fairly new project that is progressing nicely and at this time runs a number of demos. It plays no commercial games with this release. Here are the features of this emulator:

    [02012001] - First Release
    • MIPS, GPU, GTE and PAD partialy emulated. SPU and CD not at all.
    • All interrupts are forced twice the normal speed for faster demo's.
Also here are the author's plan's for the future:
    "How does 4EverPSX continue from here. A lot of GTE functions are working now but the GTE section will be rewritten because it's a mess. I just wanted to show you that it's possible to do it but now it unmaintainable. Before i'll start with CD emulation, 4EverPSX should be capable of full GPU, PAD and partial GTE and SPU. Furthermore recompilation should work. So one can see that this will be not the case for a long time."
You can pick this up on our PSX Emu Page. Good luck to you Sephiroth Angellus (author) and thanks go to PSXEmu for the news.


01/02/2001 - CPS-2 Shock WIP News & Final Burn Note [Posted by DtK]

CPS-2 Shock has been updated with a little bit more news relating to finding a Street Fighter Zero (SFZ) board. Here is what they are looking for:

    "Does anyone out there have a dead SFZ board (suicide) they would like to donate to us? We want to know if using non encrypted ROM's brings boards back to life.

    cps2shock@retrogames.com

    I'm going to spend the next week or so tidying up my code and stuff. Then we will be looking into actually breaking encryption scheme. Stay tuned."
If you can help 'em certainly do. Not only would you be helping them but you'd be helping the emulation community as a whole =)

On a side note the page of arcade emulator Final Burn has been updated with another screenshot of SFZ. This shot appears to be scaled down as you can clearly see the title bar saying "Street Fighter Zero (Jap r1)" and it's running on FB v0.056!! I smell a possible release soon (my speculation)...


01/02/2001 - Dreamer v0.02 [Posted by DtK]

This marks the second release of Dreamcast emulator, Dreamer. Still no commercial games run but it does run a few more demos than the previous release and if my memory is correct it has a fixed color pallete (not listed as new but I remember it). There is no official what's new list. Oh yeah and you need DirectX 8 to run this.


01/02/2001 - Dreamcast Emulator #3 - DCPC [Posted by DtK]

Well the count of Dreamcast emulators has grown to three. The third one is of course DCPC. It is a very basic emulator and still in it's early stages. Thank you DCEmulation for the news. Here is the documentation:

    "DCPCEMU emulates most of the Hitachi SH4 CPU, most opcodes are implemented. The core is written in C/ASM code and is EXTREAMLY Fast using dynamic/static recompilation method. The way this method works is that code is that it executes in blocks and basically on-the-fly, its fast but the way it is implemented in DCPC is still very primitive and will undoutbly need work.

    The PowerVR chip is bearly emulated, it does NOT emulate any 3d stuff and will not for quite sometime, basically it just does framebuffer for now and not much else, although its a shame considering the chip has such great 3d abilities and we are using it for crappy licencing screens :)

    At the moment the emulator doesn't run any demos but it will load bootfiles (IP.BIN) and i have included the Stars Demo in this zip for you to try out, though you could use any other IP.BIN files providing you rename them to "BOOTFILE.BIN" and put it in the same directory as the emulator. If DCPC detects no Bootfile you will not be start emulation. If you have a boot file (make sure your IP.BIN is actually called BOOTFILE.BIN - rename it or DCPC will not detect it). Once it detects BOOTFILE.BIN just go "File->Execute Bootfile.bin".

    Also another cool thing was that my emu is the first emu to display a proper WHITE backround on the sega licencing screen rather than the gray backround that we have all seen.

    The next release will probably play demos, but I need to rewrite memory because there are some certain issues there that make the emulator hang when it goes to emulate 1ST_READ.BIN. Also jump instructions are probably not fully correct, so this i'll need to work on.

    Enjoy the emulator!"
As always head to our Dreamcast Emu Page to pick up this release.


01/02/2001 - A Playstation on Emulator on Dreamcast Saturday? [Posted by DtK]

It's exactly as the topic says. Not much more is known that what was reported on DCEmulation. Which is:

    "I have gotten word from a lee parsons of a new playstation emulator he has been working on. He is going to release it to dcemulation very soon. He calls it DC_PSX. He has several games already working and wants to fine tune some more a bit for a better release. It is unknown what source code he is using but it sounds pretty good. Expect a release this saturday exclusively on dcemulation.com :)"
Good news. Cross your fingers and hope for it to happen!!


01/02/2001 - MESS WIP Updates! [Posted by DarkMazda]

MESS's website has been updated with today's update ^^;

    "Monday 1st January, 2001 - Nathan Woods synchronized the MESS32 sources with MAME32. Nate also added Field Sync and Horizontal Sync timing to the M6847 code, modified CoCo 1/CoCo 2/Dragon drivers to use this timing to drive their interrupts, and modified CoCo 3 EI1 interrupt signals to be slightly more genuine. Cowering added blue lightning, mspacman, xenophobe, and zarlor mercenary notes to the MESS lynx CRC database. PeT added Sharp pocket computer pc1500, and Tandy TRS80 PC-2 testdrivers. PeT also added an alpha version of a portable Cosmac LH5801 emulator interface. "


01/02/2001 - LASER Updates! [Posted by DarkMazda]

LASER(MultiArcade Emu)'s website has been updated with a Laser WIP :)

    "News on this page will be sparce in the coming weeks, as I will be devoting all my spare time on Laser - for it's one year anniversary - on January 30, 2001.

    I will be spending most of my coding time on the Dreamcast port - which will see it's first release on the anniversary date. The DOS port should also have some nice additions too - so it should be a nice day all around :)"
That sounds pretty cool.. Dreamcast port.. lots of emulators with Dreamcast ports eh? :D


01/02/2001 - MImic Updates! [Posted by DarkMazda]

Mimic's website has been updated with couple of good news to start the new years for the Mimic Author :)

  • 1) I bought myself a little christmas present : A Duron 700 !!! Combine that with Gareth's present of a TNT2 and my PC now kicks major smelly-cracks :)
  • 2) After talking to the infamous Malcor (ROM-dumper extrodinaire) it seems we live near each other. So I am gonna borrow a SystemE board off him so I can finnaly nail SystemE and work towards a release.
  • In other news, I have found ways to free up more memory within the 16-bit version. This means that larger ROMsets will run and that Mimic will have a lower conventional memory requirement. Don't get too excited as the free memory is only around 388K ie. not enough for the 512K SMS ROMs I wanna check out.


01/02/2001 - Sick as a Dog [Posted by DtK]
Well that's me. I'm sick as all hell. I got 2 ear infections and conjucta-something, my eye hurts basically. On top of that I got this nasty cold. I feel like crap. Well I'll be updating a lot tomorrow (as I did today) because I won't be going to school. Well pardon me while I burst...


01/02/2001 - Final Burn: X-Men Children of the Atom [Posted by DtK]

There is certainly nothing final about this arcade emulator. It appears Dave has gone and shocked us all...again. He has posted some shots of X-Men Children of the Atom on his site.

"Though the program of X-Men Children of the Atom has not been decrypted yet, here is a view of some of the graphics tiles, which are not encrypted."

Nonetheless the shots are a breakthrough, the graphics a bit garbled as the y are more of a pallete and are in no way organized. Looking good though, hopefully we'll see this rom be decrypted...


01/02/2001 - SMD version 010201 release! [Posted by DarkMazda]

SMD(Super Mega Drive), Genesis Emu. version 010201 has been released! Here is what is new in this release

    "My Super Magic Drive transfer utility had a fairly major bug that is now fixed; when 2MB games were loaded, a SMD+ feature was enabled which turned off DRAM refresh on normal SMD copiers. This would cause the loaded game data to deteriorate over time, leading to crashes and other weird behavior. "
Please download SMD from our Genesis Emu Section


01/03/2001 - Genital Updates! [Posted by DarkMazda]

Genital's website has been updated with some happy new years news

    "January 2, 2001: First of all, I wish everyone a Happy New Year/Millenium! So what's new with Genital? I have obtained WATCOM v10.6 and will shortly be moving over to it. This should boost speed and get rid of some problems I've been having with DJGPP lately. I have also been doing a little bit of work on the Win32 port of Genital. It will now compile, process command line options, maintain the GENITAL.CFG file, load/unload ROMs, manage backup RAM files, and emulate the Genesis itself. However, there is no graphics or input support yet, this will be the toughest part and will take some time. "


01/03/2001 - New OverClocked! [Posted by DarkMazda]

David uploaded a new OverClocked episode! Today's episode is called The Cps2 Problem. Thanks goes to Boba Fett for the news :D


01/03/2001 - Final Burn v0.060 - CPS-2!! [Posted by DtK]

Well after a long period of no releases (a well deserved vacation), Dave has come back from the dead this past week, proving he still can amaze us. It's true, it's true. Well this is a major release. And no one else has reported it yet =) CPS2 Emulation, here we come. Here is what's new:

  • Added support for Street Fighter Zero (CPS2) (sfz.zip) Jap r1 (sfzjr1) and Jap (sfzj) are supported.
  • Added support for Street Fighter Zero (CPS Changer) (sfzch.zip)
  • Added support for Street Fighter 2 Turbo (CPS1) (sf2t.zip)
  • Added Dip switch support (in the cfg files)
  • No QSound yet - coming later!
Enjoy enjoy enjoy! I'm gonna have some fun with this one! Thanks Dave and thanks CPS-2 Shock! Head over to our Multi-Arcade Emu Page!


