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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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January 4th, 2013, 13:58 Posted By: wraggster
via http://www.aep-emu.de/
A new test-version of the Sega Saturn emulator SSF has been released.
Machine translation
Quote:
I made up a test version.
Changes were provided the option to disable the scan line to full screen mode.
After that, I was provided with the option to handle a separate thread DSP. After that ... I forgot.
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December 30th, 2012, 00:52 Posted By: wraggster
via http://www.emucr.com/
SSF Test Version (12/12/28) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (12/12/28) Changelog:
- fixed a bug in the 68000 emulator.
- fixed the sound generation process.
- fixed the processing of SCU-DMA.
- State data saved version has changed.
- I was provided the option to set the percentage of the scan line.
- I was provided the option to set the processing alternative SH2 recompile.
- I was provided the option to enable / disable the instruction cache SH2.
- I tried not to save the configuration file emulated speed.
- I've improved handling semi-transparent mesh.
- I fixed a bug that can not save state / load the scene.
http://www.mediafire.com/?krnov7ddkc19tpf
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December 29th, 2012, 01:47 Posted By: wraggster
via http://dknute.livejournal.com/41548.html
I might not belive that the world will end this December but two of my PCs decided not to wait and commited suicide.
My netbook died first, about a month ago, one day simply didn't turn on and that was it. No amount of messing with its internals would help. It was an old hand-me-down with Atom N270 that I got for free because of failed HDD. I replaced it, reinstalled OS and kept using it for a year or so. It had Win XP, 1024x600 matte screen, 1G of RAM and the battery would hold for about 2 hours - which was good enough for my needs. Hell, it flew with me around Europe a few times. I wasn't using it much at home so I don't need to replace it right away but I sure miss it.
Yesterday another N270 gave up the ghost, this time it was my Linux system that I keep running 24/7 for various purposes: router for my private LAN, WiFi AP, FTP/NFS server, and most importantly my dev machine for Dreamcast and NAOMI since I keep my cross-compiler tools there. I liked this board too, it was all-passive cooled and required only 12V input from a brick-type PSU so there were no fans at all. I think the BGA balls cracked because I would get random reboots lately and last week the system would not boot up until it has cooled down to room temperature. Eventually even that stopped working and now it will reboot randomly within 10 seconds of powering up, cold or not. So, right now half of my flat has no Internet and I need to fix that ASAP.
I ordered a new board, it's another Atom (N2800 this time) since I really want to keep the energy usage down to bare minimum and I don't need a lot of CPU power. Even N270 could easily deal with 100Mb/s traffic on both NICs while streaming from HDD, and it was 2.5W rated. Yeah, I know, it doesn't include the north bridge which was doing most of the job connecting all system components together So N2800 might be 6.5W but I expect NM10 to have improved over the old 945 (and GPU is now part of the CPU as well). I was also interested in AMD Brazos family but those chips are much more powerful and require active cooling, and I don't need Radeon HD in a headless PC. The good news is the new board will also be powered by single 12V so at least I get to keep the PSU - hopefully. I already had to buy a new memory stick (DDR3 now instead of DDR2), a new low-profile NIC (no PCI slot, just one PCI-E x1), and a new N-capable WiFi card (miniPCI-E). Well, at least my netbook HDD is going to be reused :P
There is one more old PC that I have, and obviously my main one that is not very old but it has its years. I swear, one of them dies in the next few weeks and I'm buying a replacement and calling it Apollo 13. In the meantime I started doing more frequent backups.
Anyway, so what's up with the GDEMU project. Well, there is progress but I've hit some problems - as usual. I came up with new logic for the FPGA and it works perfectly (so far) between MCU and FPGA but fails on the GD bus. And I have no idea why, I've tried pretty much everything by now, except adding some pull-ups to control lines but I don't expect this to help much. Doesn't look like an electrical problem.
The prototype works when FPGA is clocked within a very specific frequency range, but not really otherwise. BIOS loads the game, I get to see the first screen or so and then it dies because DMA goes completly out of sync - I still have tons of data in the buffer but the console expects to see end-of-DMA interrupt already. So obviously I'm missing a lot of read requests but I don't know why. Must be another race condition that I can't figure out. So, why not let it run at the frequency it works? Because the problem is still there, just not as obvious. It's not stable either way and you wouldn't want your game to freeze 3 hours in and who knows how long since last save, right?
To combat that I've finally gave in and bought USB based JTAG programmer for Altera FPGAs. Those things are costly but I found a cheap clone that should work nice. I expect it to arrive in a few days. With live JTAG uplink I will be able to transfer new settings directly rather than have to swap SD cards as I do now, and more importantly I'll be able to run a logic analyzer to see what is going on.
