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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 4th, 2013, 23:49 Posted By: wraggster
<center style='font: 14px/22px "Open Sans", Arial, sans-serif; color: rgb(51, 51, 51); text-transform: none; text-indent: 0px; letter-spacing: normal; word-spacing: 0px; white-space: normal; background-color: rgb(255, 255, 255); -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;'></center>Shenmue 3 is sort of becoming a possibility again, just in time to make sure that wound will never, ever heal. During the MAGS (Monaco Anime Game Show) over the weekend, Sega legend Yu Suzukitold journalist Sebastien-Abdelhamidthat he is considering Kickstarter-style crowdfunding for the long-lost project. With the budget for the first two games somewhere in the $70 million area, that could be one ambitious Kickstarter.
Suzuki also said (more realistically) that he wants to continue the Shenmue storyline in an anime or manga. In either case, he'd need to obtain rights to his own license from Sega, something he has discussed in the past. The odd racing game cameo aside, Sega's not doing anything with it.
http://www.joystiq.com/2013/03/04/yu...for-shenmue-3/
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February 28th, 2013, 14:58 Posted By: wraggster
Over at the Chronocrash Forums they have released a new Beats of Rage Mod called Eternal Champions - The thin Strings of Fate
Download(Ext)
Discussion
HI I'm Krauser (a.k.a. Cuchara)
My original idea was to make a trilogy, an individual game for each of the 3 main characters:
Shadow Yamoto campaign
Tyler Larcen campaign
Jonathan Blade campaign
and a fourth game that could use the three characters in a 3 players arcade mode independent of the main story. But the first one, the "Shadow Yamoto campaign" has taken me almost 4 years to complete, so just present this only mod.
It is a long hard game, but with a lot of possibilities:
-alternative and secrets ways
-4 Endings in the main campaign
-3 Endings for extra modes
-3 Unlockable modes, with 2 very different ways in each mode
-5 Unlockable characters
In the main campaign you have at least 8 different sub-modes of play in addition to the classic "Beat'em up mode"
-Classic Beat 'em up mode
-2D Fight mode
-2D shinobi mode
-2D Platformer mode
-Drive and shoot mode
-Stealth mode
-Shinobi bike mode
-kunoichi view mode
-Information quest mode
...and more.
according to the player's decisions can be accessed rudimentary level up system, gaining improvements in MP and HP and learning new combos and special skills.
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February 28th, 2013, 04:47 Posted By: BlueCrab
Well, it has been four years (to the day) since the last release of CrabEmu. That seemed like a good enough reason for a new release, so that's just what I did.
There are plenty of new features and bugfixes in this release (far too many to list in a reasonably-sized news post), so here's the highlights of what has been improved:- Added support for emulating the ColecoVision and the NES (mappers 0 and 1 only)
- Fixed various bugs in the Z80 core
- Fixed priority on sprites in TMS9918 video modes
- Added support for PAR cheats for SMS games
- Added support for roms in zip files, as well as gzip and bzip2 compressed roms
- Added support for a few odd mappers in SMS games released in Taiwan and Korea
- Added support for browsing directories in the Dreamcast GUI
- Added support for libkosext2fs (so you can put roms and such on an ext2 formatted SD card)
CrabEmu 0.2.0 is available for download in plain files and source code (in addition to the other related downloads).
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February 24th, 2013, 01:52 Posted By: wraggster
via http://www.emucr.com/
Yabause SVN r3089 is compiled. Yabause is a Sega Saturn Emulator(SS Emulator) for Linux, Windows and Mac OS X.Yabause support booting games using Saturn cds or iso files.
Yabause SVN Changelog:
r3089
Fixed silly issue with my last commit that broke qt4
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r3088
Fixed a couple of bugs that was causing tracks and lead out to not be offset correctly with bin/cue and mds images.