01/03/2001 - MAME WIP Update [Posted by DtK]

This is a mighty fine update from the MAME WIP page! What's exciting is we are finally seeing a ton of those Vs. NES games supported, a boat load of screenshots are at the page so be sure to check it out! Anyhow, here is the news:

  • 2nd January 2001: Jarek Burczynski optimized the ADSP2100 core a bit, resulting in a 7 % speed gain on some platforms.
  • 1st January 2001: Howie Cohen finally submitted the long awaited VSNES driver, with most of the games having correct colors and sound.


01/03/2001 - XBox Pictures [Posted by DtK]

Hey guess what? Yep, you got it. Probably cheated off the topic but your right we do have XBox Pictures for you to see! They system looks kinda cool and I like it's color, so check it out! Here are the pics of the XBox. Oh yeah and thanks go to EmuSphere for these pics.


XBox: Front Side

XBox: Back Side

XBox: Controller

The only thing I don't like is the lack of plugin ports in the back. I was hoping for some sort of connectivity...hopefully it's in the side.


01/04/2001 - Final Burn 0.061 [Posted by DtK]

Oh yeah another version of Final Burn! I love this emulator, I do. Well this is a quick release from Dave. I know he's working on sound right now and while this release doesn't have it, I offered him a suggestion and he told me he was working on sound!! I can't wait. If you haven't played the Street Fighter Games on this, I recommend you do. I have a 350 Mhz computer and it was more than enough to run full speed. Well here is what's new:

  • Changed the fast forward key from 'Shift' to 'End'. (To avoid Hot Rod joystick conflicts.)
  • Added some helper options which allow you to select general input
    devices from the Input Dialog.
    • e.g. to use Joystick 1 for Player 1: Click "Input", click "Player 1" from the drop-down menu, and then click "Joystick 1" from the drop-down menu.
    • To remap individual buttons, quit the emulator and edit the .ini file for the game.
  • Fixed some incorrect checksum references in the sf2t driver
  • Added support for Street Fighter 2 CE
  • Changed the way sf2t is loaded (it's done like Mame now, by using the shared data in sf2ce.zip and sf2t.zip)
  • No sound yet :(
Good to see support for some new games! I'll have to get SF2CE! Alright head on over to our Multi-Arcade Emu Page.


01/04/2001 - DreamGBC 2001 Rev 4 [Posted by DtK]

Hey hey Kervin has made 2 quick releases. I missed Rev 3, so I'll give you the what's new since we last updated to Rev 2. Anyhow for those who aren't aware, this is a Gameboy emulator for Windows. Alright here is what's new:

New in DreamGBC 2001 Rev 4:

  • Adjusted Interrupt handler, Pokemon Crystal work again.
  • Fixed a bug that will cause BATMAN scrolling strangely.
  • Fixed a palette reading bug. TOM and Jerry:Mouse attack have correct color.
  • Fixed a bug of user-defined key input.
New in DreamGBC 2001 Rev 3:
  • Clear VRAM when start emulation. Fixed some corrupt title screens.
  • More accurate timer.Nemesis, funarios work perfectly!
  • Fixed a bug of emulating GameBoy Classics' hareware bug. RobotWar works perfectly!
  • Adjusted a lot of sound code. Zelda DX sound correctly now...
  • Support Frequency Sweep! Sangokushi sounds correctly!
  • Extended MBC1 support. PokeMon-Red works perfectly!
  • Added control to Battery SRAM Save.
Alright now I know you want to head to our Gameboy Emu Page for this new version of DreamGBC!


01/04/2001 - MAME WIP Update [Posted by DtK]

No Strikers 1945 Yet =(

'Tis ok I still love MAME. Here is their latest WIP update.

  • 3rd January 2001: Luca Elia sent in a driver for Metro games, including Pang Poms, Sky Alert, Dharma, Last Fortress - Toride and Dai Toride with perfect graphics and colors but no sound, and Bal Cube with bad sprites and wrong colors. HobbesAtPlay fixed the ROM auditing function to work with natodefa.


01/04/2001 - DCPC News [Posted by DtK]

Well I had the lucky chance to speak to the author of DCPC. He's a nice guy, I wish him luck on his project. But anyhow, his webpage has got a redesign and it has moved to a hosted url (as above). He updated his website with a screenshot, displaying the Sega logo, gave DCPC a version (Beta 0.01), and gave us this news:

    "Hey guys. We now have a new webpage, which looks pretty nice :) And we now have a proper host i'd like to thank VG for the good hosting. Anyway i've added screenshots ,faq's and the works so please don't hesistate to have a look around the site, our beta version is up if you want information about the emulator click "Info" on the left or download the emulator frm the downloads section and read the readme. So Today I plan to do a TOTAL rewrite of the memory unit and we'll see what happens i'll post any results. Also please check back here often, because there will be a lot of news :)"
We'll all see how it goes and report to you when more news comes, for now you pick up the current beta of DCPC on our Dreamcast Emu Page.


01/04/2001 - Mimic Update [Posted by DtK]

Got some good news relating to Mimic and SMS emulation, here goes:

    "Changed the way the SMS VDP works to do the bank switching more accuratly. So now a lot more SMS carts are working :) Check out the updated compatibility page. This change will also allow me to do the RAM banking."


01/04/2001 - Final Burn 0.063 - QSound! [Posted by DtK]

Woohoo!! Dave has emulated QSound. He released 2 versions since 0.061, but apparently he released them so fast (superman fast) that I'll just toss everything together into this what's new list.

  • There was a bug affecting mainly Hot Rod joystick users where the System Menu could pop up even in fullscreen - this is now fixed.v0.062
  • Added QSound emulation. Street Fighter Zero (CPS2 version) now has sound.
    • Isn't perfect - some strange sounds are played sometimes.
  • Sounds fairly good though - give it a try!
Head over to our Multi-Arcade Emu Page now, it's not an option!


01/05/2001 - Final Burn 0.065 [Posted by DtK]

Again the amazing Dave has released 2 new versions of Final Burn. Of course these are bug fix releases and he released too fast (yeah right) for us to keep up. So I am bringing you the what's new from the past 2 releases:

New in 0.065:

  • Three bug fixes to Street Fighter Zero:
    • Fixed those strange QSound bugs.
    • Fixed the problem with sprites disappearing/flickering near the top and left of the screen.
    • Fixed the pitch of the QSound.
New in 0.064:
  • Made it so that the top panel not only isn't shown but isn't even created in fullscreen mode. Does this fix the bug where people hear "windows beep noises" in fullscreen? Please let me know!
  • Changed Fast Forward key to F4
Alright well you know the drill. Final Burn is on our Multi-Arcade Emu Page.


01/05/2001 - Bad U64Emu News [Posted by DtK]

The U64Emu page was updated with some rather disappointing news today. It appears 2 team members are leaving the project. Rather than just cut and paste (as I often do) I'll give you the jist of it.

Two founding members, Bradley and James, are done with their work on Killer Instinct emulator, U64Emu. It is not said specifically why they left but Jago says they are not to be forgotten because without them we wouldn't have this emulator.

U64Emu will continue on through the work of RCP and Jago. I'm sure we will still see good things happen in 2001 as reported...


01/05/2001 - nester finds a new home [Posted by DtK]

Well I'm not talking about the old character in Nintendo Power, I'm talking about Windows NES Emulator, nester. It has moved to a new domain that seems to be owned by author Darren Ranalli. nester now presides at http://nester.dranalli.com.

Also thanks go to EmuHQ for this one.


01/05/2001 - Team Japump Dump! [Posted by DarkMazda]

A New Team Japump has released a new dump!!

  • Black Panther (JPN Ver.)


01/05/2001 - MESS WIP Updates! [Posted by DarkMazda]
MESS's WIP Page has been updated with today's update

    "Thursday 4th January, 2001 - Cowering did some administration to the MESS CVS repository removing some bad references to a couple files in the src/Win32/ directory, and fixed a few memory handling errors in the MESS32 user interface code. Nathan Woods fixed a small bug in which some functions were missing parameters in the TI99/4 driver. "


01/05/2001 - Atani Software Updates! [Posted by DarkMazda]

Atani-Software has been updated with some DCGenerator and Raine32 news

    "Raine32: Sound and Video problems with a few of the new games have been fixed in the base code and now are available in the Raine32 code :) For screenshots of one of the new games in Raine please check this out: Click Here Note, the large black area around the game image is due to i have the window set at high res and the game is not currently stretched to window size, this will be in there soon.

    DCGenerator: Well, this project may never see the light of day outside my development environment. I have just checked out the NGINE project and have seen words that Tubooboo is working on porting it as well... If he releases before me, then DCGenerator (my port) will not be released. As it stands now, i am likely not to release due to complications of testing and compiling things for the SH4 CPU."


01/05/2001 - Genital Updates! [Posted by DarkMazda]

Genital's website has been updated with some Genital news

    "January 4, 2001: Genital finally compiles under WATCOM, but things are not looking too bright. Unless debugging information is generated and all optimizations are turned off, Genital will no longer work. This comes as a bitter disappointment but not as much of a surprise. Genital never worked with gcc's -O optimization options, though certain specific optimizations would work, and I could never get it working with MSVC properly, either. All of this is probably due to an obscure problem and I doubt I will ever find it. If I don't get the ball rolling within a reasonable period of time, this could be the final nail in the coffin for Genital"


01/05/2001 - Jnes Updates! [Posted by DarkMazda]

Jnes's website has been updated today

    "01-04-2001: Welceome to the new site, I rewrote almost every page in favor of a quick access, straight to the point, web site. I also updated the links page a little bit, hopefully it's a little more useful now. The message board is working again, thanks to Tux for getting it working, I can now get some feedback again. The bottom of my page has an new email (thanks emulation64.com!) if you really have something you need to talk about with me.

