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Dreamcast News - The Latest in Emulation and Homebrew is a News and downloads site for Sega Dreamcast, Sega Saturn and Vintage Sega Consoles like the Megadrive, Master System and 32X, We have all the latest emulators, hack, homebrew, commercial games and all the downloads on this site, the latest homebrew and releases, Part of the
DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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March 25th, 2008, 18:58 Posted By: JKKDARK
From the official website:
Earlier this morning (1am) [thUg] came up with a fixed tileset of World 1. It is looking a lot cleaner than the one we used before.
Some of you might think, why do you guys need to clean and detail pixel things?
It’s pretty easy to answer. The graphics are optimized for 320×200 pixel screens, this also keeps us the possibility open for a MS-DOS port. If we have “dirty” pixelgraphics and resize this to native solutions of other systems, things would look a bit rubbish. With this clean-pixel task we try to improve the quality for fullscreen stretching on any machine, while keeping the retro-style.
Due to the professional repixeling the amount of colors are also reduced a lot, which ensures we can save some RAM This might not be relevant for new systems, but we want to have this game running on many beautiful (retro) systems such as GP2x, Amiga AGA, Dreamcast, Playstation Portable, etc…
Also some gossip about Giana’s Return GP32: As our music is available as .xm this willl eat lots of CPU speed, it might be a special difficult task to manage this game on a GP32, which does not mean it will not happen. We are currently discussing what to do and if it’s possible at all. Our musician op3rator took the old MOD’s and improved them and added more channels, which turned out in 8 channel .xm’s. His base music is basically available as .xm only now (specially the new composed tracks) and we wont give him more work with “backcomposing” to .mod. So either we can get Giana jumping on a GP32 or not… the chances are 50:50.
Also there are still thoughts which platform we should support first. Initially we have thought about a GP2x release, but it’s unsure at this time, if this will really happen first. There are severall reasons for this… we will just track the homebrew scene, follow comments and behaviours of users and our decision will be positive for the “most helpful and thankful” community.
With today we are one stop closer and many more steps will follow. While the tileset adjusting is not fully done, we are working on many “minor” engine improvements - specially eyecandies. Our genious french coder is working very hard to get the bugtracker empty and add improvements, which should work out really well for the final product.
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March 25th, 2008, 18:56 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for Linux.
From the official website:
I apologise for the lack of updates recently - unfortunately I have not had a lot of time to work on lxdream lately due to real life conspiring against me. I’ll try to update when I can, but for now there probably won’t be a lot to report until at least the end of May.
The good news is that lxdream-render is pretty close to mergeable now (doesn’t seem to break much now), and I’ve spent a bit of time trying to track down the irritating “geometry” bugs I’ve been seeing (It looks like bad geometry on screen, but the same data renders just fine on the DC). The bad news is that thus far, I haven’t really gotten anywhere with said bugs .
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March 22nd, 2008, 22:47 Posted By: wraggster
News from the ScummVM Site:
Do you know what a fabulous time we had last year participating in the Google Summer of Code? OK, you don't have to answer that, it's a rhetorical question. Fact is, it was fabulous! So fabulous we thought we'd apply again. And Google is so fabulous that they've elected ScummVM to take part again. Fabulous. (overuse of some words purely intentional).
So, where are you going to spend this summer*? Again some exotic beach? Perhaps this year on Monkey IslandTM?
Well if you are a student and want to make a buck this summer (more accurately $4500 US of them), Google is organizing the absolute Open Source recruitment drive, also known as the Google Summer of Code! The program is designed to create an incentive for students to participate in Open Source projects, by providing guidance and economic support. What's more, your favorite project ScummVM is proud to be participating!
Think about it. Have you ever thought about contributing to a large Open Source project like ScummVM but were intimidated to do so? With the Summer of Code opportunity, you can put your skills at work under close cooperation with our mentors. They'll help you ease in the team, plan the task ahead of time with you and guide you all along.