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r3087
-Added tweaks to code to allow compiling with Qt 5 -Cleaned up CMakeLists.txt of old left-over windows port stuff -Some refactoring and debug tweaks in the cd block code
Download Via Comments
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February 24th, 2013, 00:49 Posted By: wraggster
via http://www.dreamcast.es/news.php?readmore=608#comments
I start on Kickstarter a new fundraising launch this game comes on the heels of a development group called KTX Software Dev , perhaps unknown to many but is seems that were behind the development of several games for DC, as we read in his biography: "KTX is Developing games, serious games and engines and is the youngest division of European company Signs and Art with officies in UK, Spain and Germany. Nevertheless, young KTX Software Dev already stands behind the programming of Dux, Redux: Dark Matters (Kickstarter-Project), distributed worldwide The Haunted: Hells Reach, Pensalo, the Kha-Engine and much more - please visit the website of KTX " . . As you can see in the video the game will exploration and puzzles, or go explore a beautiful world full 2D hand-drawn and very pleasing to the eye filled with characters that we ask for help, and how to help solving the puzzles will be presented to us and once we resolved iran enabling new areas with more puzzles and some gifts and items to let us play ... In short, the game will be for Friend and Dreamcast (and maybe some systems), the goal is to reach 35,000 pounds , I guess will not be as difficult to achieve if there is interest. amenities include a special edition T-shirt, poster and stuff that we love them all! can go to the project page on Kickstarter and the KTX website for details . Anyway, I like very much this game!
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February 23rd, 2013, 23:18 Posted By: wraggster
It seems like even though a lot of people read the interview we posted last week with Steve Jarratt, only a very small number of you found the little easter-egg that we hid inside it. The easter egg we are talking about is none other than the very first issue of S: The Sega Magazine.
As always, we have selected 4 preview articles from this magazine. The first one is a review for one of the finest Master System games created:Wonder Boy III: The Dragon's Trap. Next up we take a look what's underneath the hood of the Sega Master System with the hardware feature calledSMS The Inside Story. And finally we look at the lightgun gameWanted as well asCasino Games.
http://www.outofprintarchive.com/news.html
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February 18th, 2013, 00:03 Posted By: wraggster
via http://www.chronocrash.com/forum/ind...;topicseen#new
Previously un-typed damage applied by engine is now defined with attack types:
- ATK_LIFESPAN: Damage used to kill entity at end lifespan.
- ATK_PIT: Damage used to kill entity that falls below PIT_DEPTH (iow, falls into a pit).
- ATK_TIMEOVER: Damage used to kill entity when level timer reaches 0.
- ATK_LAND: Damage received from default THROW animation, Damage on Landing attack parameter, and scripted Damage on Landing property.
Note that ATK_LAND is included in “Defense All”, whereas the other types are not. You can still set Defense for each of the others individually if you like, and yes that means you could make a character immune to its own lifespan, the level timer and even pits! Obviously this could cause some very weird behavior though, so make sure you know what you're doing.
A few uses would be:
- Regulating damage given by or taken from certain throws and slams. As Damage on Landing was previously untyped, it would simply bypass Offense and Defense settings.
- Detecting death by pits, the timer or lifespan. It was doable before, but will be a bit simpler now.
- Other specialized effects, like perhaps an enemy that climbs up out of a pit if thrown in.
A quick technical note for anyone thinking of scripting some of the latter: When the engine attempts to kill an entity due to pits, timer or lifespan the default damage applied = current health.
One last thing. It has been a while since I've been under the hood so to speak, so any bug reports would be appreciated. Enjoy!
Download
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February 15th, 2013, 16:03 Posted By: wraggster
Over at the ChronoCrash Forums, Magggas has released a new Beats of Rage Mod that should work OK on Dreamcast, PSP, Xbox, Wii and the Open Source Consoles such as Dingoo, GP2X Etc.
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February 15th, 2013, 14:55 Posted By: wraggster
“Sega returns to the hardware market”. We very nearly went with that headline on this one.
Because it’s kind of true. No, the company isn’t launching a new console. Nor it is reissuing the Dreamcast or Saturn. What it is doing, however, is releasing four PC laptops with retro console stylings.
As spotted by CVG, the machines come in four flavours – Sega Blue, Mega Drive, Saturn and Dreamcast. Each one has a different spec but the top-end £1359 Premium model comes will all four covers.
Inside you’ll find 8GB of RAM, a 120GB SSD, Blu-ray drive, a decent GeForce GT650M GPU and a top-end Intel i7.
Moneybags can order the laptops here.
http://www.mcvuk.com/news/read/sega-...-japan/0110985
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February 15th, 2013, 07:45 Posted By: Eric
Hello guys as you may know i'm not only a news poster on this site from time to time but i am also a video game reviewer. Now cause I love the Dreamcast so much I have decided to bring you guys another amazing game which is Test Drive Le Mans. It is known for many reasons as one of the greatest racers and to be placed on the Dreamcast it really deserves recognition. Now for more information on the game check the video below and please subscribe for more amazing videos.
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February 11th, 2013, 23:18 Posted By: wraggster
via http://www.aep-emu.de/
DGen/SDL is a Sega Genesis emulator for Windows and Linux / SDL.