    So what's going on with Jnes? Well it's one year since the last update (v 0.30a). I've been working on Jnes during the last year, I just haven't had time to release something and work with people to fix the issues that would come up. Basically most of the code base in some form or another has seen serious revisions or complete rewrites over the last year (audio and game genie being the most important), which is a good reason for the long time frame between updates. The only thing I have left I still want to do is hopefully try to fixup my noise channel generation style, possibly convert to using 16-bit audio, and general testing to make sure there are no known issues left still. I may also try to clean up the NSF support as I'm not sure if I really like the way I sort of threw support for it in.. give me some feedback on if you guys like or if anyone actually uses it, via the message board as always.

    I'd like to thank all the people who have been helping me test the latest versions out, Azimer and Quietust especially, and the more bugs I find, the longer it will unfortunately take to make a release, but the better it will be... As far as releases, I have school starting in a few weeks, as I'm sure a lot of people do, so I'm aiming to release before that time."


01/05/2001 - RomCenter Updates! [Posted by DarkMazda]

RomCenter's website has been updated with some updated and new data files!

    "Updated datafiles:
    • - Final Burn 0.061 (included info on the first cps2 game emulated)
    • - Virtua
    • - mess 37b10
    • - Laser v0.15
    • - GoodORIC - 09991
    • - GoodJAG - 09991
    • - GoodGG - 09991
    • - GoodVBOY - 09991
    • - Good5200 - 09991
    • - GoodSMS - 09991
    • - GoodLYNX - 09991
    New datafiles:
    • - CPS-2 decrypted 20001003
    • - WinGorf v1.2
    • - VisualAM Arcade Machine Emulator v0.0.1
    • - trombone 0.11
    • - MAME Artwork
    • - MAME Samples
    • - Arcade Dats 20001220 : 150 datafiles for various emulators.


01/05/2001 - MagicEngine Updates! [Posted by DarkMazda]

MagicEngine's website has released the new MagicEngine Mac version!! Here is the post

    "As promised here it is the new Mac version!
    And sorry about the extra delay, we had some troubles completing the new SCSI driver, but everything is ok now. :)

    This new Mac version has Arcade Card emulation of course, but it also has a completely new InputSprocket and CD-ROM support. We hope that will fix most of the problems you were encountering with the old version... If you still have problems though, contact us, and send us the log.txt file generated by the emulator, it contains useful debugging informations that will help us finding problems more easily.

    That's all. Hope you all had a great New Year's Eve! Best wishes for the new year!"
Please download MagicEngine mac version from our TG16 Emu Section


01/06/2001 - Final Burn Fiesta! [Posted by DtK]

Final Burn 0.067 was just released. It appears Dave skipped over version 0.066, oh well. Good new fixes/addons, lets see:

  • Added screen fade.
  • Fixed the problem with the sprites not being in line with the background.
  • Fixed a crash if sound is disabled in SFZ.
Alright. This right now is one of the best emulators out there. Street Fighter Zero is so fun! Sounds good too! Pick this up on our Multi Arcade Emu Page..


01/06/2001 - DCPC v0.02 WIP [Posted by DtK]

Booyah my man Magic released another version of his Windows Dreamcast emulator, DCPC. Looking much better, especially for a second release and I have high expectations for this project. Here is what's new:

  • Better memory emulation: Handles MOST stuff now
  • Rewrote Graphics code, now some colours now display wrong (probably messed up value being written to Video Ram - Shouldn't to hard to fix) but the disclaimer screen of stars demo shows, but then then emu locks up :(
  • Added more FPU instructions
  • Added a File Header (BIN Info) dialog
  • Added basic controller support that sorta works but removed the code because it was causing more problems than it solved.
  • And a few other bug fixes
  • Decided to make the project a WIP (Work In progress)
Right on! You can pick this up on our Dreamcast Emu Page.


01/06/2001 - z26 1.41 [Posted by DtK]

Well this one was released almost a week ago and for some reason it slipped past us. But of course z26 is an amazing Atari 2600 emulator and it should not be overlooked. Our apologies for the lateness of this. Well enough BS from me, here is what's new:

  • We now support the Compumate ROM. If you're into primitive cool programming environments this is the ultimate. It gives the 2600 a real version of BASIC, with a real typewriter style keyboard and a text display. Hopefully the ROM image and documentation shows up on the net soon. If they haven't already.
  • Video Pinball now plays properly!!!! The holy grail of 2600 emulation has finally been achieved. Yep, the ball actually bounces off the paddle now. That such a simple game should have proved to be so difficult completely amazed me.
  • The mindlink controller is now supported so the new Telepathy ROM and the old Mindlink game now play. It is supported as a paddle controller so you can use the mouse.
  • Removed the automatic screen positioning code. It turns out that the cure was worse than the disease I think. So the newly released Yahtzee ROM no longer jitters. We still automatically switch to PAL mode when needed though.
  • Thanks to Eckhard Stolberg for doing most of the work on this release.
Now be sure to head over to our Atari 2600 Emu Page if you missed this one like us ;)


01/06/2001 - Badge's Lighthouse Updates! [Posted by DarkMazda]

Badge's Ligthouse has been updated turning 3 years old(Congratulations) and 8 new reviews, here is the post

    "8 new reviews are here for all of you again. The cherries for this week are Joe and Mac 3 (Euro) and the 1.1 version of Killer Instinct. They were both released by dps. The PC98 game is Russian Mahjong Harasyo. "


01/06/2001 - DreamEmu interviewed by EmuPound! [Posted by DarkMazda]

EmuPound has interviewed Lord Cheese of Dreamemu, Please check the interview out here


01/06/2001 - New Games over at RetroBase! [Posted by DarkMazda]

Chris from RetroBase has uploaded 4 new Jaguar games today!! Here is the post

    "Today I've added four new entries to our Atari Jaguar archive. They are: Battlezone 2000, Painter, Star Battle and World Class Cricket. As you may have guessed it, the last one is a sports game :) Painter is a homebrew title and the other two games are 3D shooters. Thanks go out to Frogacuda and Tortri for their help."


01/06/2001 - GoodXX Tool section is up!!! [Posted by DarkMazda]

Okay, Yeah yeah yeah!! I finally made the "Good Tools" by Cowering section!! Now you can be updated on the GOOD TOOLS thats made by Cowering over here at DMD!! WOohooo!! Check out the Good Tools Section


01/06/2001 - DCPC is a FAKE!! [Posted by DtK]

I bet we all feel lied and cheated. This "emulator" looked promising but through hexedits and some stuff, EmuSphere has proved this to be a fake. The stars demo that this allegedly ran was statically linked into the program, as were screenshots meaning there was never any emulation, just a shell to fool us.


01/06/2001 - FreezeSMS Updates! [Posted by DarkMazda]

FreezeSMS's website has been updated with some news on the emulator

    " Give me a word.
    Hey people, its been a day or two since the last update but thats how it works. Good news about the CPS2 emulation , congrats to all those involved , like CPS2shock team - razoola and all. More importantly :P in regards to my emulator, FreezeSMS I added a debugger of sorts which has helped a lil bit. I also fixed up most of the NOISE sound problems, so its sounding very good at the moment. I forget what else Im sposed to have done, but I'm thinking a rewrite of my VDP emulation and Sound code for a bit more speed and compatability will be a good idea. Anyone who has been mailing me, sorry, I can't get the mails at this stage but when I can get into my mail account again, i'll respond to ya'll. Im out. "


01/06/2001 - MAME WIP Updates! [Posted by DarkMazda]

MAME WIP Page has been updated with couple of news :)

  • 5th January 2001: smf fixed encrypted opcodes handling in the C 68k core and subsequently fixed Enduro Racer again.
  • 4th January 2001: David Haywood and Phil Stroffolino have written an almost perfect Ninja Kid driver, though some graphical problems remain. Luca Elia added Block Carnival to the Seta driver. Gerardo Oporto fixed dip switches in the Top Speed driver.
  • 3rd January 2001: Luca Elia sent in a driver for Metro games, including Pang Poms, Sky Alert, Dharma, Last Fortress - Toride and Dai Toride with perfect graphics and colors but no sound, and Bal Cube with bad sprites and wrong colors. HobbesAtPlay fixed the ROM auditing function to work with natodefa.


01/06/2001 - Final Burn data file updated! [Posted by DarkMazda]
RomCenter has released updated Final Burn datafile. The new one have the qsound roms. Please check RomCenter's website to get it


01/06/2001 - SNES9x version 1.34 Linux release! [Posted by DarkMazda]

SNES9x version 1.34 for Linux has been released! here is what is new, which is REALLY BIG