To get things started, you have to pitch us your idea. Take a look at our Open Tasks page for some suggestions. Then visit the Google Summer of Code website, read up on the FAQ and check out the application guide.
Now, hurry up! You've got until March 31, so get cracking!
*: Summer in the northern hemisphere definition :-)
http://www.scummvm.org/?shownews=20080321.xml
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March 21st, 2008, 21:29 Posted By: wraggster
Tyne has updated his Quake mod that works on Dreamcast and Xbox and i presume many more.
Stealth Quake v1.1 Patch Released
Extract and overwrite all the files in the /Stealth/ (or /StealthWQ) directory.
Darkplaces ver,
http://renegadec.digitalfunk.org/Qua...tealthDP11.rar
WinQuake ver,
http://renegadec.digitalfunk.org/Qua...tealthWQ11.rar
VERSION 1.1 CHANGES
-------------------
- Version is now displayed at start up
- Chthon is harder
- Balance tweaks
- Pistols do not remove in E2M6 and E4M7, fixes incompletion bug
- Minor bug fixes
- Updated Readme file
- Intermission fixes
- Fixed collision for Winquake and find() for AI point markers
- Fix LightAffect flag not disabling at times allowing monsters to see you
even though you're hidden
- Fix cycleweapon commands, mainly concerns console Quake players
Anyone try this on PSP, Ganecube or DS Quakes let me know via comments.
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March 19th, 2008, 23:17 Posted By: wraggster
News/release from DCIberia
Well, the good news is that it works Abbey of Crime VigasocoSDL.
You can use NullDC and configuring the keyboard you can play with the keys always, anyway now we are going to successfully implement the command of the Dreamcast as the controls that are currently owns for PS2.
You have an image Commission Autoboot if they want to prove, not Dreamcast olvideis have a keyboard connected, as with the work. In short the next delivery, faster, correction of timmings and voila!
Thanks to GPF, Indiket and VigasocoSDL
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March 19th, 2008, 23:14 Posted By: wraggster
News/release from DCIberia
This game beyond any documentation has been developed by: Patrick Gerdsmeier and is a quick port to Dreamcast made by Ron. This is sú original web page. The game comes in 9 different languages! (Includes Source, Linux, FreeBSD and Win32)
HighMoon is a game similar to the "artillery" or "worms" - but it takes place in the universe. A system of planets between two flying saucers. The gravitational fields on the planets and moons inevitably generate changes in each ballistic curve. If you perdeis, shooting can change their direction and become dangerous for the attacker.
HighMoon? You can play against the Dreamcast or a human opponent in the planetary system.
In NullDC and Demul is well supported and is playable.
Updated 19/3/08: Indiket has improved the port and it is compatible with the keyboard and the pad DC
KEYBOARD
1 Player vs. Computer
2 Player vs. Player
3 vs. Computer Computer (Demo on Titlescreen)
UP Flying Saucer Move Up
Flying Saucer DOWN Move Down
LEFT Decrease Shootangle
RIGHT Increase Shootangle
RETURN Weapon Use Extras to buy or Shieldpower
SPACE Keep pressed to increase Power. Release for Shooting
The Galaxy TAB Changes
Toggle F1 Help-Scroller? On / off
F2 Toggle Language
C Toggles Computerstrength (Trainee. Insane ..)
Toggle Window F / Fullscreen
S Toggle Sound on / off
PAD
L Quit
A Shooting
B Teleport
R Language
And 1 Player
X 2 Players
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March 19th, 2008, 23:09 Posted By: wraggster
News/release from DCIberia
As know, our friend Chui has recently drawn bookstores SDL + OpenGL (partial) for the use and enjoyment of staff xD
Indiket wanted to try them first with a jueguecillo and here is the result:
T-SIM 0.1
This "game" (by calling game, rather is an attempt simulator) allows us to steer our helicopter in a world created entirely 3D.
We recommend, if you are going to test, use a keyboard since there are many functions that can not be simulated with the pad.
