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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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November 14th, 2007, 22:03 Posted By: wraggster
SofiyaCat has today popped up with a test release of the Sega Saturn emulator Yabause for the PSP. this emulator has been ported to Dreamcast by DCemu UKs very own BlueCrab so its nice and very interesting to see it ported to PSP.
Be under no illusion that this is basically a tech demo but how cool
You will need a saturn bios too
DIGG THIS
Download and Give Feedback and Compat Reports Via Comments and please post working screens
via SofiyaCat
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November 8th, 2007, 23:17 Posted By: JKKDARK
New update of the Sega Dreamcast emulator for Linux.
Changelog:
* Fix configure script to abort if it doesn’t find a required library (eg, libGL.so or
libz.so)
* Add checks to the configure script for linux/cdrom.h, and avoid building the
CD-Rom driver if it’s not found.
* Add preliminary support for nulldc-style gdi images
* Implement gdrom mode select command (mostly stub)
* Fix some non-64bit-safe code
* Fix the maple 0×00000700 issue
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November 7th, 2007, 02:39 Posted By: fackue
Taken from EmuForums comes an updated release of the very promising Dreamcast Emulator for Windows
[i]7/11/2007
Fixed a couple of bugs, it has a new aica plugin & some other minnor fixes.Read the readme for more info.
# Old chanka aica code restored
# Elsemi code moved to ElsemiAICA,replaced all chanka code with nullAICA parts & fixed the timing bugs.
# nullPVR requires sm2.0 or fallbacks Fixed Function
# Relaxed the debug check on invalid loops (fixes nullAICA crashes on DOA2LE, possibly elsewere too)
# nullExtDev no longer requires winpcap when not emulating anything
# Version changed to 1.0.0 beta 1.6
# PowerVR AA mode now works properly (omikron half screen problems, possibly others)
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November 5th, 2007, 13:43 Posted By: JKKDARK
New version of the Sega Saturn emulator.
Changelog:
* scsp:
- Fixed slot pitch LFO. Amplitude LFO is probably more accurate now too.
* emulated bios:
- Added Backup RAM manager functions.
* opengl video core:
- Fixed a bug with VDP2 2x2 plane size rotation screens.
- Optimized tile mode rotation screens
- Added support for VDP1 polyline.
* software video core:
- FPS display now working.
- Added support for VDP2 rotation without coefficient tables.
- Fixed a bug in VDP2 24 BPP bitmap mode.
- Fixed several clipping bugs in Normal and Scaled Sprites.
- Fixed a bug with VDP2 2x2 plane size rotation screens.
- Optimized tile mode rotation screens.
* linux port:
- Cursor now disappears after 2 seconds of inactivity in the gtk port.
* macos port:
- New high resolution icon.
- Add some missing OS X application property list keys.
* windows port:
- Fixed window position bug.
- Other bug fixes.
* general:
- Tweaked frame timing code so it's more accurate.
- Re-implemented save states.
- Some internal changes do so that sound, video, and cd cores can be changed at runtime.
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November 4th, 2007, 20:29 Posted By: wraggster
Psyman let me know this news on IRC
drkIIRaziel "saw the light" and decided that if we don't make a release now we may never do, so here it is:
Be aware that this is more like an ALPHA than a BETA (thus the version number) so some things might be broken.
Read the included documentation and follow the instructions there if you encounter any problems.
Have fun
Heres the readme
The nullDC "Team" saw the light and brings you BETA 1.5 NOW.
Changes Since BETA 1:
Too many to list. Try it and find out.
Notes:
- ITS CRASHY BUGGY SHITTY. If you have problems its your fault for using it.
- You'll need the latest directX redistributable to run nullDC as well as the latest VisualC++ runtimes.
You can find DirectX here (Web Installer):
http://www.microsoft.com/downloads/d...displaylang=en
or here (Offline Installer):
http://www.microsoft.com/downloads/d...displaylang=en
and the VisualC++ runtimes here:
http://www.microsoft.com/downloads/d...displaylang=en
and winpcap here :
http://www.winpcap.org/install/default.htm
- Before running the emulator make sure that you have the necessary Dreamcast BIOS and Flash files dumped from your
Dreamcast.
The BIOS must be named "dc_boot.bin" and the Flash must be named "dc_flash.bin". Both files must be placed in the "Data"
directory which is in the location where you installed the emulator.
- Sound Is Broken
- We don't know if something else apart from sound is broken in this version.
- Gamepads are (supposedly) supported. Note: Only tested on XBOX/XBOX360 controllers and the
Dreamcast<->PC adapter that lev| donated ( http://www.ztnetstore.com/index.php?ref=51 if you
want to get one ).
- Joystick/n works ONLY with joysticks, use old [winhook] for keyboard
- null
- also look ReadMe_old.txt
- the _mmu version has mmu emulation when used in intepreter mode
EOF
Download HERE and Give Feedback Via Comments
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November 2nd, 2007, 23:47 Posted By: JKKDARK
News about the next version.
