|
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
|
January 16th, 2008, 22:07 Posted By: Christuserloeser
As you might know, G.Rev's excellent horizontal shmup Border Down is getting a reprint sheduled for 17th of January 2008. - Now it seems that the entire stock is already sold out via preorder:
DIGG THIS NEWS
My friend who lives in Tabata (near Tokyo) was gracious enough to go down to Messe Sanoh in Akihabara to order Border Down for me. This happened last week so I thought I had enough time.
Alas, it was completely presold. Perhaps the pressings were more scarce than I'd have thought. My friend went to Akiba around 3-5PM on the 10th of January so it wasn't really all that late.
Back to Ebay, huh? BTW the last few kanji on the sign below reads 'Orders have been finalized' or something.
Source: Dreamcast-Scene
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 16th, 2008, 17:25 Posted By: wraggster
Today has seen a new release of ScummVM for many systems, heres a description first followed by the news for this release:
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Todays release news:
ScummVM. Do you hear it? Do you smell a new version? It's now here. And as usual and regularly, it is packed with tons of new features. Hold on, and take a look at the list:
Support for the FREEWARE adventure Lure of the Temptress (available for download here)
Seven other new supported games: I Have no Mouth, and I Must Scream, Elvira 1 and 2, Waxworks (Amiga version only) and 3 Sierra pre-AGI games for children
Two newly available ports: iPhone and Maemo
Support for the Mac version of The Legend of Kyrandia and the Amiga version of Nippon Safes
Better support for Sierra AGI games
Improved support for modern 64-bit systems
Support for FLAC encoded music in Broken Sword 1 for the purists among you
Better support for non-English versions of games, including eastern languages
Sound compression for SAGA games
Heres the release notes:
New Games:
- Added support for Elvira: Mistress of the Dark.
- Added support for Elvira 2: The Jaws of Cerberus.
- Added support for I Have no Mouth, and I Must Scream (demo and full game).
- Added support for preAGI game Mickey's Space Adventure.
- Added support for preAGI game Troll's Tale.
- Added support for preAGI game Winnie the Pooh in the Hundred Acre Wood.
- Added support for Amiga version of Waxworks.
- Added support for Lure of the Temptress.
New Ports:
- Added iPhone port.
- Added Maemo port for Nokia Internet tablets.
General:
- Added ARM assembly routines for code in the sound mixer and SCUMM video playback, resulting in some nice speedups on several ports.
- Improved the way keyboard input is handled internally, resolving some odd quirks in some game / port combinations.
- Added optional 'confirm exit' dialog to the SDL backend.
- Added support for TiMidity++ MIDI server.
- Added DMedia MIDI driver for IRIX.
- Improved detection of new game variants and localized versions.
- Completely reworked internal access to files. (GSoC Task)
- Added option to delete games from the list with Del key.
- Added support for "~/" prefix being substituted by $HOME in paths on POSIX systems (Linux, Mac OS X etc.).
AGI:
- Added support for AGI256 and AGI256-2 hacks (GSoC Task)
- Added support for Amiga menus and palettes (GSoC Task)
- Better support for early Sierra AGI titles
AGOS:
- Fixed crashes related to OmniTV playback in The Feeble Files.
- Improved work on 64-bit systems.
Broken Sword 1:
- Added support for FLAC encoded music.
Kyrandia:
- Added support for Macintosh version.
Parallaction:
- Added support for Amiga version of Nippon Safes, Inc.
- Many bugfixes
Queen:
- Added support for Adlib music.
- Added missing music patterns playback in Amiga version.
SCUMM:
- Added subtitle skipping (via '.' key) in older games which didn't have this feature so far (e.g. Zak, MM, Indy3, Loom).
- Added support for Chinese COMI.
- Better support for eastern versions of games.
- Various fixes for COMI and other games.
- Added support for original save menus (browse only). Use Alt-F5 to activate.
- Added support for Spanish version of NES Maniac Mansion.
- Better support for German version of C64 Maniac Mansion.
- Fixed bug with cursors in Windows versions of Humongous Entertainment games.