Pad: Arrows moves the helicopter
Start: Quit Game
L: Interior view
A: Outside view
A: Accelerating engine
B: Reduce engine
X: Move collective top
And: Moving collective below
To take off: Hold A + X few seconds.
For more information on the checks with the keyboard, letting you Web original author:
http://igwe.vub.ac.be/ dost thou bring ~ / t-sim /
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March 19th, 2008, 18:41 Posted By: JKKDARK
From the official website:
Just had a talk with [thUg] 3 hours ago and he already had his hands on tileset number one. He should be done with fixing and cleaning by this weekend. We are all excited!
As soon as the sound fx are comming in and the clouds were fixed as well, we will present an updated video of World 1.
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March 18th, 2008, 18:53 Posted By: JKKDARK
More progress on the upcoming homebrew game for Dreamcast.
From the official website:
Hello dear Giana-Fans!
First of all, let us tell you that the project is not abandoned and we won’t abandon it
Everyone has already read the story about the graphics artist issues severall times already and you boys and girls are probably already sick about it - which would be pretty much understandable. A pixelgraphics artist from France named [thUg] who was also active in the Amiga demoscene offered his help, which we will glady accept - things should move on soon.
So this was the status about Giana’s Retun itself… now time for something new…
We got hands on a very talented (but unfortunatly not free) graphics artist who is currently drawing sprites and tiles for a new Sci-Fi Jump’n'Shoot. We are taking essences from “Hard’n'Heavy”, “Metal Slug” and “Turrican” and mixing it up into a brandnew game, based upon the Giana’s Return engine. Of course we could have got that graphics guy also for our main project, but the background of this story is a bit more difficult and would probably fill a few pages to explain.
We have the main sprite “Little Bastard” ready and animated, white a nice and proper gun in his hands. Within the next three to four weeks, we should have everything ready to start. The game itself will be less complex than Giana’s Return as we want to head towards “Hard’n'Heavy” which was dealt as “The Great Giana Sisters II”.
We don’t have a music artist for this, as Operator is still busy with the Giana’s Return music and sound FX. Our organizer is already having some artists in mind, who could provide proper chipmusic. This time it might not be “exclusive” tracks as for Giana’s Return, but be sure that the music will rock the house - or better said “chip” the house.
Kudos!
Your’s Giana’s Return Team
PS: We answered most of the people who offered help, but most of them didn’t reply, did you guys checked your spambox folder?
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March 18th, 2008, 18:24 Posted By: JKKDARK
After more than one year, we get news from Demul, the Sega Dreamcast emulator for PC.
Source:
After one year of delay Russian author of Dreamcast emulator Wind has been back in action. WIP version of new Demul emulator able to run some WinCE and Naomi arcada machine games all along with other unemulated games such Grand Thieft Auto 2 and others. Anyway, since Makaron and NullDC has presented it's emulations progress, this will be not enough for somebody. But, Demul was first emulator supports quicksave feature, render-to-texture mode emulated and more stuff like keyboard od so on. So stay tuned, any news available ot Emu-russia forum (link below), any other release news will be on official sit at demul.emulation64.com. Enjoy.
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March 18th, 2008, 01:22 Posted By: JKKDARK
What's going on with the Sega Dreamcast emulator for PC.
From the official website:
Another batch of pictures. Seems like people enjoy them, and I have to run every GD image at least once to get MD5 and see if it boots at the very least, so why not capture few screenshots along the way?
My Merry May is another one of those titles that go above and beyond simple VMU animation. I have to say SEGA idea behing VMUs was simply brilliant - too bad they had to make them cheap and so two CR2032 lithium cells last only what, 3 months? Assuming you do not play on your VMU or else it's a week tops.