The world will most likely not end but thanks to all those troubles (and GoG discounts my bank account balance just might.
EDIT: Looks like it could be electrical issue after all. Well, I'm going to rip the Dreamcast apart now and solder some proper wires for ground return path. Lets see what that does.
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November 30th, 2012, 23:35 Posted By: wraggster
Head to head video game action can’t even compare to this use of a coin-op Sega Rally game to race actual RC vehicles. Take a close look at those screens and you’ll see there are no computer graphics, just a feed for a camera on each of the toy cars.
The project was conceived for the Sapo Codebits VI conference in Portugal. The arcade cabinets had their controls connected to an Arduino, but getting video up and running wasn’t nearly as easy. After fruitless attempts to get the original CRTs to work the team ended up replacing them with functioning CRT units of the same size. The cars themselves have two camera, one on top of the vehicle’s cab and one mounted on a boom for a perspective that was above and behind the vehicle. The drivers can switch between either view. The cars were set loose in the room serving as the event’s retro gaming area and players were free to race each other wherever they pleased. Don’t miss the video clip after the break which shows off all of the fun. [Read more...]
http://hackaday.com/2012/11/30/coin-...-race-rc-cars/
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November 28th, 2012, 15:26 Posted By: wraggster
via http://www.emucr.com/
DGen Git (2012/11/27) is compiled. DGen/SDL is a free, open source emulator for Sega Genesis/Mega Drive systems. DGen isn't the best Mega Drive/Genesis emulator out there, but it works and it's probably the most portable. It's also perfect for command‐line freaks.
DGen Features:
- Game Genie/Hex codes support
- PAL/NTSC, fullscreen modes
- Joypad / joystick support
- OpenGL textured video output
- Portable (64‐bit, endian safe), runs in Windows using MinGW
- Screenshots, demos recording and playback
- Musashi and StarScream (x86‐only) CPU cores
- CZ80 and MZ80 (generic and x86‐only versions)
- 16‐bit, 8000 to 48000Hz sound output
- Support for 8, 15, 16, 24 and 32 bpp modes
- Archived/compressed ROMs support
- M68K debugger (contributed by Edd Barrett)
- hqx and scale2x scaling filters
DGen Git Changelog:
* sdl: fix OpenGL texture type for 32bpp on big endian machines
On big endian machines, the 32bpp texture type used by default is
reversed, requiring bool_swab to be enabled. The 16bpp texture type
doesn't have this problem.
It's annoying, so this commit replaces the default GL_UNSIGNED_BYTE type
with GL_UNSIGNED_INT_8_8_8_8_REV on big endian machines.
Bug: 3588431
Reported-by: anthonyjbentley
Signed-off-by: zamaz
http://www.mediafire.com/?nai434814xs6v5s
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November 26th, 2012, 14:11 Posted By: wraggster
The guys over at Lavalit have released a new version of the beats of rage clone for the Dreamcast, Dingoo, PSP, Linux, Windows, GP2x, Nintendo Wii and Wiz.
OpenBOR is a continuation of the Beats Of Rage 2D game [COLOR=blue !important][COLOR=blue !important]engine[/COLOR][/COLOR], which was originally
created by the wonderful folks over at http://www.senileteam.com.
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Heres whats new:
r3732 | utunnels | 2012-11-24 18:21:42 -0500 (Sat, 24 Nov 2012) | 1 line
Changed paths:
M /engine/openborscript.c
Add quake to level property.
Download Via Comments and Give Feedback Via Comments
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November 26th, 2012, 13:41 Posted By: wraggster
As we move away from our monthly Back in Time articles, and before we begin any one off articles, we decided to produce a feature that would help bridge the transition. And what better way than a celebratory look back at the release of Sonic the Hedgehog 2 in November 1992?
We scoured high and low to bring together all the known UK reviews of Sonic the Hedgehog 2, whether it be good, bad or ugly. We researched many classic videogaming publications such as Computer & Video Games, Mega Drive Advanced Gaming, MegaTech, Sega Power, Sega Pro and Sega Zone.
So sit back and enjoy the most comprehensive collection of Sonic 2 reviews in the world.
http://www.outofprintarchive.com/art...onic2sDay.html
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November 19th, 2012, 15:21 Posted By: wraggster
via http://www.aep-emu.de/
DGen/SDL SDL is a Sega Genesis emulator for Linux / SDL
Quote:
--------------------------------------------------------------------------------
WHAT´S NEW?
--------------------------------------------------------------------------------
v1.31 <- v1.30
* Joystick axes can now be configured for controllers with more than two.