SAGA:
- Added support for compressed sound effects, voices and music.
Touche:
- Added workarounds for some glitches/issues present in the original game.
WinCE Port:
- Switched compilers again. Now using cegcc ( http://cegcc.sourceforge.net/).
- Plugins now supported for WinCE (but not used in this release).
- Redesigned 'Free Look' action, mainly for the lure engine's requirements.
- Smaller optimization setting to counteract the growth of the executable.
- Various bug fixes.
GP2X Port:
- Support F200 Touchscreen
- Various fixes to input code
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 15th, 2008, 23:45 Posted By: Christuserloeser
morthkun youtube'd an impressive 3D animation of the Dreamcast controller he made:
Final project in a 3D modeling/animation class done in Maya 8.5. I chose a Dreamcast controller due to the lack of other options. There are a few flaws but I didn't feel like fixing them at the time.
Source: The-Dreamcast-Junkyard
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 15th, 2008, 23:37 Posted By: Christuserloeser
Crypic Allusion posted a "Behind the Scenes" video for their Dreamcast game Donk: Samurai Duck:
This is the Cryptic Allusion office in my house, plus some extended, new video of "Donk: Samurai Duck" at the end! It's really just meant to give you an idea of how indie we are, I suppose. I describe where I do artwork when I need to, where I create sounds (effects or voiceovers), and a little about the studio gear I have. Hope you find it informative if you're curious!
Download the video here.
Source: Cryptic Allusion forums
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 15th, 2008, 20:08 Posted By: wraggster
So, we got some more information from Patrick Goschy so he could set his story straight, and were surprised to learn he still had the original prototype controller! According to Goschy, he really has no plans -- or standing -- to sue Nintendo, since Midway owned all of his patents, and as far as he can tell, Nintendo bought the patents from Midway, since Nintendo references one of the patents in its application for the Wiimote. Apparently he just wants the recognition: "I just wanted to people to know. Wanted the truth to come out. Did this 8 years ago, and the Wii has been such a huge deal, I wanted the truth to get out there. It wasn't these two or three Japanese guys that came up with this thing." His guess is that Nintendo saw the video demo he did -- which was seen by hundreds of employees of Midway -- and probably payed a pittance for the technology, thanks to Midway's mismanagement. Right now Goschy is doing engineering consulting work to pay the bills, and when asked if he could take a few shots of his controller alongside Nintendo's, told us that he "can't afford a Wii." He's going to do a redo of the original video -- hopefully with pants this time -- if he can scrounge himself up a working Dreamcast.
http://www.engadget.com/2008/01/15/e...e-controllers/
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 15th, 2008, 13:13 Posted By: Christuserloeser
James Howell of DELTAHEAD Translation Group LLC looks for a Programmer to complete the Segagaga translation for SEGA Dreamcast:
I know that a lot of people are anxious to know the status of our translation patch for Segagaga, and I apologize for the information vacuum. As I had noted in an earlier blog, I'm enrolled in a rigorous graduate program which has taken most of my time. Now, however, I've got some time to devote to the project, and a public statement on our progress is a great place to start.
The good news: we have enough text translated to make the first RPG dungeon segment of Segagaga playable in English.
The bad news: we need a new programmer. (I choose to leave the specific circumstances of our problem unexplained in the interest of everyone's privacy.)
Here are the qualities required for the work, with brief explanations of each:
1. An original copy of Segagaga. Since we respect Sega's copyright on Segagaga, we will not distribute illegal images of Segagaga under any circumstances.
2. Hardware necessary to extract the Segagaga data from a self-made backup of an original copy. We work as much as possible from scratch, again to reinforce our respect for Sega's copyright. Working in this manner helps to prevent the illegal distribution of software.
3. Hex editing skills. The Japanese text resides in the software's hex code, and we will need to replace the J-text with English text within the code directly.
4. Programming skills that will enable the construction of a patch that can be applied to a backup copy of Segagaga. I don't have any experience in this regard whatsoever, but it's necessary for our work to see practical results.
5. Good communication skills. When we're working on this project, I will need clear and honest communication regarding the status of the work.