  • - Corrected the colour addition/subtraction and halve the result code not to halve the result when only the fixed colour is used, i.e. the sub-screen is clear. Discovered and fixed this awhile ago, but I accidentally reintroduced the bug when adding some optimisations a few versions back.
  • - Finally cleared the last of the offset per tile background mode bugs. There was something odd about the tile at the left-hand edge of the screen that couldn't figure out - well now I have. Yoshi's Island level 6 boss screen, Mario RGG mine cart screen and Jim Power title screen now all display correctly.
  • - Made reading blank areas of the SNES memory map return the middle byte o the address - fixes Home Alone which tries to execute code in an empty part of its memory map but only works because the real SNES seems to return the middle byte of the address - $60 in this case, which corresponds to the ReTurn from Subroutine instruction.
  • - Added auto-cycle skipping disable for Earth Worm Jim 2 and several other games that spool sample data using H-DMA as the sample is being played Improves some sound effects in these games.
  • - Fixed joy-pad routines to only report up or left if down or right are also pressed respectively. Works around a game bug in Empire Strikes Back in the asteroid stage where the game crashes if both left and right are pressed - something impossible to do on the original SNES game-pad.
  • - Added custom SPC700 timing for Rendering Ranger R2 - the game now works with full sound. No idea why it needs custom SPC700 timing.
  • - The ROM type detection was broken for Treasure Hunter G and Test Drive 2 - fixed the code so type 2 ROMs can be LoROM.
  • - Adjusted the main CPU cycles per scan-line from 341 to 342 to give an exac match for the timing required for Earth Worm Jim 2. All EWJ2 needs no for perfect sound emulation is a method of synchronising the emulation speed to the host hardware's sound card playback rate and a fast CPU. The Linux port already has this but seems to be broken because games play at double-speed when this option is enabled.
  • - Some SPC700 code in Earth Worm Jim 2 seemed to prove that I had guessed the clock speed of the SPC700 sound CPU incorrectly - out by almost a factor of two, in fact. Changed the relative emulated clock speed of SPC700. Now Chrono Trigger doesn't lock up at certain points anymore, the special SPC700 timing for games written by the Human Software company isn't required and you can hear some more of the sound samples in Earth Worm Jim 2, etc.
  • - H-IRQ triggering code was broken - if a ROM turned on H-IRQ but later turned it off, Snes9x could continued to generate H-IRQs, crashing some games.
  • - Added a generic test for Human Entertainment games - they need special sound CPU timing to work. Gets Taekwon-Do working.
  • - Disabled offset-per-tile mode for Theme Park; the world map screen is corrupt with it enabled.
  • - Yet more changes to the offset-per-tile backgrounds modes 2 and 4. Added 64 tile wide screen support for Mario RPG's mine cart ride and fixed multiple bugs with the handling of horizontal offset-per-tile used in Chrono Trigger's fade in of the space ship.
  • - New feature: Snes9x can now load ZSNES freeze state files! Just copy them into the freeze file folder and Snes9x will load them when you load a freeze
  • file, but only if the corresponding native format Snes9x freeze file doesn't exist.
  • - Added memory map hack for Batman - Revenge of the Joker: its ROM header block is in the wrong location and Snes9x incorrectly detected its ROM type.
  • - Fixed an off-by-one-pixel clip window 2 bug when the window was set to clip outside the window area; clip window 1 was already correct. Removed the bright line bug at the left edge when the combat screen is appearing in Starfox and the clip problem when text boxes zoom-out in Yoshi's Island.
  • - Jim Power's title screen seems to prove that the per-tile offset data on mode 2 isn't ignored for the left most tile as I originally thought. Modified the code.
  • - The recent timing changes highlighted another problem with Daffy Duck - changed IRQ enable register to only clear pending IRQs if one has been pending for several microseconds.
  • - Speeded up the sprite data register handling slightly.
  • - Finally got Aero the AcroBat 2 working, after many hours of investigation, spread over several years - literally! Two problems. The SNES doesn't seem to consider scan-line line zero to be part of the v-blank period even though the line is never drawn and V-IRQs at the start of the scan-line have to be delayed until a few microseconds into the line - Traverse: Starlight & Prairie required this as well, so I removed the original, Traverse specific hack. There's a problem with the in-game music that I'll investigate at a later date.
  • - The in-game music problem just required ENVX emulation to be switched on, off by default on the Linux port, on by default on the Windows port.
  • - Fixed the mode 7 corruption problem on the title screen of Chase HQ using the same trick as Illusion of Gaia - i.e. mod the mode 7 centre X & Y values with 1024.
  • - Fixed another crash bug in the interpolated mode 7 code - a portion of the code was ignoring the screen flip value and the fact that X render direction reversed if the screen was flipped horizontally. Was causing a crash on the whale boss screen of Kirby Superstar.
  • - Mortal Kombat 3 now auto-adjusts emulated cycles per scan-line work-around a speech sample being cut short.
  • - Added sample data register reading support to the sound DSP - somehow I seem to have missed implementing this. Not sure if any ROM actually reads the value.
  • - Followed Sumire Kinoshita's suggestion and stopped clearing the ENDX flags when the value is read, against my better judgement, and it does actually improve speech samples in several games. Ooops! The Mortal Kombat series, Magical Drop 2 and Metal Combat are the ones I've discovered so far.
  • - WWF Arcade now auto-adjusts the cycles per scan-line value to work-around a sound sample repeat problem.
  • - Hmm. There's something about offset-per-tile mode I don't understand - WWF Wrestlemania Arcade is getting corrupt graphics; not sure what effect the ROM is trying to produce. Disabled offset-per-tile mode for the game for now.
  • - Fixed Street Racer player 1 wobble problem during the soccer game by auto- adjusting the cycles per scan-line value slightly.
  • - Made Power Rangers Fight auto-adjust emulated cycles per scan-line to work around a slight timing problem that causes an NMI to corrupt register values that an IRQ handler is trying to update. Without it the scrolling back-drop and fighter graphics are corrupt.
  • - Illusion of Gaia seems to need the mode 7 centre X & Y values to be mod 1024 if the screen repeat flag is set. Fixes the island fly-over bug right at the end of the intro but breaks a few other games. Hmm. Made it auto-switch on for this game only.
  • - Added memory map support for Radical Dreamers. Thanks to satellite hut master for the information.
  • - Made updates to the top bit of the sprite write address register be ignored unless the low byte had been written to first. A ROM coding bug in James Pond II requires this, otherwise it writes a junk byte value into the main character's X position and Robocod wobbles around all over the place.
  • - Reverted back to pre 1.31 way of initialising unknown register values
  • - Rock and Roll Racing was reading a junk register value and using the value to set up DMA, which in turn was causing corruption on the player select screen.
  • - Added Star Ocean memory map - thanks zsKnight! The original ROM I was testing was corrupt, no wonder I couldn't figure out the memory map myself! The game still isn't playable, though, due to missing S-DD1 graphics decompression (+ encryption?) emulation.
  • - Started to dump some compressed data values from Street Fighter 2 Alpha in the hope that one day someone will be able to crack the S-DD1's compression algorithm.
Please download Snes9x from our SNES Emu section


01/07/2001 - Dreamer 0.02b [Posted by DtK]

A nice new and much faster version of Windows Dreamcast emulator (a real one!) Dreamer has come out! Though the author felt this was only a change from 0.02 to 0.02b when you see the what's new list, you'll think it should be more like a 0.03 ;)

  • Major core speedup
  • Changed screen redraw method in VSync mode
  • Fixed Framerate calculation
  • Added Frameskip option (when using Frameskip, Framerate is not correct)
  • Fixed 3D Polygon drawing method (now it shows squares in 3DTest)
  • 3D drawing Speedup
  • Fixed triangle and polygon counters.
  • Fixed important memory and cpu power leak on exit.
See! Significant changes, well I think so at least, now definitely head over to our Dreamcast Emu Page.


01/07/2001 - Pete's PSX Plugins v1.43 [Posted by DtK]

The amazing PSX plugin coder Pete Bernert has released a new set of his PSX plugins. A lot of sites are reporting a very abbreviated what's new list, but in his readme there is quite a bit, so bear with me...

  • SOFT plugin: fixed a small bug with wrapped sprites coords. MediEvil intro and Bust-A-Move are fine now.
  • All plugins: if you are doing a screenshot (F8 key with most psx emus), there will be created an additional info text file in the sub-directory "snap". The info file contains all the current plugin configuration settings, so you don't need to write them down anymore, if you want to post/mail your settings.
  • OGL/D3D: lotsa small fixes, should give you a better speed (in some games) and less garbage glitches... As always: I only can hope the new stuff don't screw your favourite game ;)
  • OGL/D3D: added three more menu items in the gpu menu: Dithering (DI), Special game fixes (GF) and Framebuffer textures (FB). The first two just toggles the option on/off, while FB is a new feature...
  • OGL/D3D: Framebuffer textures, yeah... my personal nightmare ;) Some special effects (mostly before entering a new screen), or things like motion blurring, are hard to emulate using hw/acceleration. But, hey, nothing is impossible! :) Ok, there is a new option in the gpu config called "Framebuffer textures". Three settings are available:
    • "Emulated vram" : you can use this setting in combination with activated offscreen drawing and full vram primitives... it will show you most special effects/blurring, but of course you will need a very fast cpu (1 Ghz...) to get a reasonable speed.
    • "Black (fastest)" : that's a setting which turns the special effects black... it's the same as the special game fix "Black framebuffer texture" in version 1.42, you can use it if you don't care about the effects, or if the effects are slowing your game down.
    • "Gfx card buffer" : that's the new one... it will give you the effects in nice looking hi-res, with good speed... IF your gfx card/driver can handle it.
  • OGL/D3D: I've improved the "dynamic" caching mode, if a game is using procedural textures... Well, here is a small caching mode overview:
    • "Standard" : usually the slowest mode, causing a lotta texture uploads
    • "Heavy" : will store up to 10 palettes per texture... not a bad one for some games, at least faster than "Standard"
    • "Dynamic" : best mode for most games. It optimizes the used textures and stores as much palette stuff as possible in your gfx card vram. It even tweaks the textures for a better filtering/alignment... wow :)
    • "Palettized" : most times slower than the "Dynamic" mode, but some games are doing big blinking/color rotating effects, which are stressing the "dynamic" one... such games can run smoother in "palettized".
Go to our PSX Plugins Page for these latest drivers.


01/08/2001 - MESS WIP Updates! [Posted by DarkMazda]

MESS's WIP Page has been updated with some news

    "Saturday 6th January, 2001 - Nathan Woods fixed a bug that caused crashes when parameters to create were not properly specified in imgtool. Kev Thacker updated the serial device code in machine/serial.c, it now supports transmit and receive of the serial bit-stream. This code also has generic functions which can be used in serial chip emulations to receive and transmit the bit-stream, and Kev has started to implement an xmodem transmit but it is not fully working yet. Kev also updated the nc (setup for protocol and transmit format), msm8251 (transmit and receive working), and 6551 emulations (not tested yet) to support the new serial code."