They can also be reversed.
* Implemented command "calibrate_js" to configure joystick buttons
interactively.
* Fixed a bug in the debugger prompt handler.
* Implemented FM2612 debugging support.
* Refactored SDL keyboard handling.
* Removed Linux-specific joystick code which no one uses (not even in
Linux, where the SDL version has always been preferred).
* Implemented the ability to bind arbitrary commands to joystick buttons.
This makes DGen fully controllable from a joystick/joypad.
* Implemented proper sprite masking. This fixes annoying priority glitches in
a number of games.
* Fixed half-submitted commands support in the VDP. This finally fixes the
mangled EA logo.
* Some code refactoring and documentation.
* Improved region settings. The single "region" variable can be used to
switch interactively from one region settings to another (identifier,
resolution, PAL/NTSC mode and frame rate).
* Improved region auto detection with the ability to specify a preference
order ("str_region_order" variable).
* Fixed other miscellaneous bugs (NASM on non-x86 targets, uninitialized
variables, other warnings and errors).
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November 19th, 2012, 14:47 Posted By: wraggster
The guys over at Lavalit have released a new version of the beats of rage clone for the Dreamcast, Dingoo, PSP, Linux, Windows, GP2x, Nintendo Wii and Wiz.
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Heres whats new:
r3729 | utunnels | 2012-11-15 00:03:34 -0500 (Thu, 15 Nov 2012) | 2 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
Check anmations valid before changing model to prevent some crash.
Extend bbox and abox to 6 values for further use.
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November 19th, 2012, 14:45 Posted By: wraggster
via http://www.dcemulation.org/?title=Main_Page
In my youth, I spent countless hours in front of the television, playing Sonic on my Sega Mega Drive. Back then it was probably the best thing in the world. I lived in a very myopic world. School was a place to talk about games; home was for playing games, and sleep... You guessed it sad, but true.
My life changed in high school, after I decided to write my extended essay on the rise and fall of Sega. I was already hooked to all the mediums through which one could learn about the latest games; I watched Tech Tv (G4), read EGM (Electronic Gaming Monthly), and surfed Videogames.com (Gamespot). Writing that essay should have been a walk in the park I thought; the only problem was that I never really went for a walk in the park. I realized I was screwed after my first meeting with my essay supervisor, “What makes your essay worth reading? What subject can it even fall under; business, history, sociology or what?” He asked baffled by my choice of topic.
To most gamers, Sega is a distant memory of an edgy black console with a flashing red light with the most awesome game called Sonic the Hedgehog. But then came the Playstation, with Crash Bandicoot and it was even more awesome. Today the industry is all about gunning your friends down in Modern Warfare. Sure, Sega is still around and every now and then makes blips on the industry radar but nothing worth losing any sleep.
Personally, Sega was just a fun part of my life that wasn’t relevant to the world anymore and I wanted to explore that phenomenon... and when I did, it opened my eyes to the world outside videogames. It painted a human face to a blue logo starting with a story of an American Air Force officer who retires to settle in Japan. It taught me more about business marketing and management than any text books in my course. After all, the best place to play the dance of recruitment is on the sandy shores of Hawaii. Most of all it showed me that it is our ego that can make and (/ or) break us.
While several websites, magazines, and TV shows have covered the subject, few have gone to the length of SegaBase (Hosted at Eidolons Inn). Now that the author, Sam Pettus, along with David Munoz and the gang from the tavern (Eidolons Inn Community) are banding together to revamp, enhance, and extend it with more stats, quotes, pictures, facts and more on SegaBase, so that it can be published as a book!
Now I don’t know how to say it without making it sound like an advertisement, but this project requires a lot of time, effort and money. They have started a kickstarter campaign with an estimated budget of
$ 6,500. Unfortunately, the kickstarter ends in 48 hours and they have a long way to go.
Help make this book a reality, and be a part of preserving Sega’s history.
Originally posted on DCS http://www.dreamcast-scene.com/news/kic ... tory-book/
Sam Pettus’ from Eidolons-Inn is the man responsible for the most in-depth documentation of Sega’s legacy. Through Kick Starter a revamped, enhanced and extended history book is planned – funding required is 6,500 US$ – funds collected are almost 4,000$.
http://www.kickstarter.com/projects/153 ... 1481237582
http://www.eidolons-inn.net/tiki-index. ... e=segabase
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November 19th, 2012, 14:29 Posted By: wraggster
via http://wololo.net/2012/11/12/sega-dr...it-was-hacked/
It is commonly said that the Sega Dreamcast had no security at all and that’s why you could play burned games out of the box.