6. Devotion to good work. We have worked hard to translate the text elegantly and correctly, and we expect a programmer to respect our efforts by likewise doing good work.
Please know that this is not a paid position, and you will not retain rights for any work that you do. As mentioned before, because we want to respect Sega's copyright ownership of all things Segagaga, we intend to release this patch as a public domain localization. If this sounds a bit unforgiving, you might take comfort from the facts that
(a) none of the translation staff has been paid or will be paid for their work,
(b) none of the translation staff has retained or will retain rights to their translation, and
(c) all who work on the public domain localization will be specifically credited for their contributions and effort.
In other words: no profit but in glory.
Please contact me through my 1up.com account if you or someone you know can help us see the work through!
For more details head over to his blog at http://www.1up.com/do/blogEntry?bId=...UserId=5772603
Digg this story
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 15th, 2008, 11:21 Posted By: Christuserloeser
The folks at Cryptic Allusion released a new CryptoCast episode:
Here are the notes for the show:
Download the show from iTunes (subscribe and review please!), or directly (for those of us that are too lazy) from the link below:
---
Linkydink!.
Digg the CryptoCast!
Guest list
-Roddy
-Pam
-Three of the four co-founders of ViperScorpion Interactive: Tim, Devon and Justin!
Intro
No news on Donk this week, but we'll all return next week during Pt.2 of the interview!
Interview Pt. 1 of 3
We spent a LOT of time in my studio here just gabbing about games, politics and listening to Justin make crazy references to outdated TV shows. Enjoy!
Outro
Here are a few relevant links to what we discussed during this portion of the interview:
- Justin talks a bit about Sound Miner and Soundserve.
- Devon mentions Glu and SuperScape.
- Tim says the IGDA, Austin chapter, as well as the 3D users group in Austin.
- Midway’s fiasco with Area51: Blacksite and Harvey Smith – Link.
Games Discussed
- "Star Wars: Knights of the Old Republic" (1 and 2, referred to as KOTOR for short) Wiki Link
- "Spacewar!" Another Wiki Link
- "Mass Effect" BioWare's Mass Effect Website - beware of the loud sounds and heavy amounts of Flash.
Music for this episode provided by: Devon from ViperScorpion Interactive 'lent' his voice (completely by accident, I assure you) for the opening theme, if you can even call it a theme. Everything else is stuff I have licensed and/or is royalty free.
Many thanks to ViperScorpion for their bumpers! We'll be using them throughout our shows for a nice long time to come.
Make sure to check out ViperScorpion's video podcast/blog site @ www.viperscorpion.com
Source - Cryptic Allusion Forums
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 14th, 2008, 22:53 Posted By: wraggster
Someone went and made a portable Dreamcast, named the DCp which stands for Dreamcast Portable, which is very c, which stands for clever. It features "a vacuum formed case, LCD screen, and stereo speakers. Best of all, it runs off of just two 7.2V 3Ah R/C car batteries for maximum portability." Sweet. The only weird thing is that the game CD is placed on the back, and there is no cover for it, so it spins freely right by your hands when you're holding it (hit the jump for a picture of the back). And, quite frankly, I worry about hitting the disk with a finger when I'm tearing up some Power Stone. I mean I have big hands. And you know what they say about a man with big hands don't you? That I'm an idiot.
http://www.geekologie.com/2008/01/po...ooks_wellm.php
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 7th, 2008, 03:31 Posted By: JKKDARK
via Kotaku
Thrift stores are a constant source of amazement to me. How can so many horrible things all end up in one place? Yet, if you do some digging you can find some really cool stuff. Some if it is cool and you buy it and some of it is so hideous it's cool. You laugh at it and then put it back on the shelf. This Dreamcast is one of those finds. Had I not already owned one I probably would have picked it up seeing as it had four controllers , two light guns and memory cards. Instead I just snapped a picture so I could share the horror with all of you. Behold the ugliest Dreamcast ever decorated. I challenge you to find an uglier one! In fact, if you can find another one, send a picture in. Whoever submits the most hideous one will get a game from my personal collection. And no, you don't get to pick it.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 6th, 2008, 18:30 Posted By: wraggster
A coder by the name of Simpson474 has ported the Nintendo64 Emulator to the Dreamcast, he has infact released 2 versions of the Emulator, heres the info in full:
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 5th, 2008, 21:03 Posted By: JKKDARK
New version of the Sega Saturn emulator for PC.
