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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, 2006, 14:28 Posted By: Darksaviour69
SiZiOUS has recompiled Selfboot Inducer 4.0 with CDI4DC instead bin2boot, which causes problems with 64-bit Windows.
Changes :
* Replaced bin2boot by cdi4dc for the DiscJuggler creation image procedure ONLY
(cdi2nero and cdi2tao.exe don't support CDI v4.0 images).
* The combobox has the first item selected by default
* Some GFX and version info changes...
Download here
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November 13th, 2006, 12:18 Posted By: Darksaviour69
Posted at Blue Swirl by spud
Hmm? What is it?
No idea? Well it's a project I had in mind for a long time, it's still in very early stage of developement but it's fully working.
Ok just a hint: it's running on DC without a BBA and could be useful for other homebrew projects, especially for multiplayer games...
So what is it? possibly using coders cable to connect to the internet? who knows!
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November 12th, 2006, 18:53 Posted By: qatmix
Last hope, the Dreamcast shooter is now available to pre-order.
Heres all the details:
Features
Free 360° rotary protection unit for shooting and dodging enemy fire
Six stages with checkpoints
Four difficulty levels
Hand drawn backgrounds
Fully animated CGI enemies
Superb video game style soundtrack
Constant 60 fps with up to 4 parallax layers
Lighting and transparency FX
Smooth plasma FX
description
The evil empire is rushing at light-speed across the galaxies, heading towards Mother Earth. Barely 24 hours ago, they penetrated the last defense line of our galaxy, the Arsion Laser Belt. Millions of innocent people perished in outer space colonies. 70% of our fleet was destroyed during first contact. Our intelligence has now extrapolated their arrival within six days. Conventional weapons cannot stop them. Our last hope is in your hands: The Z-42 Warpstar. Warp into their territories and destroy their leader before they reach Earth.
Last Hope is a shooting game with rotating satellite system and heavy influence by tactical game play. Memorizing level architecture and enemy patterns are necessary for further approaching. The satellite and the beam are the most important components of the game mechanics. You have to learn to deal with both techniques in interaction with the other. It is possible to rotate the protection unit in 360° around the playership and to engage it in 8 gradations. Just press "X" to shoot, "R-Trigger" to rotate clockwise and "L-Trigger" to rotate anticlockwise. The protection unit mainly serves the defense of enemy plasma projectiles and to fire a stronger plasma shot. There are four difficulty settings: very easy, easy, normal and hard. Less experienced players can enjoy the game on very easy and easy, while experienced players will enjoy the game on normal or challenging it on hard. There are a total of 6 stages. These vary from a sandily space laboratory, a channel fulfilled with muddy water, a idyllic landscape with floating continents, a soul melting enemy factory on fire to an eerily and muggy alien stage.
Last Hope is comparable to classics like R-Type and Gradius. Yet it has it's own visual impressive graphic style and fresh game play. It also features a superb 16-bit digital audio soundtrack, which suits perfectly the games atmosphere.
Exclusive features only available in the Dreamcast™ compatible version:
16-bit CD soundtrack
VMU support (saving + visuals)
DC joypad + arcade stick support (R- and L-trigger support)
Use of DCs soundchips (64 channels/stereo)
Highres title screen
Exclusive CD Game Modes:
Adjusted difficulty (Reduction of shoot frequency und flight velocity of enemy bullets / no ranking)
Explosions / particle effects reduced for more clarity on screen
Better hitting response for hit enemies
Improved visualization of boss hit zones
Preorder here
Edit: In case ya'll didn't know Here is the original site.
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November 11th, 2006, 18:11 Posted By: JKKDARK
New version of the Sega Saturn emulator for Windows
Changelog:
DSP processing of the SCU was updated.
Baroque and Lunar 2 now work.
Collision detection in Virtua Fighter is now normal.
VDP2 rotating background processing was updated.
The backgrounds in Radiant Silvergun are displayed correctly. (the 2 ones that didnt work before)
VDP2 window processing was updated.
VDP2 color operation processing was updated.
SMPC processing was updated
DSP processing of the SCSP was corrected.
The phenomenon where volume is too high is not present anymore. (this was present in Madou Monogatari, and probably other games using ADX audio as well)
Since SSF is in a state where trial-and-error method is used in order to raise compatibility,
some games may be broken.
In this case, try lowering the SH2 Instruction Numbers.
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November 11th, 2006, 15:00 Posted By: JKKDARK
Source next-gen.biz
For the first six months of Sega Sammy's fiscal year ending March 31, 2007, the company reported net income of 38 billion yen ($323.2 million) compared to 25 billion yen ($212.6 million) for the same period a year ago.
Net sales were 283.6 billion yen ($2.4 billion), up 14 percent from 248.6 billion yen ($2.1 billion) year-over-year.