Quote:
--------------------------------------------------------------------------------
WHAT´S NEW?
--------------------------------------------------------------------------------
v1.32 <- v1.31
* Debugger: the displayed instruction after hitting a breakpoint was wrong,
this is now fixed.
* Debugger: the disassembler doesn´t assume instructions have a fixed size
anymore.
* Debugger: fixed breakpoints support.
* Debugger: implemented the ability to step over multiple instructions.
* Debugger: implemented set(b|w|l|r) comands to read/write memory and
registers.
* Debugger: added M68K instructions counter (can be displayed with the "reg"
command).
* Debugger: added M68K instructions tracing to display instructions while
they are executed.
* Debugger: other miscellaneous fixes (such as reverse-i-search flickering in
linenoise).
* Fixed 6-button emulation that wasn´t working correctly.
* OpenGL: enabled byte-swapping by default for 32-bit textures on big endian
machines so users don´t have to use bool_swab.
* Fixed a crash (infinite loop) while exiting.
* Imported Cyclone 68000 0.099, a highly optimized M68K core written in pure
ARM assembly. It is much faster than Musashi, especially on low-spec
machines such as the Raspberry Pi.
* Imported DrZ80, a Z80 core also written in pure ARM assembly (from
PicoDrive). A tiny bit faster than CZ80.
* Fixed various crashes with Cyclone 68000 and DrZ80 which tend to choke on
invalid code.
* Cyclone 68000 and DrZ80 are now the default CPU emulators on ARM-based
machines.
* Fixed remaining CPU core switching bugs.
* Implemented MJazz, a feature present in the original Win32 version of DGen.
Enabling bool_mjazz initializes three FM chips instead of one. Each
additional chip runs at twice the rate of the previous one, causing the
MJazz sound effect.
* Added autogen.sh to make everyone happier.
* Updated Musashi to version 3.31. This new version fixes many games.
* Made DGen/SDL more responsive on slow machines by checking input events
after each dropped frame.
* Double-buffering can now be disabled, useful on slow machines
(bool_doublebuffer).
* Added an optional separate thread (bool_screen_thread) for displaying
frames. Only useful on slower machines where flipping video buffers takes
time, especially when V-sync is enabled and doing so blocks DGen/SDL until
the next frame without consuming CPU time (such as the case of Dispmanx on
the Raspberry Pi when bool_doublebuffer is also enabled).
* Optimized Musashi to access memory regions directly without going through
callbacks. This idea was taken from Genesis Plus GX. Although not as fast
as Cyclone 68000 on ARM, it is noticeably faster than before.
* VDP: implemented VDP interrupts properly.
* VDP: added the ability to switch VDP planes on and off
(bool_vdp_hide_plane_a, bool_vdp_hide_plane_b, bool_vdp_hide_plane_w,
bool_vdp_hide_sprites).
* VDP: improved sprites priority bit handling to fix sprites glitches in a
lot of games (Streets of Rage among others). This unfortunately makes
emulation slower.
* VDP: implemented sprites limitations (per-line, per-frame, dot overflow),
and enhanced masking (DGen/SDL now passes Nemesis´ sprite masking test
ROM).
* VDP: implemented sprites boxing, the ability to draw boxes around sprites
for debugging purposes.
* VDP: implemented 2-cell vertical column scrolling mode. This fixes video
glitches in several games (i.e. Psycho Pinball, Gunstar Heroes, Sonic 3).
* VDP: optimized tiles blitting (but it´s hard to notice).
* VDP: implemented sprite overflow and collision bits.
* VDP: forced data offset from the name table to wrap at 8K to fix video
glitches in some games games (such as Dragon Slayer I & II).
* Updated StarScream to version 0.26d (was previously 0.26a).
* Joysticks support has been reworked. They are now managed like the
keyboard, with similar names in the configuration file (joy_* instead of
key_*). Because of this, some configuration variables have been removed and
no longer work in DGen/SDL 1.32. Configuration files must be updated
manually.
* Implemented the ability to bind/unbind keys and joystick/joypad buttons to
arbitrary commands using bind_* variables. This replaces the similar
feature that only worked with joystick buttons.
* "calibrate_js" has been renamed "calibrate" and now works with both
keyboard and joystick events. Makes controllers configuration
straightforward.
* Implemented "bool_buttons" to display each pressed button in the status
bar. Helpful when configuring buttons manually.
* Documentation: updated manual pages for all of the above.
* Documentation: more files have been converted to Doxygen.