Changelog:
SH2 treatment of FRT fixed.
SCU's DMA processing fixed.
SCU end of the DMA interrupt handling fixed.
SCSP playback location update process fixed.
State saves data changed version.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 4th, 2008, 00:28 Posted By: wraggster
News from DCiberia
Dark-Gio has released this pearl in the forums and not exit the surprise, given that I have lived next to GPF development of emu N64 and the truth is rather surprising if confirmed this video / rumor.
Apparently it is a direct port and has no type of optimization. It appears that the GPU works quite well (beyond performance).
It is the only game that you can get to run at the moment is the Super Mario 64.
If you have information in this regard, the contrast video.
Unfortunately in the video there are no data that d*ga who has ported, tested or who made it. As can be seen, have used a German version of Mario, it could offer any hint of their origin.
To investigate whether añadidla can find more information or comments directly to the forum.
Happy New Year, if this would be good news to close 2007 with a good alegrón.
http://www.dciberia.net/tiki-read_ar...?articleId=716
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 2nd, 2008, 22:41 Posted By: JKKDARK
Download the video here, it's about 46 MB.
I will quote it from their official forum:
I know it's not the greatest thing in the world, but I thought that some of you might be interested in how we are working on Donk. It's a quick tour of my office and work space (the office part is pretty messy...no one ever said creativity was clean!). It might not be the most conducive environment in which to work, but it's doing just fine so far. ^_^
There is also a good minute and a half of Donk footage at the end of the video, and I do a little commentary of it as well.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 1st, 2008, 23:17 Posted By: wraggster
Im sure we have all realised by now that the Dreamcast Homebrew community although strong has slowed down but it will never die, a question to every Dreamcast Fan.
What are your Hopes in the year ahead for the Dreamcast both in Homebrew and Emulation ?
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 1st, 2008, 17:10 Posted By: wraggster
DKnute has posted a test version of his Dreamcast Emulator for Windows called Makaron:
First I'd like to dedicate these two picture to people who claim that so-called 2D games should run better and require less resources to emulate than 3D ones. This is Bangai-O:
As you can see, if there is a 3D hardware then 2D games will use it. Why? Because it's faster to have another processor (GPU in that case) rasterize things for you - with alpha blending and transparency, and even filtering if needed. This is full-blown 3D, just that the third dimension is used for composing multiple layers, including background and text messages.
Many such games not only use 3D - they abuse it. Use thousands of small triangles with most of those having individual, unique textures (which are probably not only palletized, but also compressed in some way). And change that a lot every frame - that is 50/60 times per second. Now try to keep up with that!
This is not an 8-bit console calculating and writing every pixel to VRAM (although it does happen, true 2D is still used from time to time; SEGA logo is one example). I may not need to keep things cycle-correct here, but I've my own problems handling graphics.
Okay, now some more fog (you'll find it's used in quite many places actually):
Ah, but that's not all. Here are some more interesting uses of fogging:
Case 1 - fog used as a special effect to light up parts of objects that are being hit by player. And yes, that could've been done in several other (easier?) ways...
Case 2 - now this is grand, Bangai-O uses fogging to show selected buttons
There's a special today - a frontend to Makaron donated by slrhui - you can get it here. Please contact the author about it should you need any changes done. And be sure to thank him if you find it usefull.
Here's Makaron Test 9/1. The main purpose of this release it to fix some issues T9 had, but there are other changes as well.
Firstly there's the new AEG code in AICA - not entierly correct mind you, but it will get better in time. I belive I've explained it enough before but just to be sure: It makes AICA module somewhat slower. Nothing is free you know. It should be offset by ARM7 code being recompiled this time.