Figures were driven by solid sales of the "Hokuto No Ken SE" pachislot machine, and other strong sales within the amusement machine business. Although the segment was successful during the first half, Sega Sammy expressed caution about the future of the business, as the number of pachinko and pachislot players is in decline. The company said that it's "imperative" to find a way to appeal to new users.
As for home videogame software, Sega Sammy said that the industry is expected to continue to rebound on the back of handheld and next generation software sales, but increased R&D expenses for advanced new consoles are likely to have an impact on the developer's bottom line in the future.
Software sales were way up for the six-month period, as the company sold 5.8 million units versus the comparable period's 1.3 million copies. The U.S. led software sales by region with 2.4 million, followed by Japan with 1.8 million, Europe with 1.6 million and 30,000 for other regions. Outside of Japan, Super Monkey Ball Adventure was noted as a strong seller and Phantasy Star Universe exhibited solid Japanese sales. The company is aiming to sell 21.9 million units by the end of its fiscal year.
Sega Sammy also said that Virtua Fighter 5 was a "strong-seller" for its arcade business.
Despite an impressive first half, the company cut its full-year net profit forecast to 60 billion yen ($510 million) from its previous guidance of 75 billion yen ($637.8 million). Group sales expectations for the year were reduced to 580 billion yen ($4.9 billion) from 682 billion yen ($5.8 billion). The reductions come as Sega Sammy attempts to strengthen its pachinko machine business, with results that aren't expected to come about until the next fiscal year.
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November 10th, 2006, 11:21 Posted By: Darksaviour69
Posted by Fackue at Consolevision.com
If anyone is interested I updated 1ST_READ.BIN Checker that can detect Katana and WinCE binaries, updated the context menu code and improved the scanning code.
Download locally here
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November 6th, 2006, 00:16 Posted By: Atari
Crystals Of Xaz is a Fenix for Dreamcast and Gamepark handhelds game.
Lots of new changes have been added to the game. There are now level transitions that award chain bonuses per level, and some neat mode7 effects that take place per level change. I've added some new graphics, but since I'm having to take care of the graphics myself, they're still placeholders until I get to grips with the freeware Anim8or modelling program. Once I get familiar with texturing and rotating the models, the graphics will change once again. I'll probably stick to using primitives, as I like the feel that they give the game. I've done lots of code cleanup and some optimizations to make things run a lot smoother. Here's a current screenshot of the game in action:
There's still a lot to do. I'm currently taking a break from the graphics and concentrating on finishing up the gameplay elements. I've got some more levels to finish and some minor holes to fill in, then I'll move on to finishing up the graphics and then paste everything together with an 'attract mode' with instructions, high score table, and other tidbits. I've decided to release the game for the Dreamcast and Gamepark handhelds simultaneously, with an emphasis on the strengths of each platform.
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October 29th, 2006, 15:07 Posted By: JKKDARK
New version of the Saturn emulator for Windows
SCSP processing was updated.
The sound in Black Matrix and Goiken Muyou (a.k.a. Anarchy in the Nippon) is now reproduced correctly.
Gunblazer S now works.
The bug where CDDA breaks off inconveniently in Virtua Fighter 2 was corrected.
Fixed a bug where with strange termination (read: random crashing) because of the video driver.
Fixed a bug where savestates couldn't be saved in some games.
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October 26th, 2006, 14:39 Posted By: curt_grymala
The DC Evolution network will be representing the Dreamcast community once again, holding the first 2007 stop of the DreamCon at MagFest 5. We will be holding multiple Dreamcast-related tournaments, giving away some decent prizes, and offering lots of other great stuff for people that are interested.
Does anyone here want to attend? I will be registering 3 people myself, but if we can get a total of 8 definite attendees (which means I need 5 more), then we can get a group discount.
For those of you that don't know, MagFest is a weekend-long music and gaming festival for the mid-atlantic region of the U.S. This year, it is being held in Vienna, VA.
MagFest is basically just a huge video game orgy. All weekend long (literally, from the time it starts on Friday through the time they close up shop on Sunday - 24 hours a day) people just hang out and play video games, listen to the bands playing live in the concert area, watch video game-related movies, TV shows, etc. and do other video game-related activities. There are a slew of arcade machines set up for free play, along with a whole bunch of televisions with all different styles of console hooked up to them.
Please let me know if you're interested in attending the MagFest. If I can get enough interest in the next week or so (like three or four more people), I may go ahead and buy the 8 tickets I need to buy in order to get the group discount.
Also, any coders or contributors that may be interested in helping out with organizing the DreamCon portion of the festival should contact me ASAP, as I will (if you don't have it already) grant you access to the planning portion of our forums.
Oops. I realized that I forgot to include a link to MagFest.
http://magfest.org/
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October 26th, 2006, 12:29 Posted By: Darksaviour69
Posted by Tweeg
A post on the JP PSO Support homepage dated October 20th, 2006 contained the following information, which has been translated and summarized for your convenience. It only applies to the JP versions of the game.
Due to a problem directly related to making the game free to play on May 20th, 2006, many players have been unable to login to the servers. The problem was investigated but no solution was found.
