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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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July 7th, 2005, 20:40 Posted By: wraggster
My heart goes out to anyone who has lost a family member or has had a family member caught up in the carnage this morning.
Slaughtering of innocent britons from all walks of religion and colour is a very cowardly thing to do but we as a country will stand together as one to avenge you in any form possible.
Today is a sad day.
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July 7th, 2005, 01:39 Posted By: wraggster
Ron posted this news on DC Iberia ( http://www.rockandaluz.com/~dciberia...hp?storyid=133 ) and luckily for us he pmed me an English Translation:
In order to open mouth, I am hoping a small update of FAME/SH4 on the part of Fox68k (also rolled enough last). If nothing is turned, this weekend I will have in my power this small bug-fix. Due to it, single I have been able to prove well this version with FAME/x86 already patched, I mean the Linux version. Reason why I can see, the compatibility of the games with respect to the original version (UAE 0,8,22) this surroundings to the 85-90%, gaining much speed with the use of FAME, my SDL and a good cleaning of code. I believe that we will be able to enjoy the games of the legendary Amiga500 to frameskip 0-1 without sound and frameskip 1-2 sound. Of course, we will have menu customary with autoframeskip to play without eat your brain.
Sounds great to me, get ready for some Amiga action on your Dreamcast very soon
Thanks to Ron on MSN for the news.
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July 2nd, 2005, 22:59 Posted By: wraggster
News from the Rockin-B:
SEGA Saturn Game Tutorial and Demo released!
It's getting even easier for people to start developing homebrew games for SEGA Saturn. Using SaturnOrbit (the new and easy saturn development environment for Windows), I developed a Saturn Demo which contains all basic techniques a homebrew Saturn game would need.
Not enough, I wrote a HTML tutorial, which explains all conversion and programing steps used in the Saturn Demo.
The highlights of the Saturn Game Tutorial & Demo are:
on Rockin-Bs page here --> http://www.rockin-b.de/
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June 30th, 2005, 22:47 Posted By: DCDayDreamer
In association with BoRRevolution, DC Evolution is proud to present Rhythm of Destruction - Beats of Rage Remix(ed) 2, a 4 in 1 BoR mod compilation image.
This all new mega-mod created by two of BOR's premier modders; kingherb and Mr Q, probably is the closest thing to the original Beats of Rage available and comes in seperated SNK and CAPCOM editions.
The game took almost 7 months to complete and features a total of 16 playable characters, different story lines for each of both versions, great music, a 2 Player VS Mode and much more.
Visit the page and grab the download here:
http://dcevolution.net/game_borr2rod.php
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June 29th, 2005, 23:57 Posted By: wraggster
Some nice news from Dreamcast Scene:
Marq, one of the most important members of the Finnish demogroup fit? thanks to his work as a coder and graphician, have had a few minutes for us to talk about his future projects on the Dreamcast.
"Many Fit members have a DC and really regard it as one of the best consoles. I had thought of porting stuff some years back but never took the time to install the necessary software."
He told us that he ported the crossplattform demos Chrysler?, Jenny Thinks and Hex Pistols? to the Dreamcast using KallistiOS and SDL. That's also the reason why he was able to do the ports so fast (three ports in two evenings).
"There will very likely be more DC ports, but possibly only the multiplatform 2D prods will be ported. I'm trying to find time to look into 3D programming but it's not as straightforward as basic SDL stuff."
"I admit stuff like this doesn't push DC at all. With careful hacking of SH-4, the sound processor and PVR it would be possible to do so much more. At the moment it's, however, hard to find time to focus so deeply on just one platform."
Marq also gave us a little surprice for all Dreamcast fans: In June 2005 he also ported the demo One Day Miracle to the Dreamcast, but never announced it officially or advertised it because he "is not very satisfied with the port".
Check it all out here --> http://www.dreamcast-scene.com/index...futureprojects
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June 28th, 2005, 19:59 Posted By: wraggster
I had a discussion some days ago with Metafox and i told him my wish that the Dream Coding Grand Prix to be merged into the second Dream On contest, ive also upgraded the top prize from a Nintendo DS to the Homebrew fans dream the GP32 Blu.
Heres Metafoxes post:
Second Annual Dream On Contest
Contest Ends 11:59PM PST November 10, 2005
http://dreamon.cyberdogcastle.com/Main/DreamOnContest2
The Second Annual Dream On Contest has begun, and this year it's even bigger than the last! And it's even bigger than ever thanks to wraggster! The Dream Coding Grand Prix 2005 has merged with Dream On 2 to provide the biggest contest the Dreamcast community has seen so far! This year, the contest is broken up into three categories:
1) Professional Game Creation - This is the category that was the sole contest last year. Create a polished game for the Dreamcast (multiple levels of play, title screen, music, high scores, etc.) to be released commercially.
2) Amateur Game Creation - This category is to appease the entrants who didn't meet the criteria for last year's competition. The entries in this category don't have to be commercial quality, but they do have to be programmed in C or C++ (SDL or another games library is fine).