01/08/2001 - Impact's website changed! [Posted by DarkMazda]

Impact's website has been changed to a fan based website for 2 emulators you probably heard of, which is Impact and Modeler, you can find news and latest updates on these 2 emulators from their website


01/08/2001 - Genital Updates! [Posted by DarkMazda]

Genital's website has been updated with some news on the problems he has been having

    "January 7, 2001: My problems have been solved! Big thanks go out to Neil Bradley for pointing out just how sensitive compilers can be if you don't save the right registers. Genital now compiles under WATCOM with full optimizations, and also under gcc with any optimization level. Unfortunately, the overhead introduced by saving/restoring registers has caused quite a slow-down and WATCOM only barely raises performance over gcc. What I'm going to do is try to rewrite EmuFrame() and DrawLine() in assembly. This way, I hope to be able to reduce register overhead and get things back to speed! The WATCOM port is far from complete, I still have a lot of work to do to make it fully functional."


01/08/2001 - MAME WIP Updates! [Posted by DarkMazda]

MAME's website has been updated with some WIP News :)

  • 7th January 2001: Howie Cohen added VS Tetris to the VSNES driver. Phil Stroffolino fixed several bugs in the Ninja Kid driver, including the vertical scrolling graphics.
  • 6th January 2001: Howie Cohen fixed several bugs in the VSNES driver and added RBI Baseball, VS Baseball and VS Mahjong.
The screenshots look pretty good to me!! Check them out


01/08/2001 - Jnes version 0.40b1 release! [Posted by DarkMazda]

Jnes version 0.40b1 has been released!! After 1 year of no releases! Here is what is new!! Which is PRETTY BIG

  • - Implemented audio updates 4 times per frame via queue, might slow down performance so I waited this long to do something drastic like this, sounds great tho
  • - 16-bit audio and mixing
  • - Raw PCM emulated nicer now..
  • - Noise and Pulse volume enveloping corrected I hope
  • - Tri counters fixed? (Thanks to Matt Conte for the doc on nesdev a while back)
  • - Pulse freq sweeps rewritten finally, put this off a long time
  • - DPCM rewritten from scratch, big difference in beat style
  • - Vertical scroll problem fixed in TMNT
  • - Changed the scanlines back to 262, this makes a game I know not work right but I feel having correct timing is the right way to go
  • - Another NSF loading problem fixed
  • - Sunsoft Mapper fixes and speedups
  • - Implemented an accurate real-time zapper read handler, didnt realize necessary..
  • - Small transparency fix for some games (Windowed only)
  • - Added ability to load external palettes or keep default, 3-byte RGB triplets
  • - Integrated NSF support into the j6502 main cpu core, via small hack
  • - Rewrote sign flag, and IP handling in j6502, speedup
  • - Window 3X mode added
  • - Added an option for NES 8-pixel clipping emulation
  • - Sprite0 hits tweaked a little
  • - Rewritten Game Genie from scratch, max codes is 64 per game
  • - Rewritten PPU Rendering, which removed MMX/ASM speedups, still fast tho
  • - Rewrote direct draw frame locking technique, dangerous when jnes crashes..
  • - Removed 24bpp rendering support, useless, slow etc, use 16/32
  • - Rewritten entire banking system for cpu and ppu, speed boost
  • - Added a recent menu into the interface, quite nice
  • - Rewrote every mapper, less memory used, faster speed, save state friendly
  • - Rewrote sound graph, more friendly to direct draw these days
  • - Rewrote bitmap capture code from scratch, faster and nicer.
  • - Finally released the partial MMC5 support, not the most accurate emulation, but it is good enough to play Castlevania III US well, which is good enough..
  • - Tweaked save states to save the new structures as well
  • - Rewrote ppu mapper tile handling, works right now, no hack
  • - Started allocating and releasing large chunks of memory nicely
  • - Direct Input 2-Player code rewritten, smaller, easier to maintain, as well as the option to completely? tweak the devices
  • - Changed quick-save to F7 key, F6 was too close to F5 really, you could hit it accidently
  • - Added save slots selection to the Cpu menu, it might of been confusing because it was previously only accessible on the keyboard
Please download Jnes out from our NES Emu Section. very good emu by the way :D


01/08/2001 - NeoPocott Updates! [Posted by DarkMazda]

NeoPocott's website has been updated with Beos/Linux and Win32 port news

  • Sad NeoPocott Linux & BeOS News !!! - Niels Wagenaar could not release his port until next weekend so you'll have to wait a little more. We are sorry for this... Stay tuned !
  • NeoPocott WIP !!!
    • - (WIN32) Fixes Debugger/Emulator display (Gollum)
    • - (WIN32) Fixes/Improve Gfx debugging features (Gollum)
    • - (WIN32) Fixes/Optimize display with Win32 (Gollum)
    • - (WIN32) Removed some unnecessary features (Gollum)
    • - Fixes/Optimize fake emulation for b/w palette rendering (Gollum)
    • - Fixes/Improve outside window color emulation (Gollum)
    • - Fixes/Optimize general palette rendering (Gollum)


01/08/2001 - Hu-Go Updates! [Posted by DarkMazda]

Hu-Go's website has been updated with some late new years update :)

    "8 January 2001 : sorry for being late, but HAPPY NEW YEAR !!!
    During these holidays, coding have well advanced, with a 2.0 Hu-Go! version etting nearer (with some extra little nice features). furthermore, as for HuC, a new system of .mod converter and pc engine replayer have began to be coded and first result are satisfying.
    I hope I'll be able to publicly show something until the end of the month. On another hand, since the website is becoming quite old, I'm redesigning it. I hope it won't look too ugly ^^"


01/08/2001 - MAME WIP Updates! [Posted by DarkMazda]

MAME WIP Page is at it again! Here is today's update

    "8th January 2001: Mathis Rosenhauer fixed Armor Attack from crashing if no backdrop is found. E. Watanabe added Black Panther to the Gradius / Nemesis driver. Aaron Giles finished the Strata / Incredible Technologies 32-bit driver, supporting Time Killers, Bloodstorm (pictures here) and Hard Yardage."


01/08/2001 - ClrMAME Updates! [Posted by DarkMazda]

ClrMAME's website has been updated with OS/2 Port news!!

    "Windows..yes...Linux...yes...and now: ClrMamePro goes OS/2. Paul mailed this:

    I just would like to tell you, in case you didnt know, CLRMAME works as a native OS/2 application (not emulated!) using the Project Odin which translates Windows EXE/DLL into OS/2 Warp native versions. CLRMAME works quite well, only use of datfiles works since so far Odin is unable to launch a DOS window for clrmame to pull this info itself. But otherwise it is scanning, fixing, rebuilding with no problems! Previously I had Windows installed only for using clrmame and nothing else :-) Thank you for the great utility. You can read about Project Odin at http://www.netlabs.org/odin/ProjectAbout.phtml
    Thanks again,
    Paul "
Looks like this is some pretty good news for OS/2 users :)


01/08/2001 - ParaMSX version 0.31 release! [Posted by DarkMazda]

ParaMSX(MSX Emu) version 0.31 has been released! Here is what is new in this release

  • Fixed Minor bug in VDP timing.
  • Fixed Minor bug in Sprite 2 mode.
  • Added Indicator for CapsLock, Kana, Drive access.
Please download ParaMSX from our MSX Emu Section


01/08/2001 - LazyNES release 4 release! [Posted by DarkMazda]

LazyNES(NES Emu) release 4 has been released! Here is what is new in this version

  • 01 1 7
  • release 4
  • sound emulation started!
  • better error reporting to log window
  • both square sound channels working partially
  • now skips trainer if present
  • fixes to mapper 1 (still not perfect) vrom bank switching
Please download LazyNES from our NES Emu Section


01/08/2001 - MADrigal's Handhelds Updates! [Posted by DarkMazda]

MADrigal's Handhelds's website has been updated with 2 Simulators updated to version 1.01, which are

  • "Tom & Jerry Popper (Gakken - LCD Card Game) Simulator"
  • "Donkey Angler (Gakken - LCD Card Game) Simulator"
    "They had a common bug in the "Hi-Scores reset" and "ACl" buttons routines."