That reminds me - is there a good VMU emulator out there? Preferably one that runs on 2000/XP systems and doesn't look like 16-bit Windows 3.1 application, but I'll settle for anything that works. No KATANA dev utils please, those aren't free, or even legal.
http://pics.livejournal.com/dknute/pic/000bbfwq
http://pics.livejournal.com/dknute/pic/000bcdqr
http://pics.livejournal.com/dknute/pic/000bdtx4
http://pics.livejournal.com/dknute/pic/000berty
This is Exodus Guilty Neos. Don't ask me. Title aside, it has nice graphics - those sharp edges seem out of place at first but soon you get used to them. I think it gives the game less cartoonish, more comic-like look. Oh, and it seems Exodus doesn't like alternate sorting mode much - some texts go missing. Too bad, I guess only D32_FLOAT_S8X24_UINT format can save us now. But that's DirectX 10 and up. I'd tell you to petition M$ to create DX10 runtime for Windows XP but we all know once you earn some fifty billion dollars or so you just don't care that much about puny hyu-mans anymore
These screens also show you can easily switch to and from built-in Internet browser (no actual modem/BBA emulation yet), and that PuruPuru pack is being recognized.
http://pics.livejournal.com/dknute/pic/000bfate
http://pics.livejournal.com/dknute/pic/000bgb2t
http://pics.livejournal.com/dknute/pic/000bhasx
http://pics.livejournal.com/dknute/pic/000bk3td
http://pics.livejournal.com/dknute/pic/000bp6cg
http://pics.livejournal.com/dknute/pic/000bqh87
And now time for Giant Gram and some sweating masculine torsos. What's not to like? Feel free to watch, I'll be waiting at the next paragraph.
http://pics.livejournal.com/dknute/pic/000br7h0
http://pics.livejournal.com/dknute/pic/000bs5y4
Not exactly my taste either, but it's a progress Canary has one long, boring intro let me tell you... You get served with centered lines of white text on black screen for several minutes - now this would good for building atmosphere in some dark cyberpunk but not this game?!
http://pics.livejournal.com/dknute/pic/000btge7
http://pics.livejournal.com/dknute/pic/000bwpft
Some folks dancing. Sort of. Wait, does this prove people walk on their hands on the other side of the planet?
Now this is funny. SF Alpha is called Zero in Japan. Who knew? Not to mention this is a special version (full name Street Fighter Zero 3 - Saikyo-Ryu Dojo for Matching Service) and the plain one won't boot. Some SH4 bug it seems. This should be easy to find, and let's hope easy to fix as well. Won't be so funny if it turns out to be another GD-DMA problem, but at least it's easy to spot and trips Makaron every time.
http://pics.livejournal.com/dknute/pic/000bxr7b
http://pics.livejournal.com/dknute/pic/000byb5w
http://pics.livejournal.com/dknute/pic/000bzecc
http://pics.livejournal.com/dknute/pic/000c0x33
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March 17th, 2008, 15:13 Posted By: JKKDARK
New version of the Sega Saturn emulator for Windows and Linux.
Notes:
Lots of bug fixes in this release(especially on the SCSP). The GTK port received a nice face lift. Saving and loading of cheats was added. There is also now a nice Qt port available.
--------------------------------------------------------------------------------
Changes:
0.9.3 -> 0.9.4
scsp:
- Fixed a timer bug.
- Fixed a bug with mcire word writes.
- Added wave file output core to available sound cores.
- Fixed a bug in total level attenuation.
- Fixed a bug in EG.
gtk port:
- Redesigned memory dump window.
- Redesigned SH2 debug window.
- Other bug fixes.
qt port:
- Added initial support. It should be pretty much on par with the gtk port.
wii port:
- Added initial support.
windows port:
- Fixed a bug where emulation wasn't paused when save/load state as was
selected from the menu.
- Changed disassembler so it can scroll up and down.
- Tweaked error messages so it doesn't report invalid opcode errors when
running the fast interpreter.
- Added SCSP common control register debug info to SCSP debug dialog
- Other bug fixes.
general:
- Added a few internal tweaks that should yield some performance gains.
- Added support for saving and loading cheats.