The current plan for 0.9 looks like this:
1. Fix the renderer
2. Implement MMU address translation.
The big focus for 0.9 obviously has to be the rendering module - we need to speed things up a lot (at least 5-10x faster than it is currently), deal with a bunch of bugs (most of them cases where GL and the PVR2 don’t quite see eye-to-eye), and implement about half a dozen missing features (none of them trivial).
The AT is something I’ve wanted to have working for a while but it just hasn’t been a high enough priority compared to everything else (especially as it’s going to be a pain to get it to run fast enough). I suspect that no one else cares, but personally I’m very keen to see linux-dc running inside the emu…
In any case, everything after that is just gravy, and really depends on how I go for time. Unfortunately November is looking to be very busy IRL, so we’re looking at a January release at this point. But it will _rock_, so there ^_^
I’ve also finally gotten around to putting my “status” list up on the wiki. To be honest it’s a depressing list, as it seems to change at a glacial pace, but… there you are.
Changes (what, you want changes already?)
* Implement full-screen mode (scaling based)
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November 2nd, 2007, 23:44 Posted By: JKKDARK
New version of the Dreamcast emulator for Linux.
Changelog:
* Implement more user-friendly GD-Rom changer (closes off #31)
* Add recent GD-Rom image tracking
* Fix for CDI images with more than 1 track per session
* Save render buffers as part of the save state (issue #34)
* Show preview screenshot in save state open dialog
* Remove gnome dependency (now just depends on GTK 2.0+)
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October 31st, 2007, 22:27 Posted By: wraggster
Via Elation comes more news of the up and coming Dreamcast Emulator for Windows:
Today's experiment... FAILED as well.
A very nice person calling him/herself Yuki donated Japanese ROM set, fresh from Dreamcast. Thank you! To my suprise it's 1.01d, just as any EU/USA one... And the FLASH file is a bit different too, comparing to what I had until now. Some version strings from both BIOS images:
KABUTO Ver.1.004
GDC Version 1.01 1998-09-30 MP
syTmr Version: 0.51 / syTmr Build:Jun 23 1998 14:52:57
syRtc Ver 1.00 Build:Sep 28 1998 05:10:44
syInt Ver 1.00 Build:Sep 16 1998 14:37:57
fmMng Ver 1.00 Build:Sep 29 1998 14:42:44
SIMPLE PLAYER VER. 1.00 98/10/02
KABUTO Ver.1.01d
GDC Version 1.10 1999-03-31 MP
syTmr Version: 0.51 / syTmr Build:Jun 23 1998 14:52:57
syRtc Ver 1.00 Build:Sep 28 1998 05:10:44
syInt Ver 1.02 Build:Oct 08 1998 19:31:47
fmMng Ver 1.00 Build:Sep 29 1998 14:42:44
SIMPLE PLAYER VER. 1.00 98/10/02
Well I can't be 100% sure, as I don't really know where that 1.004 came from, but it seems there was a bug in GD handling routines. GDC module was clearly upgraded. See, the older one is a bit strange, it's trying to boot GD-ROM media even if the GD drive says it's empty. This causes BIOS to hang just after swirl logo and you can't enter console menu. There is a way around it - namely you need to use unbootable image or (preferred) GDI image for EU/USA region rather then leaving the drive "empty". This will satisfy GD library and wont boot at the same time, so BIOS menu becomes accessible. I have no idea if that's because the ROM image was modified by someone or if it's a bug in the emulator. It is also possible that the early Dreamcasts were just slightly bit different then the later ones. Maybe there was even some sort of hardware-based workaround for that BIOS or the GD firmware was different.
The point is: If you use Japanese BIOS on Makaron and are experiencing problems with 1.004 version, substitute it with EU/USA image. This might not work well with the earlier FLASH image, but it should in most cases. The earlier FLASH lacks second entry for default settings (which include TV output format), but as far as I can tell it's not really used in NTSC modes anyway.
Oh, and I forgot to make an update to my last entry, so here are some final images from the experimental depth-peeling rendering system:
In some cases it simply looks great and most of the Z-fighting is gone, but I still couldn't get around all accuracy issuses. The last image is 7-layers deep and should render text in that dialog window, but...
Also, this is way too SLOW. For example (if you want things blended properly) to render 5 layers mean 10 redraws of the entire translucency. Fourteen redraws in Evolution is still real-time, but some games are way more demanding. For example my rig (E6600+GF7900) simply cannot handle more then four layers in Ikaruga and still maintain 60RPS, and in this game even eight layers is nowhere near enough.
I'm not going to include this experimental rendered in the next release, it's simply way too... experimental Even for Makaron.
http://dknute.livejournal.com/
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October 26th, 2007, 01:42 Posted By: Christuserloeser
From CAGames.com.
Cryptic Allusion posted the fifth issue of their podcast, covering independent gaming and development:
Download the show from iTunes (subscribe and review!), or directly from HERE.
---
Digg the CryptoCast!
Guest list
-Roddy
-Pam
-MikeD
In the Works
- We talk about the cinematic for Donk
- New, hi-res video posted to the Donk forums! Go check it out.
"How-to"
- Skipped it this week...we'll get back to it!
Talk about Cinematics
- Since we're on the topic of cinematics, we talk about which ones we thought were some of the more memorable.