01/08/2001 - MacMESS version 0.37b10 release! [Posted by DarkMazda]

MacMESS(Multi Console Emu) version 0.37 has been released today!! Please download MacMESS from our Multi-Console Emu Section. MACMESS is popular for its Multi Console Emulation, which emulates lots of Consoles in to 1 Emulator :D


01/08/2001 - Another MESS WIP Update! [Posted by DarkMazda]

MESS's WIP Update for yesterday has been updated today :) Here is the post

    "Sunday 7th January, 2001 - Nathan Woods fixed a bug in MESS32 that could cause software to be improperly selected if it was selected, unselected, and MESS32 restarted; and fixed a bug that could cause crashes in the MAME32 debugger with DirectDraw. PeT added/fixed msdoshd base functionality in imgtool (parameters to the create functions have been changed,) and added some msdos/msdoshd notes to imgtool.txt. "


01/09/2001 - EmuPound interview [Posted by DarkMazda]

EmuPound has interviewed Azimer from Apollo(N64 Emu). Please check the interview Here


01/09/2001 - MESS WIP Update! [Posted by DarkMazda]

MESS WIP Page has been updated today with yesterday's news

    "Monday 8th January, 2001 - For the CoCo/Dragon driver, Nathan Woods fixed a bug that caused the joystick to max out all the time, added a new abstraction layer for cartridge IO interfaces, and fixed DragonDOS cartridge IO, so disk drives now work on the Dragon driver. "


01/09/2001 - TEam Japump WIP Updates! [Posted by DarkMazda]

Team Japump's WIP Page has been updated with a WIP Section with screenshots of City Bomber of of the japanese/english versions of the game :)


01/09/2001 - RockNES Updates! [Posted by DarkMazda]

RockNES's website has been updated after weeks/months of absence. Here are the posts

  • Welcome to XXI century. Please, send RockNESX questions to the author, Alexandre. Most of problems you are reporting can only be solved by him. Speaking of Ale, he got netplay working, better than NESticle, but he wants to get it improved...
  • Mapper #160 has been fixed, added IRQ timing control, game Aladdin (pirate) works fine. Currently, things are a bit slow. MMC3 IRQs and better MMC5 support are in the queue, the rest seems done. About my Megaman2 editor, visine, it's not dead, has many more features and fixes. The works should be resumed soon, I hope...
There are screenshots of Aladdin on their Website. :) Looks pretty promising :)


01/09/2001 - NeoPocott Updates! [Posted by DarkMazda]

NeoPocott's website found an updated with some updates

  • NeoPocott Linux screenshots flood ! -Here are some cool screenshots of the forthcoming NeoPocott Linux/SDL. What is more, Niels Wagenaar added a feature to swap from Neogeo Pocket Colour Mode to Neogeo Pocket Classic (B/W) Mode while playing games ! A cool GUI is also in the works for both the Linux & BeOS ports...(OpenGL support will be worked on again after the GUI is made).
  • Small changes to Web site design - I slightly improved a few things in these pages : menu & links design are a bit nicer and I put the disclaimer in another page.
  • Rumor... - NeoPocott... Java... Online...
  • NeoPocott Linux & BeOS to be Released on 14th ! - Niels Wagenaar is about to release his very awaited NeoPocott Linux/SDL port as well as a new version of BeNeoPocott for January, 14th 2001. He also mentioned that he will send plenty of screenshots to wet your appetite tomorrow !
  • Stay tuned !
  • NeoPocott 0.38b Documentation in Italian just added !!! - As usual, NoFX has updated his translation for the NeoPocott 0.38b General Documentation. Enjoy !
The screenshots look pretty cool, there are screenshots of Sonic, Metal Slug etc.. :)


01/10/2001 - ZX IS BACK! [Posted by DarkMazda]

After weeks of absence, ZX HAS RETURNED!! They've returned with lots of presents for you! They rewritten the HTML of their website with a more faster and better looking graphics :) Their Games and covers sections has been rewritten. They've also rewritten the interview sections so its easier for people to read. They released a ZX WinAMP Skin!! They say that ALE WinAMP skin should be released later this week :)


01/10/2001 - 4EverPSX Updates!@ [Posted by DarkMazda]

4EverPSX(PSX Emu)'s website has been updated with an update of "Fixed a GTE/GPU Bug" :) Here is the post

    "Maybe some of you remembered how the 'Play' demo was at first. Well the sides of the car were not displayed correctly, to be more precise they were completely missing. After lots of debuggin' i found out that it was not a GTE bug but a GPU bug. The BlockFill was filling one vertical line to much and thus erasing the CLUT for the sides. A well at least it is now working correctly. The left screenshot shows the more correct output of the 'Play' demo.

    One issue that remains is the lighting model as you can see in the picture below. It seems that somewhere in the lighting model the wrong values are calculated. I'll hope to fix this in the next release. Againn the emulator got a little bit better.

    Some other news: I've added another LOGO which i really like and the maker of the LOGO didn't want any credits for it. I still am amazed by that but everybody got his/her reasons i guess. The recompiler ran it's first 32 instructions ;-). The framework is now at least working and the "
There are 2 screenshots on their website if you want to check them out :D


01/10/2001 - Kazuya's Updates: D [Posted by DarkMazda]

Kazuya's NeoGeo Reviews's website has been updated with 2 new reviews for you guys, which the 2 reviews are Strikers 1945 Plus, and The King of Fighters 2000. Please check them out ;)


01/10/2001 - VirtualE Updates! [Posted by DarkMazda]

VirtualE(Virtual Boy Emulator)'s website has been updated today after 3 months of no updating :) Here is the post

    "I am so close to get my EPROMs and start some good stuff on VB. Until this happens, I worked a while with the Virtual-Environment and it has new features to try, like the "Export to .h" plugin and a short explanation on the Help File about "How to run the VECC on VIDE". It also has some improvements so I recommend to give VIDE a try. I'm still working on figure out the Affin mode, to add this feature on the TRON game, but I hope to finally find all about it with the EPROM. "


01/11/2001 - MESS WIP Update! [Posted by DarkMazda]

MESS WIP Update for yesterday :) Nicely Updated like always, here is the post

    "Tuesday 9th January, 2001 - Stefano Priore added a Galaksija driver originally submitted by Krzysztof Strzecha, and added the correct character ROM to the MicroBee driver. "


01/11/2001 - AdriPSX Updates! [Posted by DarkMazda]

AdriPSX(PSX Emu)'s website has recieved an update as well :)

    "Well, I'm sorry for the lack of updates on this page during the past few weeks, but due to lots of private troubles I didn't got around to work much on AdriPSX during that time. But anyway, I'm going to spend some time into AdriPSX's net support now. To show a bit about the progress, I made a picture which shows the configuration screen and the ICQ like system, which still might be changed.

    Well, I'm working hard right now and I hope that I'll get a release out as soon as possible, so make sure to keep an eye at this place !"


01/11/2001 - NeoPocott Updates! [Posted by DarkMazda]

NeoPocott's recieved an update on the WIP and about their "new design" that they are supposedly supposed to be getting, here is the WIP Updates

  • - (WIN32) Add a Show FPS option (Gollum)
  • - (WIN32) Add a frame skip menu (Gollum)
  • - (WIN32) Fixes Vsync/No vsync mode (Gollum)


01/11/2001 - ALE Updates! [Posted by DarkMazda]
Amiga Legal Emultion's website has been updated with some new demos and a new remix!!

    New Demos
    • Absolute Inebriation
    • Apocalypse
    • Batman Muzak
    • Brain Drain
    • Fire Land
    • Freedom Force Megademo
    • No Brain No Pain!
    • Sunset
    New Remix
    • Agony - Hard Trance Remix (By Malc Jennings)

Please check them all out over at ALE


01/11/2001 - New Rumor Mill! [Posted by DarkMazda]

JoseQ has released a new Rumor Mill to celebrate the year 2001! Today's Mill is about NESten, Atani's Emus, Genital, Hu-Go and AGES and much much more! Please read the Rumor Mill Here


01/11/2001 - 4 C64 Tapes at Lemon64! [Posted by DarkMazda]

Kim Lemon has updated his website Lemon with 4 Original TAP files!! the 4 original tapes are

  • DJ Puff
  • Hammerfist
  • Turbo Outrun
  • Vendetta
Please check them all over at the Lemon


01/11/2001 - Genital Update [Posted by DtK]

The author of Sega Genesis emulator, Genital has given us the latest on his move to WATCOM, here goes:

    "I have been having some problems installing/uninstalling interrupt handlers for the keyboard and timer. The keyboard handler will install, but will fail to uninstall under WATCOM. The timer handler installs, and works a bit, but after a few seconds it stops working, as if it were automatically uninstalled. It also causes problems with save state loading. I have taken care to lock the data and code each of the handlers uses but it does not help. If anyone has any experience with DPMI hardware interrupt handlers, drop me an email: trzy@mailandnews.com, I could use some help. =)"


01/11/2001 - Final Burn 0.069 [Posted by DtK]

I happened to see this yesterday but I wasn't home =( So here you go now, a new version of Final Burn that sheds some light on the SFZ Alpha patch for FB. Apparently you don't need the patch because the game alters slightly depending on country code! Here is what's new:

  • Added a SFZ Region switch to the .ini file
  • The new SFZ decode files are now used. These are more accurate since they decrypt the whole rom area - emulation is now more accurate (fetches are decrypted, reads are not). With these new tables, the memory check also passes. (No hacks I promise you!)
  • No row scroll yet.
Just another thing to point out, the rowscroll effect is shown in Final Burn using Street Fighter 2 Turbo!! Pick up this latest version on our Multi-Arcade Emu Page.


01/11/2001 - MESS WIP Update! [Posted by DarkMazda]

Here ya go!! Like everyday, MESS WIP Page has been updated! Do they ever stop!?? :) Here is the post

    "Wednesday 10th January, 2001 - PeT submitted some more updates to the saturn cpu core which is used in the hp48s driver, and submitted a new Hewlett Packard hp48s driver to go with it, but there are still some bugs to be worked out to get the hp48s working. PeT also added basic documentation for the aim65, comquest, elf, europc, hp48s, ibmat, ibmpc, ibmpcjr, lynx, mk1, mk2, pc1251, pc1350, pc1401, pc1500, pc1640, ssystem3, studio2, svision, sym1, t1000hx, and vip drivers to the mess/docs directory; this documentation includes information such as Features, Notes, Other Emulators, and current MESS emulation status. PeT also did some code cleanup to the lynx driver. Nathan Woods merged recent changes from the MAME32 group into MESS32. "


01/11/2001 - CPS2Shock interviewed! [Posted by DarkMazda]

CPS2Shock has been interviewed by Total Emulation. Please read the interview done by Juliano here. Thanks goes to TE for the E-mail.