3) Anything Goes - This is the fun category. Create anything that isn't included in the categories above (BOR Mods, Games Created in Fenix, Doom/Quake mods, emulators, ports of existing software (with author's explicit permission that this be allowed to be entered into the contest), Applications, Multimedia Software, and anything that you can imagine that we hadn't covered in the above.
Prizes:
Contest 1:
1st place (and possibly 2nd and 3rd depending on quality)
Game Professionally Published on Pressed CD with color inserts and clear case
All games that aren't published will be featured in an upcoming issue of Dream On Magazine, and the game(s) will be included on the demo disc.
Other Prizes to be determined
Contest 2:
1st place: Gamepark 32 BLU
2nd place: Game King 2 Console with 3 games
All games will be featured in an upcoming issue of Dream On Magazine, and the game(s) will be included on the demo disc.
Other Prizes to be determined
Contest 3:
1st place: Neo Geo Pocket Color + 6 Games (Samurai Showdown 2,Fatal Fury First Contact, King of Fighters R2, Neo Turf Masters, Pacman & Metal Slug).
2nd place: Game King 2 Console with 3 games
Other Prizes to be determined
Special Prize Donation:
JMD, the author of Maqiupai, has donated a signed copy of Maqiupai to the entry he chooses to receive it.
Lets make this the best contest ever
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June 28th, 2005, 00:05 Posted By: fackue
LyingWake has released a new version of 1st_read.bin file checker. Here's what he had to say:
<i>I thought I'd rewrite 1st_read.bin file checker from scratch. I added a progress bar as well as added "-R .stack" to the sh-elf-objcopy.exe ELF conversion command -- this should fix the problems people were getting when they'd try to convert to a BIN and get a 0KB BIN file (or none at all).
I've also removed the dependency for COMDLG32.OCX. That was annoying if you needed to install a new version.
- Added: Progress bar
- Fixed: Completely rewritten
- Fixed: ELF conversion now uses -R .stack (fixed 0KB converted BINs)
- Fixed: No longer dependant on COMDLG32.OCX
- Fixed: File sizes are now read in bytes, KB, or MB
- Removed: Error if IP.BIN is loaded
- Removed: Error if non-BIN file is loaded
As always, you can get it at the <a href="http://consolevision.com/members/fackue/prj_1filecheck.shtml">project page</a> on my site.
Thanks GPF for the ELF conversion bit.</i>
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June 27th, 2005, 23:42 Posted By: wraggster
News from DC Scene:
The British EDGE magazine interviewed the three developers of the latest Dreamcast games in Japan, G.Revolution (Border Down), Milestone (Chaos Field) and Triange Serivce (Trizeal). The full interview can be found in their July 2005 issue (E151). We give you an overview about the most interesting comments here.
Hiroyuki Maruyama, president of G.Revolution
"It took three years to deliver our first shooter, Border Down, in 2003"
"We saved money by getting jobs from Sega and Treasure (G.rev developed the 3D engine for Ikaruga) and when we had enough, we did Border Down."
"The Naomi? is still the best option, although Sega isn’t pushing it. But, since there’s a large base installed in the country, there’s still a lot of room for third parties like us."
"Many present the DS as the platform of ideas, of concepts, but the use of specific features like the touch panel actually limits your freedom to create. Of course, if a game makes natural and fun use of these features, I see a lot of potential; but if you don’t use the pen and the double screens, your game is meaningless on the DS. Forcing you to use these features confines you in a very narrow environment, so I’m a little afraid about the machine’s future."
"The PSP is just a PlayStation with a beautiful screen. I don’t see any merit in that. (...) currently the PSP is less of a console and more of a business move from Sony – for itself, and against Nintendo. As a game console, I don’t see its merit."
"I don’t see the arcade itself changing very much, except in physical size as cabinets get smaller."
Hiroshi Kimura, president of Milestone
"In Milestone, we have a policy of self-motivation: staff come to me and explain what they want to do and why."
"Because of our size we can make games that go against current trends; they’re not just about the amount of polygons and effects."
"We will stick with the PlayStation2, GameCube and mobile phones for a little longer, even when the next-generation consoles arrive. But if one of my staff were to say tomorrow that he or she is really determined to develop on PlayStation3, we would call for outside help."
Toshiaki Fujino, founder of Triange Service (and only member left!)
"The biggest problem for me is, without any doubt, the money. (...) So I had to borrow money from my friends, people I used to work with in previous companies."
"It is already hard enough to work on PlayStation2 because companies like Sony don’t always trust small firms like mine, especially when it comes to supplying development kits."
"This new Xbox is very much an American approach – that is, it is based on the American idea of entertainment with enormous budgets and huge teams only rivalled by Hollywood."
"Maybe I will have to go for Nintendo. I don’t know yet. But the company has changed its policy recently, allowing small companies to release games on the GameCube, such as Milestone with Chaos Field."