Second major change is the addition of fog processing. You will need at least Pixel Shader 2.0 for this to work, and it better be fast (worst case scenario, that is palletized & filtered texture with fog and color clamping, is 9 textures lookups + some 50 other instructions per pixel).
This also causes Makaron to lag a bit at startup now, as it has to recreate some 200 PS programs to cover all possible cases.
I tried not to touch SH4 code much, but I did change how HOLLY handles DMA transfers. This might break quite a number of things but was necessary to fix couple of games. Mostly CAPCOM ones, go figure. Some people out there should really learn how to use DMA... There are games that start the DMA and assume it's going to finish before the program advances to the point where it has to use the transferred data - without actually checking that. The easiest way around this problem is to complete the transfers the moment they are started - but of course there are other games that get confused by immediate end-of-transfer interrupt, or miss it, and hang. Yet other games require that the transfer at least advances a bit once started, or the unchaged counter will make them think it's already done. All this is also very timing-related, might work or not depending how fast the emulator goes and when the interrupts actually arrive. Not funny.
I solved this by forcing DMA transfers to take time to finish - just like on the real hardware. The difference is a DMA in progress will slow SH4 (because it's blocking memory bus or HOLLY) and Makaron doesn't account for that. Not to mention I can't exactly check for interrupts every instruction, like SH4, as this would kill performance. I came up with timings that should work well on both slow and fast systems - but it might still need some tweaking.
As a side effect you now get to experience loading times. Just like on your good old Dreamcast. Yay! So be patient when staring at blank or "Please wait" / "Now loading" screens. I know this feature will not get good press but I like it. So it stays
By the way, fixes to DMA engine (although not timing-related) made "Soul Calibur" and "Dead or Alive 2" dialogs re-appear.
Emulation speed/statistics information is no longer displayed. If you want it, re-enable it in F12 menu.
On a special request from Yuki I've looked into MakaronPAD plugin. It is now possible to assign normal digital buttons to POV directional pad. The plugin version has been bumped up - not a big deal, but it won't work in T8/T9 unless you hex-edit it. You shouldn't be using those anymore
Enough Makaron for this year. Silmeria still needs to be rescued and I want some strong monsters to test out triple Nibelung Valesti combo (Hrist->Lenneth->Alicia)
Download and Give Feedback Via Comments
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
January 1st, 2008, 10:39 Posted By: JKKDARK
New version of the Dreamcast emulator for PC.
The next information about this release is from the official site:
Here's Makaron Test 9/1. The main purpose of this release it to fix some issues T9 had, but there are other changes as well.
Firstly there's the new AEG code in AICA - not entierly correct mind you, but it will get better in time. I belive I've explained it enough before but just to be sure: It makes AICA module somewhat slower. Nothing is free you know. It should be offset by ARM7 code being recompiled this time.
Second major change is the addition of fog processing. You will need at least Pixel Shader 2.0 for this to work, and it better be fast (worst case scenario, that is palletized & filtered texture with fog and color clamping, is 9 textures lookups + some 50 other instructions per pixel).
This also causes Makaron to lag a bit at startup now, as it has to recreate some 200 PS programs to cover all possible cases.
I tried not to touch SH4 code much, but I did change how HOLLY handles DMA transfers. This might break quite a number of things but was necessary to fix couple of games. Mostly CAPCOM ones, go figure. Some people out there should really learn how to use DMA... There are games that start the DMA and assume it's going to finish before the program advances to the point where it has to use the transferred data - without actually checking that. The easiest way around this problem is to complete the transfers the moment they are started - but of course there are other games that get confused by immediate end-of-transfer interrupt, or miss it, and hang. Yet other games require that the transfer at least advances a bit once started, or the unchaged counter will make them think it's already done. All this is also very timing-related, might work or not depending how fast the emulator goes and when the interrupts actually arrive. Not funny.
I solved this by forcing DMA transfers to take time to finish - just like on the real hardware. The difference is a DMA in progress will slow SH4 (because it's blocking memory bus or HOLLY) and Makaron doesn't account for that. Not to mention I can't exactly check for interrupts every instruction, like SH4, as this would kill performance. I came up with timings that should work well on both slow and fast systems - but it might still need some tweaking.