Well in this article I’m going to dismantle this belief and show you why the Dreamcast did have security and why it was unnecessary to overcome this security to get backup games working.
First, trying to load a 1:1 copy of a Dreamcast game will end in failure because the DC’s security system will detect it, so how did hackers managed to boot games? The answer lies in one of the Dreamcast’s many features that ended up unused due to the console’s short life: Mil CD.
Mil-CD was system that Sega developed to add software contents to multimedia discs, for example, more advanced menus, browsers, amongst other apps. But like I said, this feature was never officially used, as a matter of fact, it was disabled on latest versions of the Dreamcast.
The reason for this removal is because Mil-CD was used to fool the dreamcast into booting burned commercial games. In other words, the dreamcast was able to boot these games because they posed as Mil-CD, instead of burned backups. This is similar to ESR on the Ps2, ESR patches the disc and tricks the Ps2 system into thinking the burned disc is a DVD-Video, instead of a Ps2 game.
Like I said above, the latest hardware revision of the Dreamcast still had Mil-CD code, but the playback of Mil-CD is disabled (much like the Ps3, which still has the ps2_emu, but disabled), this revision was v2 (there were three DC revisions: v0, v1 and v2) and you require a modchip to play burned games. You can easily identify a Dreamcast revision by looking for the number 0/1/2 under it.
Not only did the Dreamcast have security when booting burned CDs, it also had security on the official discs too. Just like the Gamecube, Wii and Wii U, the Dreamcast used a special type of discs called GD-Rom (Gigabyte Disc). These discs used the exact same technology as CDs, but differ in that the tracks are closer to each other, giving the disc approximately 1.2Gb of capacity. The layout of these discs made it impossible to dump.
Each disc had three different tracks, two of them were normal CD tracks readable by PCs, the last one (and biggest one) was the GD track and contained the game. The first track had plain text files, usually with the license of the game, sometimes even artwork of the game, while the second track was an audio track, so when you insert a GD into a conventional CD player, a voice comes up reminding you now you need to insert the game on a Dreamcast to be able to play it.
Now, this was not the actual security, everyone knows that CDs can have more than one session, as long as the PC knows where those sessions start and end. This is were security was, the GD-Roms did not contain any information about the GD track in the TOC (Table of Contents), so for a PC, there was no data beyond the second track. Dreamcasts obviously know this is not true, and look for a second TOC after the second track, which contains the info about the GD track. So a GD-Rom has the following structure:
•First, normal CD TOC that tells the PC there are only two tracks
•First track: Data, usually plain text files with the game’s license
•Second track: audio, this track is read by standard CD players and contains a warning
- Normal PCs think there is nothing more after this, the Dreamcast knows this is not true so it comes here and looks for a second TOC, this second TOC tells the Dreamcast about the GD track.
- GD track: contains the game itself.
Now, you may be asking: how did hackers manage to dump dreamcast games if it was impossible for a PC to read the GD track? Well, two methods were discovered to dump the games.
The first method used an exploit found in the game Phantasy Star Online, basically, the method consisted on using the Dreamcast itself to read the GD-Rom and stream it through an ethernet cable connected to the computer.
The second method consisted on the typical disc swapping. It worked by introducing a CD filled with data on your computer, and swapping it with a GD-Rom without your computer knowing it. That way the PC thought there was data all the way to the end of the disc, due to it using the CD’s TOC, instead of the newly swapped GD’s TOC. This method produced a 1:1 copy of the disc.
Now, the second “challenge” hackers faced were the size of the games. Like I said above, GD-Roms had about 1.2Gb of data, standard CDs had 700Mb. The solution to this depended on the game, some games didn’t use that much space and fitted directly into a CD. Other games used huge dummy files, so it was only a matter of replacing that dummy file with a smaller one and rebuilding the iso. Other games like Shenmue did use the 1.2Gb entirely, for these games three methods can be used: overburning, downsampling and GD-R.
- Overburning: consists of writing more data to the CD than it can hold, with a 700mb CD you can achieve 1Gb of data, and 1.2Gb with an 850Mb CD. I don’t recommend this method since it can destroy either your PC’s laser or your Dreamcast’s.
- Downsampling: like the name implies, it consist of downsampling the video and audio data to make the game smaller, at the cost of quality. A similar method consisted of getting rid of audio/video data altogether.
- GD-R: some empty, writable GD-Rs exists, but they require a GD burner, both the GD-Rs and the burners are not that common.
With all this, not only I’ve demonstrated that the Dreamcast had security, but I’ve also summed up the history of Dreamcast hacking.
I hope you enjoyed the post, ’cause more posts like this one will be coming in the future.