Quick Discussion
- We each take one minute to say our piece about this article.
Around the Indie-stry
- http://www.indiegames.com
- Watch the video entitled "Seven minutes of Aquaria" http://bit-blot.com/index.php
- Great site for free games - http://www.retroremakes.com
- Submitted by Juma - http://www.atariage.com
The Not-so-indie-stry
- Sony's elevendy-billion dollar mistake
- The Orange Box (with juicy info submitted by Morden)
- Nintendo Conference 2007 keynote by Satoru Iwata - Link
- The Legend of Zelda: Phantom Hourglass - Roddy can complain about anything!
- "Wort wort wort!" - it's actually "Go go go!" slowed down, reversed, and messed about a bit.
Beer!
- What the...? How'd this get in there?
Bloopers!
- These are semi-funny...most of the time.
Music for this episode provided by Avenpitch - www.avenpitch.com
Go Digg the CryptoCast!
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October 24th, 2007, 21:53 Posted By: Christuserloeser
News from Will Sams at http://www.storm-studios.net/
SDLdotNet Looks Like Fun
Things are still going slow on the hobbyiest side of things, but I've been working with SDLdotNet. I'll be updating my dotnet sample page (which I'll have up this weekend with at least 2 samples in Visual Studio and Nant flavors) sporadically throughout the next month as I learn more about this version of iteration of Simple Directmedia Layer. Also, I guess I've been missing files from this site for a very long time and I just didn't have a chance to look for them. I found them! The Dreamcast SDL examples page now has working links to all examples. I apologize to everyone who has e-mailed me about that in the past few months. Also, hopefully some C# .NET versions of some of those examples will find their way onto the C# SDLDotNet page soon, and hopefully I can do something with this idea I have...
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October 24th, 2007, 21:20 Posted By: Christuserloeser
News from http://www.gianas-return.de/
the big update newspost
- we have a new graphic artist, who was and is involved in commercial gba and nds games. he will take care of the tilesets and will adjust them to the backgrounds of each world. we can assure you, the first drafts look excellent and the game will rock even more. if the first tileset has been retouched, you’ll find a screenshot or more here.
- our main musician Operator is currently not reachable, or not answering our mails, for whatever reason. this ain’t too bad, because there are two other people who are willing to help out. music isn’t really an issuse and quality chipmusic is granted as well. the two guys i am talking about made a soundtrack for "Poussin", the successor of "Xump" (gp32, dreamcast, win32) but as the second part of xump will take some time, we will just misuse the unreleased tracks for giana.
- parts of the storyline are drawn, just minor work is left.
- when time comes, we need few translators, who will localize the game into their mother tongue. so far there is an english version and a pretty poor german translation. basically everything is possible if we have a translator: french, spanish, hungarian, finish, swedish, whatever… but for this we will need you! you can already start posting in the comments, we will get back to you. english, french and german are already covered.
if we keep the speed as it is, we hope to pull the game out by around new year, but this shouldn’t be a promise
Post your comments on the official dev blog: http://www.gianas-return.de/
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October 24th, 2007, 20:40 Posted By: wraggster
Imaha486 has released a new cheat code search engine for emulators that supports many different consoles:
Support NDS/PS2/GENESYS/SNES/NES/TG16/DC/SS cheat.
;Config by Imaha486
[EMUHASTE]
PROCESS_NAME=snes9x.exe
BASEADDR_KEY=01400800
BASEADDR_FIX=8
BASEADDR_TRY=1
VIRTUAL_ADDR=7E0000
MEMORY_SIZE=20000
COMMENT=Use Snes9x v1.43
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October 23rd, 2007, 17:36 Posted By: Christuserloeser
Straight from http://www.gianas-return.de/
Beta 19-10-2007
Changes:
- some fixes & tweaks (boss animation ordering…)
- new boss routine for caveman
- new "all bosses in a row" world (after world 5)
- pictures are now 24bits bmp, displayed in 16 bits (sdl transform)
- water world is back with default tileset
(Beta is not public… but you can see things are going ahead again! )
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October 20th, 2007, 02:20 Posted By: DCDayDreamer
Another novelty release from DC Evolution:
This is an interactive E-Book for your Dreamcast (similar to our Christmas release), it contains 10 classic stories, 5 real-life stories, 5 eerie tales, and the entire 'Legend of Sleepy Hollow', all set to background art and an unsettling soundtrack. For extra novelty value we've thrown in a collection of jokes and recipes to try out, along with a Halloween Jukebox with loads of Halloween themed tunes.
As the PC extras, this time there's over 200 Pumpkin carving templates on the CD for you to make a masterpiece on Halloween night, 131 Halloween/Horror themed Fonts, 23 Halloween/Horror Dingbat Fonts, and 16 sets of Halloween themed Desktop Icons. For the younger ones, there's a collection of 'print-and-play' activity books (word searches, connect-the-dots, mazes etc.), print-color-cut Halloween masks, coloring books and posters. You could always just pop the CD into your PC CD/DVD drive and enjoy over 6 hours of Halloween music including a massive set of spooky SFX.
Have fun and Happy Halloween!.
Direct Download (DiscJuggler CDI image compressed to 282 MB)
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