As a side effect you now get to experience loading times. Just like on your good old Dreamcast. Yay! So be patient when staring at blank or "Please wait" / "Now loading" screens. I know this feature will not get good press but I like it. So it stays.
By the way, fixes to DMA engine (although not timing-related) made "Soul Calibur" and "Dead or Alive 2" dialogs re-appear.
Emulation speed/statistics information is no longer displayed. If you want it, re-enable it in F12 menu.
On a special request from Yuki I've looked into MakaronPAD plugin. It is now possible to assign normal digital buttons to POV directional pad. The plugin version has been bumped up - not a big deal, but it won't work in T8/T9 unless you hex-edit it. You shouldn't be using those anymore.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 31st, 2007, 19:18 Posted By: BlueCrab
Well, I missed having a Christmas release this year, so I'll have a New Years one instead. I've released CrabEmu 0.1.6 today supporting both Mac OS X and the Dreamcast. There are plenty of changes in this version from the last version, not the least of which being that it now runs on the Dreamcast.
Anyway, for those wondering, CrabEmu is a Sega Master System, Game Gear, and now SG-1000 emulator. It doesn't run perfectly on the DC yet, and there's no sound, but its a good start for an emulator that I never actually intended to port to the Dreamcast.
You can get it from http://crabemu.sourceforge.net
Happy New Years to all.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
|
December 29th, 2007, 22:17 Posted By: wraggster
The upcoming Dreamcast emulator for windows blog has posted some great screens and this news:
This will so not fit into PS 1.4 though. And yes, "Deep Figher" and "Cosmic Smash" show graphics now - I've fixed TA registering process. It should be good up to 8 continuations of any list.
In other news: "Project Justice" has BGM now - although not exactly on every run (I hate timing-related bugs). "Giga Wing 2" shows intro movie, and has more sound as well. All this thanks to FPU fixes on SH4 part - FTRC mostly.
I could release T9/1 as a quick fix to T9 in few days... It would include the new AICA code, but probably not fog support. That's kinda stopgap right now.
Become my Soul Reaver
I found few bugs in T9, here's quick summary:
- T9 actually reports itself as Test 8/3, my bad. The EXE file info should be correct though.
- Due to small changes in SH4 recompiler it may now trip on illegal opcodes, including ones that real hardware would ignore (like 0x0000 in delay slot). That breaks "Tokyo Highway Battle 2" and some "backups". I've already fixed that.
- "Street Fighter Alpha 3" freezes when entering attract mode. Cause yet unknown.
- SH4 fast interpreter is very slow, I was testing something and forgot to undo the changes. And there's a key that will break it even further if pressed Fixed.
- ARM7 was set to normal interpreter rather then fast one and this will add a bit to CPU usage. Fixed. Actually, I've finally completed the ARM recompiler - not very sophisticated but it is somewhat faster. And is default now.
Somehow - thanks to the free time perhaps - I was also able to come up with several improvements to the AICA module. I got more things done in past 2 days that in last 3 months... Anyway:
- There are two types of ADPCM streams on DC, and both can be looped even if only one is supposed to be used that way. But that didn't stop people from trying... Long story short, background music in Soul Reaver sounds fine now. Also, ADPCM samples don't like simple linear interpolation it seems so I've removed it. Trust me, it's better this way.
- I've implemented the Amplitude Envelope Generator (AEG in short). There's very little information on how it works, not to mention several special cases that I found got me scratching my head for a while. It has to be recalculated per-sample, though on the bright side I've designed it to use integer math only. Makes "Gundam Side Story 0079" and "Gun Bird 2" BGM nicer.
I think I could now try to add FEG and LFO too, but before I do I might need to redesign the module so it's more clear what's happening and where. In other words: it will take time.
To read more of the post and Download, click here!
Join In and Discuss Here
Submit News and Releases Here and Contact Us for Reviews and Advertising Here |
|
|
|
|
« prev 
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
next » |
|
|