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March 16th, 2008, 17:11 Posted By: wraggster
Our good friends at DCEvolution posted this news update a few days ago:
Unfortunately, a collection of problems has delayed the unveiling of our completed new Web site a while longer than we anticipated. We are still experiencing serious issues with the Web server on which DC Evolution and its network sites are hosted. To combat this problem, we have purchased a new server package and have begun the process of moving our network sites to the new server. If the new server works well enough, we will eventually move DC Evolution to the new server, as well.
In addition, I have had no Internet connectivity at home for almost a month. Most likely, it will still not be restored until near the end of this month.
Finally, a minor bug within the developers' beta release of CAGCMS, which is the content management system we are using as the backend of the new Web site, has temporarily stopped us in our tracks regarding adding new content to the site. As soon as my Internet connectivity is restored, I will fix the bug in the software and we will begin rolling toward the new Web site again.
Thank you all for your continued support and patience. We will be back! I promise you that.
Curtiss Grymala
PS: Until DCEvolution is back, you can download most of our releases via these links:
Beats of Rage:
Battletoads DC (by bwwd)
Final Fight: Last Round SE (by Mr.Q)
Beats of Rage Collection Vol. 2
Collections:
Dream Selection Vol.1 (2002)
Sandman: Dreamcast Demo Disk Vol.1 (2006)
Complete Games:
Tetris 2 CD OverClocked
DCSquares
Simon bOnus
SCUMMVM:
Flight of the Amazon Queen
Beneath a Steel Sky
SCUMM VM Demo Compilation
eBooks:
Christmas Carol
Halloween
Alice In Wonderland
FPS:
Marathon Trilogy
QuakeDC(Evo) Special Edition
Emulation:
DEP: NES/Famicom Edition
DEP: Sega 8-bit Edition
DEP: GameBoyColor Edition
Hosted:
scenedicate #01
DCTonic
Delicious
Variance
Sonic Robo Blast 2 DC
Retro-Sonic Demo 1
Defense Commander
DRILL
Feet of Fury 4-in-1 SwapCD
bucanero's VMU Backup CD
speud's DreamExplorer
Rise of the Triad
OneThirty8's Wolfenstein 3d
More at DCEvolution.net --> http://www.dcevolution.net/
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March 15th, 2008, 20:22 Posted By: wraggster
Our good friends at DCIberia who id say are the most ardent Dreamcast fans anywhere posted this news on their site
heres the rough google translation:
A quite sure that many of our supporters and fans, this year has turned them round. Speaking of circles that is our feeling ... Has been a year cargadito news, Made in Spain as made outside our borders.
DCEmu as always keeps a rigorous testimony to the scene, but we produce an enormous amount of things for the Dreamcast, and of course Spain is a power Dreamcast, only to have people in our ranks as Chui or Fox68K, he rose to the spirit either.
It has been 5 years since we held the first and only MadriDC then tuv*mos the opportunity to embebernos in MadriSX & Retro desenbocando in traca final which saw the last edition of March 8.
In the end it is not surprising to see that we descend any day of the four thousand-odd ... Visits and we haceis you. New faces, new developers, new spirit ... That is what was needed. We have moments of authentic famine DeCera and we have managed to survive. In the harsh and to mature.
These are times of change and regeneration. The new entities guarantee continuity and sustainability. From a self-critical look backwards doing a retrospective of what happened, without forgetting the old guard of the DC, which has been predominantly which has thrown the car without miramientos. (Such Kupra, LTK, Juarrox, KorteX, Josemci, Adrian, Timo and many others ...)
Therefore: We have no other thing to thank each other stay alive, but remembering that this community does not live in the air. We have hosting costs, we have costs of organizing events ... I ask that you ayudeis survive or we will have to go in thinking move to something more discreet and wash the face of all this. SIX million-odd ... Visits make it clear that this site is followed by many, but the tap is dry. Apart from the people who contribute their time, few or very few are involved.
In any way we say that is fine a website where I can download tons of things for my blanquita from Sega, but of course, playing for the pin and not even thank not benefit at all continuity.