Rather than using anymore resources to attempt solving this problem, the login server has been altered to only allow Version 2 players using a BBA (Broadband Adaptor) to connect.
And now to quote the last line of the post directly:
"On this occasion..deep..apologize."
That said, the JP version of PSO V1 is officially offline.
Source: dreamcast-scene forums
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October 25th, 2006, 01:06 Posted By: Darksaviour69
Tyne/RenegadeC has updated his Quake mode "The Ascension Of Vigil" here are the changes:
New voice acting for Vigil done by me
- Vigil taunts his enemies on special moves
- Disabled some of Vigil's limits, now you can head smash after a mid-air spin attack as well as more new chains in combos!
- You can move Vigil around more in mid air after a wall jump
- Reduced RAM usage by approximately 600k
- New Maps: CastleE.bsp, ncastle.bsp (New castle, far from completion)
- Minor bugs fixed or any annoyances I discovered
- New graphics in Darkplaces
- Now uses Joy2Key for perfect joystick usage!
- Fixed a bug where Vigil would slide down slopes super fast in Darkplaces
- New camera angle system implemented
- Vol'Brand sword may now be upgraded at the Black Smiths
- Added a priest in the Village Church who may heal you as well as giving your mana back
- Ghoul in the Dungeon map is changed
- New deathmatch map "Arena2" should appear very familar Smile
- Updated some maps to reflect changes in the world being put together
- Slightly smarter AI once again
- Knights are tweaked again, they no longer smash you backwards hard either or guard break
- New music track done by me
- Twisted shouldn't bug enemies out anymore (Whoops)
Tons more tweaks/changes/fixes obviously, this version has been in development for awhile; if you played the last version you'll notice this one feels completely solid.
With that said ...
TAoV is nearing completion!
Download locally
Source: Dcemulation forums
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October 24th, 2006, 23:35 Posted By: Darksaviour69
News from Kojote:
Few guys along with me are working on a new puzzle game for the GP2x and GP32, most highly a Dreamcast and Pocket PC version will be available as well... We also try to get this game ported to the PSP and PS2 once it reaches a final stage.
The game is called "Crystal Babes" and the concept is based upon an old Amiga classic called Gem'X by Kaiko. It's basicly a "Lights Out" game with different colors. The game has an erotic-touch but should be still okay for younger people. There are already 120 fully playable levels and there will be more.
Here are two teaser shots:
Most of the people involved in this project have worked on several different freeware games, but this time we prolly go to publish this title as low cost commercial game for around 2-5 EUR (3-7 US$). It was a hard decision, but free games don't pay our flat and don't feed our families. The price will be kept as low as possible, but we just don't give anything away for free again. The ones who can life with our decision are welcome to buy a copy, the others should wait for a while till we will release the game into the public domain pool - which will probably take around 12 months.
A "Demo" version with 20 levels will be available to the public within the next two months.
Kojote has told me that there will most likely be Demo version for the dc.
Source: pdroms.de
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October 24th, 2006, 11:12 Posted By: Darksaviour69
Gianas Return team have been updateing their blog on the progress the new Gianas Return game is going. There is the last entre:
The ones of you who know the history of Giana Worlds and Giana’s Return know that many team members disappered out of nothing, and mostly never came back. We thought so this has happened with our End-Boss drawing guy too… but luckily he appeared after over a month beeing offline and not answering any mails. Anyway… he’s back now and while I am typing there should be already more progress.
The boss modes will be very much “BC Kid” style, meaning that you have to beat one big bad guy at the end of each world and if it comes to the “final” boss… you have to replay all the other bad buddies in one go. This should bring in some spice compared to the previous betas. Some people complained about havining finished the game in less than 2 hours. It sure wont be that easy in the final.
Source: gianas-return.de
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October 23rd, 2006, 20:41 Posted By: аlex
Provlist_for_GenesisPlusDC it's a adapted for automatic creation ROMS.TXT for GenesisPlusDC version of provlist original tool by burnerO
I have made some changes by means of the hex editor and now it works for GenesisPlusDC
Attention after start your roms will automatically be renamed in SNS_XXXX.ZIP
How to use
1. Copy Provlst_for_GenesisPlusDC.exe in /gpwt/data/ROMS/
2. Copy your ROMs (*.zip) in /gpwt/data/ROMS/ and run Provlst_for_GenesisPlusDC.exe
3. Move 'ROMS.TXT' from /gpwt/data/ROMS in /gpwt/data/
Download
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October 23rd, 2006, 15:21 Posted By: Darksaviour69
By the end of 1997, the Sega Saturn had completely failed in the United States, and Japanese sales were in trouble as well. Sega knew it had to come up with a genius marketing plan to stay competitive. And there was only one man for the job: SEGATA SANSHIRO.
This short documentary traces the life and death of one of the greatest video game advertising icons ever.
watch it
Source:bestdamnpodcastever.com
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