"I have no interest in the PSP. It is exactly the same as the PlayStation2 was in its time: a machine that’s not focused on videogames but more on other forms of entertainment, such as music and video."
"I prefer to develop for the Naomi system rather than these new boards, because it offers the best environment. Also, there are so many Naomi cabinets on the market that it’s easy to sell new games: you just sell a GD-ROM disc. It’s very easy and affordable for operators."
"For the moment, I’m focused on the consumer port of my second arcade shooter, Trizeal – I’m publishing it on Dreamcast myself because no publisher was interested. My two staffers were in contract for a specific task, so I made the Dreamcast version alone, handling all the aspects of making a console game, from the port itself to the package, manual, and so on. But in the future, my objective is still to make the top shooting game for the arcade."
Max
More info here --> http://www.dreamcast-scene.com/index...#edgeinterview
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June 21st, 2005, 00:18 Posted By: wraggster
Heinrich Tillack just emailed me with this rather cool news for us Dreamcast sceners:
hi !
SH4 DMAC demo
Yeah, my first working SH4 DMAC demo.
I use DMAC channel 1 in this demo to copy large data amounts to the videoscreen!
This demo also shows how the PVR DMA, Store queues (SQ) and the CPU is performing this copy operation.
(There is also code for Colortable DMA which is not working.)
download at http://a128.ch9.de
Some results of this test:
Results for 1000 loops and 640*480*4 bytes transfer each loop:
test memory Sh4->PVR
51344 ms dmac 32bit mode
16298 ms dmac 256bit mode
40782 ms cpu loop
16321 ms sq loop
6222 ms dma loop
test memory Sh4->Sh4
8920 ms dmac 256bit copy loop
18966 ms CPU 32bit copy loop
bye
heinrich
Thanks to Heinrich for the very interesting news
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June 20th, 2005, 02:24 Posted By: fackue
LyingWake has released a new version of his selfboot tool, BootDreams. Here's what he had to say:
<i>A new version of my selfboot tool has been released. This fixes all the bugs that the previous versions had plus some new features.
- Added: DiscJuggler and Nero CD labeling
- Added: IP.BIN logo inserting (place MR logos in \iplogos)
- Added: CD label is changed according to the folder name
- Added: BootDreams' own IP.BIN logo (not automatically placed in IP.BIN)
- Fixed: I forgot to add Ipcreate!
- Fixed: DiscJuggler CDI burner (correctly works now)
- Fixed: Multi-session burning in CDRecord (old data is left alone)
- Fixed: Bad burns when you would create an IP.BIN
- Fixed: A few little bug fixes here and there
- Fixed: Source code clean up</i>
You can download it from his <a href="http://www.consolevision.com/members/fackue/" target="_blank">homepage</a>.
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June 19th, 2005, 20:47 Posted By: wraggster
News from Bluecrab:
Well, there's finally a new release of ljsdcdev to speak of, and guess what, its multi-platform again!
Anyway, only the Dreamcast version's binary has been released as of now, but that'll change soon. Get the source (which can be built on Linux, MacOS X, Windows, and the Dreamcast), or the DC binary from the Downloads page.
http://www.ljsdcdev.net/
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June 19th, 2005, 20:35 Posted By: wraggster
To celebrate Kojote's first quarter century of life on 20th June 2005, here is another competition. PD Roms Coding Competition #3.33. The compo will start on the 20th June 2005 @ 00:00 GMT +2 and will end 25 days later on the 14th July 2005 @ 23:59 GMT +2.
Create a classic (8-bit graphics era, everything between 1 and 256 colors) looking game (remake or original ideas are accepted). It just has to graphically look like an 8-bit game (C64, MSX, NES, ...) which does not mean it technicaly has to be one. The game can be of ANY (!!!) genre. The design of the sound/music issues is up to you, but keep in mind it has to fit into your game.
There is one prize, which is a "GameKing" (probably the Backlight version) with few Games.
Allowed systems: Atari 2600, Atari 5200, Atari 7800, Atari Jaguar, Gameboy Classic, Gameboy Color, Intellivision, Neo Geo Pocket Classic, Neo Geo Pocket Color, Odyssey 2, Wonderswan Classic, Wonderswan Color, Game Gear, NES, Master System, Pokemon Mini, Watara Supervision, Gameboy Advance, Megadrive/Genesis, GP32, PC Engine, SNES, Dreamcast, Arcade Hardware (NeoGeo, NeoGeo CD, CPS1), Sega 32x, Playstation 1, SegaCD, Virtual Boy, Vectrex
SPREAD THE WORD TO YOUR FRIENDS :-] ... and happy coding!
Sidenote: Yes I know it is not the 20th yet, there are a few hours to go, but I have to start my night-shift work soon.
http://www.pdroms.de/pdrc3_33-rules.php
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June 19th, 2005, 12:19 Posted By: M@jk
Here you go, great board game from Mr.Siggler and Phantom - now for Dream Inducer package.
<a href="http://www.prv.pl/klikometr/index.php?i=6508">Download</a>
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