* Screenshot files names are now prefixed with the ROM name so they are
easier to find.
* Emulation bugfixes (code/address register cleared when writing a VDP
register, randomization of unused BUSREQ bits, VDP reset).
* Miscellaneous bugfixes (libarchive detection during configure, forced
flushing of debugger output, autoconf fixes, missed video resize events
during init).
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February 9th, 2013, 14:40 Posted By: wraggster
via http://www.dreamcast.es/news.php?readmore=605#comments
Those who follow us on the Facebook of Dreamcast.es I know, but you need to do to officially Dreamcast.es be present, once again, in 2013 RetroMadrid where perhaps fair retro-largest computer Spain. For those who do not know what exactly, I will tell you RetroMadrid is a fair organized by the AUIC , where fans of all retro systems (Dreamcast, Master System, Gameboy, MSX, Commodore, Amiga, Arcades ...) gather to showcase the latest developments, exchange experiences, and why not, do some shopping or merchandising overall game
At the stand of Dreamcast.es can taste some of the best commercial games that took Dreamcast (Soul Calibur, Virtua Tennis ...), and I also delight the palate with some of the best console homebrews. Also see how it works and the famous SD Adapters. addition, this year a corner to cede friends SegaSaturno.com , looking forward to share the best of the Saturn.
And finally the news, which is that you're wondering: yes, we have some surprises and prepared to visit us ... What? That, friends, in the next chapter: D. So, encourage! know us in person and will spend some time great. Held on 8, 9 and 10 March in central slaughterhouse of Madrid . We will be exposing the 9th! RetroMadrid See you in 2013! Did I say that admission is FREE ? ^ ^
Link to the website of RetroMadrid: http://www.retromadrid.org/
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February 8th, 2013, 21:57 Posted By: wraggster
Former VP of Windows sales opens up on long-rumoured takeover before the Xbox
Microsoft decided against acquiring Sega to enter the console market as it deemed the company lacked the muscle to compete with Sony, a former Microsoft exec has claimed.
Speaking to IGN, former VP of Windows sales Joachim Kempin said Microsoft had seriously looked at buying Sega to make a new console, given the high costs of creating hardware.
Despite licensing Windows CE to Sega to run on its hardware, Kempin claimed this wasn’t enough for Microsoft, and in the end Bill Gates didn’t think Sega was strong enough to oust rivals such as Sony’s PlayStation.
As a result, Microsoft decided to enter the console market with its own hardware, and launched the first Xbox in 2001.
"There were three companies at that point in time, I think this was [Sony,] Sega and Nintendo,” said Kempin.
“There was always talk maybe we buy Sega or something like that; that never materialised, but we were actually able to license them what they call Windows CE, the younger brother of Windows, to run on their system and make that their platform.
"But for Bill Gates this wasn’t enough, he didn’t think that Sega had enough muscle to eventually stop Sony so we did our own Xbox thing. There were some talks but it never materialised because Sega was a very different bird. It was always Sony and Nintendo, right? And Nintendo had some financial trouble at that point in time, so Sony came out with the PlayStation and bang! They took off, and everyone else was left behind."
Kempin also revealed that Microsoft attempted to work with Sony in an effort to get into the home console space, but the PlayStation outfit had refused to work with the computing giant.
As a result, Microsoft set about creating its own Xbox hardware in an effort to stop Sony from achieving the kind of dominance on televisions that Microsoft had enjoyed on PC.
http://www.develop-online.net/news/4...ft-acquisition
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February 4th, 2013, 01:30 Posted By: wraggster
via http://www.emucr.com/
nullDC SVN r146 is compiled. nullDC is an open source Sega Dreamcast(DC) and NAOMI videogame systems emulator for Microsoft Windows. nullDC runs several Dreamcast games at good speed, with full sound and music. NullDC requires the latest version of Microsoft DirectX, the latest Visual C++ runtime libraries and optionally WinPcap for modem emulation. As usual for emulators, a dump of the original console BIOS is also needed. It has a plugin architecture, with several alternative implementations (some ported from Chankast) for graphics, sound, reading games burned to CD-ROMs (it cannot read GD-ROMs directly) or disk image files, memory cards, etc.
nullDC SVN Changelog:
r146
Revert back a mindless change in pvrlock
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r145
renderer:Prevent textures for being updated more than once per pass. renderer:Rm/ unused code Emitter:Some temporary cleanups/fixes as an excuse for it 'screaming' for a complete rewrite
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r144
+Impl/ ImgReader MDS/MDF Support
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