01/12/2001 - LaserMAME Updates! [Posted by DarkMazda]

LaserMAME's website has recieved an update today after 2-3 months of no updating :(. What is LaserMAME? From their website, it says that LaserMAME is a modification of MAME32 that changes the output from Raster based vector emulation to a real Vector output board. :) Here is the progress on their emu

  • - Color Pallet Issue Resolved, we now have the correct colors for all the working games
  • - We did some more vector optimization, games are running quite a bit smoother
  • - Adaptive Frame skipping (Pangolin Board seizes the PC until it's ready to take the next frame)
  • - Still waiting for Pangolin to possibly make a modification to their driver, to allow for fastest frame updating/frame skipping
  • - We received a I-PAC (Keyboard to Arcade Control Board) from Andy Warne in the UK. Great product and you can't beat the Price, On-Line Ordering and we got ours in less than a week from the time of ordering. I've modified Joysticks before to do what he's doing and I will never do it again. This is a must have for someone making a Emulator Cabinet.
  • - Got some Idea of how I want to design the Player control panel, just need someone with a wood shop and some creativity to help.
  • - Still looking for a place to do a large scale demo, for the next video clip


01/12/2001 - FPSE Updates! [Posted by DarkMazda]
FPSE(PSX Emu)'s website has been updated with some good news on the emulator. They also released the Dino Crisis 2 Screenshot on their website, here are the good news

  • 1) SaPu has fixed the CTRLIO plugin (this means that under WinNT/2000 CD access works now ^_^ )
  • 2) FPSE has recived a major compatibility increase (hey, that doesn't mean that all games work though !!!)
  • 3) LDChen (hey these boy is a genius ^_^) has AGAIN improved the Interpreter Mode (+6 Fps!!)
  • 4) There is a new screenshot. [but unfortunally the games doesn't work)
  • 5) The new FPSE Configurator is AWESOME!!!
  • 6) Not Enought???? ^_^
  • 7) We open at this address [The RANT] a new Forum.


01/12/2001 - BasicNES version 1.1 Debug 0 is out! [Posted by DarkMazda]
BasicNES(NES Emu) version 1.1 Debug Level 0 has been released today. Here is what is new from the changelog that came with the emulator :)

  • Fixed up MMC2 and MMC3, SMB3 is now playable. Punch-Out looks good too.
Please download BasicNES from our NES Emu Section


01/12/2001 - Neko Project II version 0.28l release! [Posted by DarkMazda]

Neko Project(PC98 Emu) version 0.28l has been released today!! I'm not really sure what is new in this version but you can download this PC98 emulator from our PC98 Emu Section


01/12/2001 - DreamGen News [Posted by DtK]

I got some old DreamGen news for you. DreamGen is of course the port of DGen to the Dreamcast! Here is the latest on this unreleased project:

    "Well, we've done a few more things lately. We've finished up our gui and its looking very nice =). As far as the emu itself goes, i'm still having problems, right now im just stripping chunks of code out until I can get everything to compile, then I'll slowly reinsert them in. Later"
Alright, we'll keep you updated as more comes out.


01/12/2001 - MESS WIP Updates! [Posted by DarkMazda]

MESS WIP Page has been updated with some news today for today's news

    "Thursday 11th January, 2001 - With clues provided by Christopher Stone and Sean Young, Brad Oliver submitted a patch to fix a buffer overrun in the NES driver which fixes a sprite corruption that occurred on the unix port with some scrolling games. Stefano Priore split the mbee driver into mbee (standard chipset) and mbeepc (Personal Communicator chipset) in order to reflect existing machines; and renamed svi328 to svi328a (svi328 now supports a slightly earlier BIOS version.) Tim Lindner fixed the implementation of the DIVD instruction in the hd6309 cpu core and also added a check for divide by zero. "


01/12/2001 - Total Emulation interviews Till [Posted by DarkMazda]

Total Emulation has interviewed Till from Sys2064. Please check the interview out here. THanks goes to my friend PeterD for theupdate :D


01/12/2001 - NeoPocott Updates! [Posted by DarkMazda]

NeoPocott's website has been updated today some various news. It looks like the release is going to be in 2 days. It looks like there is going to be alot of Linux releases as well!! Here are the ports for linux that they are going to be distributing in

    • - NeoPocott Linux/SDL RedHat
    • - NeoPocott Linux/SDL SuSE
    • - NeoPocott Linux/SDL Mandrake
    • - NeoPocott Linux/SDL Corel Linux
    • - NeoPocott Linux/SDL Slackware
    • - NeoPocott Linux/SDL Debian
    • If things run smoothly, you could also see:
    • - NeoPocott Linux/SDL Caldera
    • - NeoPocott Linux/SDL Yellow Dog
    • - NeoPocott Linux/SDL Red Flag
    What is more, we'll try to have 80x86 and Dec Alpha binaries for most platforms...
    All Linux users should enjoy !

    Niels will also try to build a NeoPocott Unix/SDL !!!
    Just imagine:
    • - NeoPocott Unix/SDL FreeBSD (Sparc, Alpha and 80x86)
    • - NeoPocott Unix/SDL Solaris (Sparc, 80x86)

That sounds pretty good to me! Linux users should be pretty happy to hear this news :)


01/12/2001 - ZSNES News!! [Posted by DarkMazda]

Wooohooo!! Cool Cool Cool!! ZSNES's website has been updated today

    "Here is some good news for you RPG lovers, especially those who are asking for Star Ocean emulation since this chip is also used by a very good RPG. Dark Force of DeJap Translations and John Weidman teamed up with me to bring you SPC7110 emulation. Progress is still a bit early, but you can check out some of the pics at DeJap Translations!"
They also say that they are working on the special chip emulation.. You know when you try to run Street Fighter Alpha and stuff like that, the games don't work because of the special chip emulation... Thats the chip they are working on!! Good luck ZSNES team! :D


01/12/2001 - Snes9x version 1.34a SoureCode [Posted by DarkMazda]

SNES9X's website has been updated with the Snes9x 1.34a Source Code!! Woohoo Now people that want to port it to other ports can use this Source Code as a start :) Please download it from our SNES Emu Section


01/12/2001 - Atari800Win Plus 2.7b release! [Posted by DarkMazda]

Atari 800 Win Plus version 2.7b has been released to the public!! Atari800Win Plus is a Atari 8 Bit Emulator For Windows9x. Here is what is new

  • added a new window that allows to change color saturation parameters for generated and loaded palettes
  • F1-F4 keys emulation is back
  • added printing support with possibility to change the print command by the user
  • added tools for converting Atari text files to PC ones and vice versa
  • added the option for turning the disk drive activity indicator on and off
  • some new OS images are automatically recognized by the emulator
  • kernel-based autofire method is available now instead of the poor-working old one
  • the list of using-mouse emulated devices has been modified
  • small variants of dialog windows have been slightly improved
  • added the '<<' and '>>' buttons in the help window
  • added the XFormer emulator palette file
  • some bugs have been fixed.
Please download the binary and the source from our atari5200 Emu Section


01/12/2001 - Genesis Power release! [Posted by DarkMazda]

Genesis Power has released #413: Bubba N Stix.


01/13/2001 - PacMAME WIP updates! [Posted by DarkMazda]

PacMAME's WIP has been updated with some news!! Woohoo Thanks goes to the PacMAME Team for this!! Here is the update

  • TwoBit Scores Super ABC Pacman Kit is 99.9% working
  • MultiPac 1.4 & 1.5 are as close as I can get them for now
  • "Class of '81: 20th Anniversary Ms.Pacman/Galaga" has been added and is close to 100%
  • A driver for the video portion of Baby Pacman has been submitted


01/13/2001 - TDK To Release New ML CD's!...eventually.. [Posted by fixedhalo]
Hey, its Fixedhalo once again, after a LONNNNG absence I'll be posting tech news hopefully every day, just as long as all my classes in school bore me to death, esp. computer applications. Oh and one shameless plug, visit my site hosted by dmd, Realativity Anyway, here's the news...

  • According to TDK, they are planning on releasing Multilayerd CD-RW's and Drives, in other words, you can fit 2.0GB on one cd and write it at 36X on the special ML technology media and drive. Visit The Register for the full story and related links.


01/13/2001 - MAME WIP Updates! [Posted by DarkMazda]
MAME WIP Page has been updated with list

  • 12th January 2001: E. Watanabe fixed a small bug in the Nyan Nyan Panic driver. Nicola Salmoria added window graphics emulation to the Shanghai driver and he added support for Shanghai II.
  • 11th January 2001: E. Watanabe submitted an update to the Gradius / Nemesis driver, adding Nyan Nyan Panic and City Bomber.
  • 10th January 2001: Aaron Giles sent in a small update to the ES5506 sound core, fixing some digital filter bugs. Gerardo Oporto several more dip switch problems in Taito F2 games. Paul Leaman added the necessary modifications to the CPS-1 driver to allow CPS-2 emulation, and he added support for Street Fighter Zero.
  • 9th January 2001: Guru added a new Mobile Suit Gundam romset to the Seta driver, and the game is very much playable. Howie Cohen got some assistance from Ben Parnell and VS Sky Kid is now playable. Gerardo Oporto fixed some more Taito games' dip switch settings.
  • 8th January 2001: Mathis Rosenhauer fixed Armor Attack from crashing if no backdrop is found. E. Watanabe added Black Panther to the Gradius / Nemesis driver. Aaron Giles finished the Strata / Incredible Technologies 32-bit driver, supporting Time Killers, Bloodstorm (pictures here) and Hard Yardage.