Do not know why anyone contributes even giving thanks, we have the same problem years ago ... This does not stand alone and sometimes we must consider renew or die.
We invite you to the banner useis Paypal and any way to guarantee the continuity of this site and events.
It is in your hands, I invite you to do the commentaries on this matter, the decision is yours.
A salute and thank you.
http://www.dciberia.net/tiki-read_ar...=show#comments
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March 14th, 2008, 17:10 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for PC.
From the official website:
First Kiss Story can't be fixed because it's not a bug that it doesn't show overlayed text and images properly. It's simply another case of 32-bit float to 24-bit integer Z-buffer resolution loss. Fortunately it can be worked around - so now sorting mode can be switched to 'alternate' for games that require that. I'm trying to determine if this can be made default setting, or will it break other games.
http://pics.livejournal.com/dknute/pic/000agc73
Another fix and Chocolat - Maid Cafe Curio doesn't cut off bottom part of the picture anymore - well aren't you glad, huh?
http://pics.livejournal.com/dknute/pic/000ahp79
Something for soccer fans. Now, these games have some ugly sorting/priority issues but nothing can be done about that right now. Hey, at least they boot and play.
http://pics.livejournal.com/dknute/pic/000akke4
http://pics.livejournal.com/dknute/pic/000apk9g
http://pics.livejournal.com/dknute/pic/000aq60h
A flight simulator where you don't get to shoot anything down. Now where is the fun in that? Anyway, due to slight FPU inaccuracies the plane slowly loses altitude during training mission and might crash before tutorial is over. Should be playable though, because during normal gameplay you have full control and can simply level if necessary.
http://pics.livejournal.com/dknute/pic/000ar61a
Baldr Force EXE had same screen size problem as Chocolat. In addition to that there were some DMA issues that caused texture corruption. Fixed.
I've yet to test if this does anything for those unstable Windows CE games.
By the way, vibration works in this game as well. I don't really test for this, but in this case it was obvious since it's used very early in the game and is pretty hard to miss.
http://pics.livejournal.com/dknute/pic/000as7w4
http://pics.livejournal.com/dknute/pic/000atg43
Yet another sim - I've got quite a few of those. You'd think those are the easiest to emulate, just some simple 2D/3D. Most of them are like that, true, but some are pretty tough cases
http://pics.livejournal.com/dknute/pic/000awddf
http://pics.livejournal.com/dknute/pic/000axb30
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March 14th, 2008, 11:03 Posted By: fackue
As of this release I'm no longer releasing the dependent configurator or the manual tutorial separately as I will include it in future releases of DC Dev ISO.
Here is the list of changes.
- GDB is setup and working
- bin2o program (located in the "Tools" menu)
- MinGW 3.4.6 toolchain
- KOS updated to revision 561
- KOS built in MinGW
- dc-tool IP and Serial included and built in MinGW (/kos/utils/dc-tool)
- scramble has been included (/kos/utils/scramble)
- SDL headers and lib issues has been resolved
- Option to compress the toolchain using UPX
This is working with the official February 08 release (8.02) of CodeBlocks, so if you're still using the nightlies then now is the perfect time upgrade I think.
GDB is working. However, after you run the debugger (by pressing the "Debug / Continue" button) do not push it again or push the "Run to cursor" button as they will reset your DC. Hopefully someone will convince the CodeBlocks guys to pass "continue" to GDB rather than "run," or at least the option to change this behavior.
To build a romdisk:
Goto Tools, genromfs (indep).
Then Tools, bin2o (indep).
Open romdisk.img and save it as romdisk.o.
I recommend you also grab dc-tool GUI and extract it to a permanent home and add it as one of the tools.
Don't forget to check "Start GDB server" in the settings of dc-tool GUI if you want to use GDB.
http://dcemulation.com/?title=CodeBlocks_DC_Dev
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March 13th, 2008, 20:57 Posted By: Elven6
Heres a guide to get Dev-C++ to do things that would make it compatible with the Dreamcast file type. Im working from the old R2 guide, but im just making adjustments to bring it up to date.