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November 12th, 2012, 15:27 Posted By: wraggster
The guys over at Lavalit have released a new version of the beats of rage clone for the Dreamcast, Dingoo, PSP, Linux, Windows, GP2x, Nintendo Wii and Wiz.
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Heres whats new:
r3728 | utunnels | 2012-11-11 08:27:11 -0500 (Sun, 11 Nov 2012) | 3 lines
Changed paths:
M /engine/openborscript.c
M /engine/source/gamelib/anigif.h
Restore #pragma pack(1) in anigif.h.
Add releasetime to entity property.
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November 12th, 2012, 15:22 Posted By: wraggster
via http://www.dcemulation.org/?title=Main_Page
Pier Solar, the 16-bit RPG made exclusively for Sega Genesis, might find a home on PC, Xbox 360, and Dreamcast next year. Right now, there is a Kickstarter campaign going on to bring this epic RPG to a broader audience. PC and 360 owners can pledge $15 to get a digital copy, featuring a full HD makeover of the game, while Dreamcast owners can pledge $49 to get a direct port of the original Genesis version. Considering the huge success of this game and the cost of obtaining a Genesis copy, this could be your best chance of playing this amazing homebrew effort.
Check out the details on Kickstarter:
<!-- m -->http://www.kickstarter.com/projects/573 ... -linux-and<!-- m -->
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November 11th, 2012, 18:08 Posted By: Eric
Kevin from Assembler Games had released a limited release of professionally pressed copies of the Geist Force beta. There still might be some available but for those who can't afford the disk cause of this crazy economy can get there hands on the torrent which was released on Friday by Assembler Games. I got myself a copy of the professionally pressed disk but I didn't want to open as it is the first and only pressed copies of the game. I waited for the torrent to be released to present to you the following video of the Geist Force beta disk.
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November 10th, 2012, 00:07 Posted By: wraggster
Sega is planning to release more Sonic the Hedgehog games as part of an expansion effort that will see the blue speedster have a greater presence in the toy, apparel, stationary and other markets.
<figure style="margin: 0px 0px 20px 20px; padding: 0px; border: 0px currentColor; width: 300px; color: rgb(68, 68, 68); text-transform: none; line-height: 21px; text-indent: 0px; letter-spacing: normal; clear: both; font-family: sans-serif; font-size: inherit; font-style: normal; font-variant: normal; font-weight: normal; word-spacing: 0px; vertical-align: baseline; float: right; display: block; white-space: normal; position: relative; orphans: 2; widows: 2; font-size-adjust: inherit; font-stretch: inherit; background-color: rgb(255, 255, 255); -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;" class="article-image article-image-alt article-image-300"></figure>SEGA's European head of brand licensing, Sissel Henno, told Toys 'n' Playthings magazine that the company has new digital and boxed games in the pipeline."Over the next year there will be a big focus on the expansion of [Sonic licensed] toy distribution across Europe," he said.
"Similarly, we will also be growing the apparel, publishing and stationary categories. We will have several new digital titles launching as well as a new boxed game, so there will be plenty of opportunities to link marketing campaigns across games and merchandise."
The next game to feature Sonic is a kart racing game which could give Mario Kart a run for its money. Read our Sonic & All-Stars Racing Transformed preview to find out why.
http://www.computerandvideogames.com...ith-new-games/
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November 5th, 2012, 13:42 Posted By: wraggster
The guys over at Lavalit have released a new version of the beats of rage clone for the Dreamcast, Dingoo, PSP, Linux, Windows, GP2x, Nintendo Wii and Wiz.
OpenBOR is a continuation of the Beats Of Rage 2D game engine, which was originally
created by the wonderful folks over at http://www.senileteam.com.
In 2004, Senile Team released Beats of Rage, a free beat-'em-up for DOS inspired
by SEGA's Streets of Rage series and using sprites from SNK Playmore's King of
Fighters series. The game spread only by word of mouth, but it nonetheless
amassed popularity very quickly. Senile Team soon released an edit pack allowing
anyone interested to create a mod for the BOR engine.
In 2005, Kirby2000 asked Senile Team to open the source code to BOR. They
agreed, and OpenBOR was born. Development on the engine was continued by the
community, and still is to this day.
Heres whats new:
r3726 | plombo | 2012-10-31 11:30:49 -0400 (Wed, 31 Oct 2012) | 4 lines
Changed paths:
M /engine/openbor.c
Allow selecting the OpenGL filtering method (simple or bilinear) in
fullscreen. This was supposed to be allowed when I separated the video
settings for windowed and fullscreen in the save data, but I overlooked it
then.
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