01/13/2001 - Z80Stealth version 0.406! [Posted by DarkMazda]
Z80Stealth version 0.406 has been released to the public. Z80Stealth is a Spectrum emulator. Here is what is new

  • New : Emulation of Profi hi-res video mode (512x240)
  • New : Added CP/M switch for Profi - Ctrl-F11
  • Bugfix: Fixed mouse procedures - now everything is OK with sensetivity hopefully
  • Bugfix: Forced palette initialization after video mode changes
  • Bugfix: No need to change video mode for hi-res emulation if VMODE=13 or 14
  • Bugfix: Fixed minor bug in 512x192 b&w emulation.
  • Bugfix: Fixed minor bug in screenshot saving procedure.
Please download Z80Stealth from our Spectrum Emu Section


01/13/2001 - ABIT KT133A Review [Posted by fixedhalo]

Hey Check out [H]ard|OCP's review of the latest ABIT mobo.

  • Without a doubt, the ABIT KT7 sporting the KT133 chipset was our board of the year. Now the KT133A chipset is coming - complete with a faster 133MHz CPU bus. It may just prove to be the savior to those who were thinking about upgrading, but not looking forward to dishing out the money for newer DDR Ram. This may also be your board even after we start seeing 1.7GHz - and possibly even higher - CPUs from AMD. The big question for a lot of people is going to be, "Can we migrate our current non-133MHz bus parts over to this newer, faster bus?" Click here to read it!


01/13/2001 - Dejap releases an official patch to ToP [Posted by Slime]
That's right they finally released it. Go here to get it.


01/13/2001 - Slime has returned [Posted by Slime]

After being unable to access the site for almost a month I have returned and will get on with the translation section updates as promised.


01/14/2001 - ToP patch updated [Posted by Slime]

Few minor script bugs updated please click on the link in the previous post to get updated version. :D


01/14/2001 - MESS WIP Updates! [Posted by DarkMazda]

Like everyday :) The hard working MESS's WIP has been updated :)

    "Friday 12th January, 2001 - Nathan Woods improved video sync signals and optimized the graphics emulation for the CoCo drivers. Sean Young added preliminary MSX2 support and expert/hotbit MSX1 machines, however, v9938 emulation is very preliminary although most games run OK (all Konami ROMs run fine for example -- including Solid Snake!) Ben Bruscella fixed a data type overflow bug in imgtool and a DOS compilation problem in the CoCo/Dragon driver. Tim Lindner fixed the implementation of the DIVD instruction in the hd6309 cpu core again; it turns out the B register gets the quotient and the A register get the modulo (the W register is not invloved.) "


01/14/2001 - Good2600 and GoodNES release! [Posted by DarkMazda]

Cowering has released Good2600 0.999.6 and GoodNES version 0.999.8.. Here are what is new in each of the program


    Good2600 0.999.6
    • Many more PAL redumps
    GoodNES 0.999.8
    • Tons of NEW and Unlicensed Games (Thanks for the HK CD *Friend* :-)

Please download Good2600 and GoodNES at our Good Tools Section


01/14/2001 - Mimic Updates! [Posted by DarkMazda]

Mimic's website has been updated regarding the emulator, which isnt' great news :(

    "Things didn't really go to plan :)
    I left ALL of my pinout documentation here in Sydney. This meant I was REALLY stabbing in the dark in Canberra. I did however work out what RAM chips are connected to what VDP. I am away again this week so lets keep our fingers crossed. "


01/14/2001 - RockNES Updates! [Posted by DarkMazda]

RockNES's website has been updated today with a small news on a MMC3 IRQ

    "Fixed MMC3 IRQs (mapper #4), a lot of games are working fine. "


01/14/2001 - ALE Updates [Posted by DarkMazda]

Amiga Legal Emulation's website has been updated with a new remix today

    "After the tragic death of my some what distant cousin time has not been on my side recently but it takes a lot to keep this guy down, today we add a new remix to the collection:

    Pinball Fantasies - Up & Down Remix (By Malc Jennings) "
I'm so sorry to hear about the distant cousin :( but congrats on the remix release!! :D


01/14/2001 - ZX Updates! [Posted by DarkMazda]

ZX's website has been updated today with new covers!!

  • Bruce Lee by Americana (US Gold Release)
  • Dizzy by Codemasters (Full Size Replacement)
  • Slap Fight by Imagine (Hit Squad Release)
  • Super Trolley by Mastertronic
  • Terra Cognita by Codemasters
  • Zub by Mastertronic Added Dimension (Full Size Replacement)


01/14/2001 - PSinex Updates! [Posted by DarkMazda]
PSinex's website has been updated yesterday and today with some small updates and some new screenshots!!!

  • Sunday, January 14th 2001 - Small update for PSinex. I made some progress in Cpu Core. I fixed some buggy Load/Store opcodes, so now PSinex can run the awesome demo "The Roots" by Hitmen. This demo is full of GTE opcodes, so that shows some nice progress.
  • Saturday, January 13th 2001 - Happy New Millenium! A bit late isn't it? Anyhow, I'm back from Greece (wonderful vacations, thanks to bobbi's wish). In the time being I have some important exams at Uni, so people just bare with me (I always wanted to say that) for the next version of PSinex. If everything goes OK, implementation of CD will show some good results (yes, games as well). As for now I managed to get some screenshots from commercial games (not within the game). Next release will not take long.
The Screenshots looks pretty good!!! Please check PSinex's website


01/14/2001 - SixtyForce Updates! [Posted by DarkMazda]

SixtyForce(Nintendo64 Emu on the Mac)'s website has been updated yesterday with some progress news on the emulator :)

    "Progress continues on sixtyforce, but don't expect an update just yet. When it's ready, you'll find it here. In the mean time, the rumor is sixtyforce runs well on the new 733mhz Power Mac G4s..."


01/14/2001 - Mario Advance revealed! [Posted by DarkMazda]

According to This Article over at IGN, Mario Advance has been revealed to the Public! Well you guys should now know that Mario Advance will be based on Mario 2(Mario USA in Japan). Yes its the one where you have the 4 characters and you yank the vegetables out of the ground etc.. etc.. Its that Mario. Why!? I don't know. It will have the 4 characters that were in Mario 2(Mario, Luigi, Princess and Toad) and each character will have their own special abilities :) And if you link 4 GameBoy Advances together, you can get get a battle match, like you did in Mario 3! Where you have the "Pow" Button on the buttom and you try to beat the other characters!! This sounds pretty promising. The game is expected to be released on the same day as the console, which is PLANNED to be on 3/21/2001 :) I must get it! Hmm isit just me or 3/21/20001 <--- trying to get number 3s? ^^;


01/14/2001 - Genital68K 2.1 release! [Posted by DarkMazda]

Genital68K(X68000 Emu) version 2.1 has been release! Here is what is new

    "January 13, 2001: Genital68K has been updated to Version 0.21. If you were using Genital68KReadByte(), Genital68KWriteByte(), Genital68KReadWord(), etc., you will want to upgrade to this version. A bug which caused the PC to get trashed has been fixed. Hopefully this will be the last one for a while :) "
Please download Genital68K over at our X68000 Emu Section


01/14/2001 - MAME WIP Updates! [Posted by DarkMazda]

MAME WIP Page has been updated today :)

    "15th January 2001: Bryan McPhail finally submitted his Taito F3 driver, which is not graphically perfect and crashes hard sometimes but has complete ES5505 sound emulation thanks to Aaron Giles, Ian Schmidt and R. Belmont. Not all games are working due to 68020 core bugs, but these are: Ring Rage, Arabian Magic, Riding Fight, Grid Seeker: Project Stormhammer, Gunlock / Rayforce, Super Cup Finals / Hat Trick Hero '93, Top Ranking Stars, Lightbringer, Kaiser Knuckle / Global Champion, Bubble Bobble 2 / Bubble Symphony, Space Invaders DX, Power Goal / Hat Trick Hero '95, Quiz Theater - 3tsu no Monogatari, Akkanvader, Moriguchi Hiroko no Quiz de Hyuuhyuu, Puzzle Bobble 2 / Bust-A-Move Again, Puzzle Bobble 2X, Kyukyoku Tiger 2, Bubble Memories, Cleopatra Fortune, Puzzle Bobble 3, Arkanoid Returns, Kirameki Star Road, Puchi Carat and Pop 'N Pop."


01/14/2001 - BttR Updates! [Posted by DarkMazda]

Back to the Roots's website has been updated today! I got an E-mail from the BttR Team! Here is the post

    "the first update in the new year at "Back to the Roots"
    (http://www.back2roots.org) brings you the "Championship
    Manager" series for free download. It's very popular
    especially in the UK. Another excellent game is "Second
    Samurai". Vivid Image has allowed us to upload this
    classic action game. Want to play Boulderdash? Then you
    should choose "Emerald Mine", the best of its kind!

    Don't forget to have a look at the other games, which
    we've added, or you'll miss some pearls. If you want
    some candy for your ears, check out our latest additions
    to the music section. Many game tunes from the allmighty
    Jason Page were added. And your eyes will find some candy
    at our pictures area, where the best pics from the demo
    scene and Amiga games are waiting for them."
Thanks very much for the E-mail you guys :) Please check Back to the Roots


01/14/2001 - NES Updates! [Posted by DarkMazda]

Norbert Kehrer's N.E.S Page has been updated with ONE version 1.2 :) Here is what is new

  • It has support for Nintendo's MMC3 (Mapper #4). Altough not yet perfect, some games, which use the MMC3, have been added.
I tried ONE(Online NES Emulator), its pretty cool!! :) Give ONE a try :D


01/15/2001 - Huge Snes9x Update! [Posted by DarkMazda]

Snes9x's Journal has been updated with the week update on Snes9x emulator :)

    "People are asking where the Windows port is... well I've decided to give you a blow by blow account of what I've done over the last week, Snes9x wise, at least. First some