This is my first guide, so please be easy on it, unlike whats happened to the other guides, I will do my best to keep things updated and answer and questions you may have.
Pre-Req:
Dev C++
DC Dev R4
A Dreamcast (Duh!)
Some minor knowledge in Computer Science will help ALOT.
Note: This guide assumes the directory that Cygwin is installed in is c:\cygwin, for the sake of simplicity please install it in the default directory.
1) Setting up the compiler
a) Go to Tools Menu -> Compiler options
b) Create a new compiler, name it Dreamcast
c) Add this to the compiler commands : -O2 -DFRAME_POINTERS -ml -m4-single-only -fno-optimize-sibling-calls -D_arch_dreamcast -D_arch_sub_pristine -Wall-g -fno-builtin -fno-strict-aliasing -ml -m4-single-only -Wl,-Ttext=0x8c010000-nostartfiles -nostdlib
d) Add this to the linker commands : -g -fno-builtin -fno-strict-aliasing -ml -m4-single-only -Wl,-Ttext=0x8c010000 -nostartfiles -nostdlib -Wall-g C:\cygwin\usr\local\dc\kos\kos\kernel\arch\dreamca st\kernel\startup.o -lstdc++ -Wl,--start-group -lkallisti -lc -lgcc -Wl,--end-group
Note: Notice the -Wall-g command in both of the commands above, depending on the program you are using, it may require a space ex: -Wall -g, the hello world program show below will not, however other programs probably will, so be on the look out for it.
2) Setting up the directories
a) Directories Tab
b) Binaries Sub-Tab
c) Add the following:
c:\cygwin\bin
c:\cygwin\usr\local\dc\sh-elf\bin
d) Libraries Sub-Tab
e) Add the following directories:
c:\cygwin\usr\local\dc\kos\kos\lib\dreamcast
c:\cygwin\usr\local\dc\kos\kos\addons\lib\dreamcas t
c:\cygwin\usr\local\dc\sh-elf
f) C Includes Sub-Tab
g) Add the following directories:
c:\cygwin\usr\local\dc\kos\kos\include
c:\cygwin\usr\local\dc\kos\kos-ports\include
c:\cygwin\usr\local\dc\kos\kos\kernel\arch\dreamca st\include
c:\cygwin\usr\local\dc\kos\kos\addons\include
c:\cygwin\usr\local\dc\sh-elf\sh-elf\include
h) C++ Includes Sub-Tab
i) Add the following directories:
c:\cygwin\usr\local\dc\kos\kos\include
c:\cygwin\usr\local\dc\kos\kos-ports\include
c:\cygwin\usr\local\dc\kos\kos\kernel\arch\dreamca st\include
c:\cygwin\usr\local\dc\kos\kos\addons\include
c:\cygwin\usr\local\dc\sh-elf\sh-elf\include
c:\cygwin\usr\local\dc\sh-elf\include\c++\3.4.6
3) Linking programs
a) Go To The Programs Tab
b) Set the following programs to these:
gcc -> sh-elf-gcc.exe
g++ -> sh-elf-g++.exe
gprof -> sh-elf-gprof.exe
4) The Hello World Test
a) File -> New -> Project
b) Empty Project
c) Project -> Project Options
d) Compiler Tab
e) Select the Dreamcast compiler, then go to build options, at the bottom check the override box and change the extension to .elf ex: project1.exe -> project1.elf
f) Click OK
g) Project -> New File
h) Type the following:
i) File -> Save
j) Save as main.c
k) Execute -> Compile
You should know have a .elf file in the folder you saved your project too. You can upload it to your Dreamcast via Dctool OR convert the file and run it in a emulator OR using Bootdreams to burn it to a disc. (Don't ask me how to convert because I don't know how either)
So what do you think? If you liked it then please visit my blog (link is in my signature), if you have any questions please leave them below.
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