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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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October 28th, 2012, 21:04 Posted By: wraggster
Our friend told us Ilducci the translation status of Shenmue II on your blog It warns us that it is over Disc 2. That speed is because many of the chains that disc are repeated Disk 1 and have used. It also tells us that the disc 3 will take longer, because it contains much more text, almost as much as disk 1 and 2 together. Copi-pasteo a piece of the original post: "The overall percentage of Shenmue II becomes 40% . I also want to announce that the patcher end shall also include the dubbing in Latin Spanish Castilian and the introduction of the game, dubbing the Shenmue Movie Digest, the summary of 15 minutes of the first Shenmue (For those who do not know it, you can see it ) and, in the case of Japanese voices, original butch voice Yuan, which existed in the original Japanese dub. All this, of course, is optional and may be incorporated or not the images of game created. " Source : Translations of Uncle Victor
via http://www.dreamcast.es/news.php?readmore=580#comments
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October 21st, 2012, 20:11 Posted By: SiZiOUS
Changes :- Fixed: The MR code decompression bug was fixed, so the feature is now available!
- Fixed: The "Select all" and "Unselect all" buttons will check/uncheck all packages in the selected filter view (in clear: if you filter your packages list with "Games", using "Unselect all" will unselect every "Games" packages, instead of unchecking ALL packages).
- Added: The Packages List scanner is now multi-threaded, so the ".\packages" directory scanning is much faster and don't hang the main window.
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October 18th, 2012, 14:12 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:
r3715 | utunnels | 2012-10-17 03:13:08 -0400 (Wed, 17 Oct 2012) | 1 line
Changed paths:
M /engine/openborscript.c
Incomplete change in entity defense property script access. Now fixed.
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October 18th, 2012, 00:17 Posted By: wraggster
Sega of Japan has released a (very) short teaser, er, teasing the impending announcement of five new games. Showing the text "2x5," and following it with five very recognizable sound clips from some of Sega's greatest arcade games, specifically those that ran on its Model 2 board. All told, we hear Akira fromVirtua Fighter 2, Bahn from Fighting Vipers, rings from Sonic: The Fighters, and the announcers from Virtua Striker and Virtual On. Sega will apparently be making an announcement about the games tomorrow, presumably that they're coming to download services like PlayStation Network and Xbox Live Arcade.
Virtua Fighter 2, Fighting Vipers and Sonic: The Fighters aren't exactly a surprise, as they've already been rated for Xbox by the USK, but this is the first time we've heard of Virtua Striker or Virtual On. Good news for fans of soccer and giant robots!
http://www.joystiq.com/2012/10/17/se...ipers-virtual/
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October 18th, 2012, 00:03 Posted By: wraggster
Retro Sega fans will be getting all squeaky at a new deal over on DotEmu that bundles 45 classics together for $9.98.
The massive digital games pack for play on PC comes with a hefty serving of Sega nostalgia, including all the major Mega Drive Sonics, Golden Axe, Ecco the Dolphin, Space Harrier 2, Virtua Figher 2 and loads more.They all come with configurable keys, filters, controller support and an instant save feature.
The full list is below:
Sonic the Hedgehog
Sonic the Hedgehog 2
Sonic 3 & Knuckles
Sonic Spinball
Sonic 3D Blast
Golden Axe
Altered Beast
Comix Zone
Ecco The Dolphin
Gain Ground
Shinobi III: Return of the Ninja Master
VectorMan
Crack Down
Shadow Dancer
Space Harrier II
Ecco JR
Alex Kidd in The Enchanted Castle
Bonanza Bros.
Super Thunder Blade
Kid Chameleon
Ristar
Galaxy Force 2
Columns
Eternal Champions
Fatal Labyrinth
Bio-Hasard Battle
Columns III
Sword Of Vermilion
Virtua Fighter 2
Ecco II: The Tides of Time
Alien Storm
Decap Attack
Flicky
ESWAT: City Under Siege
Golden Axe 2
Landstalker: The Treasure of King Nole
Shining Force
Wonder Boy III: Monster lair
Streets of Rage 2
Alien Soldier
Light Crusader
Gunstar Heroes
Street of Rage
Shining Force II
Shining in the Darkness
This comes after Sega released a video (below) teasing an announcement tomorrow regarding what appears to be the revival of numerous classic Sega arcade games which ran on the Model 2 arcade board.
Sound effects in the video have been identified as being from Virtua Fighter 2, Fighting Vipers, Sonic the Fighters, Virtua Striker and Virtual On. It seems unlikely this relates to the DotEmu bundle, so look out for more news tomorrow.
http://www.computerandvideogames.com...-on-pc-for-10/
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October 17th, 2012, 23:04 Posted By: wraggster
This board is the prototype which [Deunan] has been working on in order to use an SD card in place of a GD-ROM drive. The idea is to fully implement the hardware protocol used by a GD-ROM drive so that it can be completely replaced. The end goal is to do away with the optical drive on a Dreamcast game console.
As these game systems age, the optical drive is the most likely part to fail first as it involves moving parts and a lens that may degrade over time (we’re basing that assumption on our experience with DVD-ROM and RW). This may sound like a way to play pirated games, but [Deunan] makes it clear in his question and answer post that the firmware for his prototype is written to only play proper disc images and will probably not play the rips which are found in the darker recesses of the interwebs.
He’s been at this for quite a while. Here’s an earlier project he did that uses an FPGAboard for the hardware.
http://hackaday.com/2012/10/17/gd-ro...cards-instead/
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October 10th, 2012, 14:58 Posted By: wraggster
news via http://www.aep-emu.de/PNphpBB2-file-...c-t-19329.html
BizHawk is a multi-system emulator in C#.
Supported Systems
Nintendo Entertainment System (NES)
Super Nintendo (SNES)
Gameboy
Gameboy Color
Super Gameboy
Sega Master System
SG-1000
Game Gear
PC-Engine (TurboGrafx-16) / CD-ROM
SuperGrafx
TI-83 Calculator
Unofficially Released
Sega Genesis (Experimental)
Quote:
BizHawk 1.1.1b
Windows Binary
Released: October 08, 2012
Revision Range 3382 - 3394
SNESHawk - a big fix to the bsnes determinacy woes, this fix fixes problems with "virtual lag frames" that were the cause of internally savestating (to fix determinacy problems).
Statusbar saveslots - right click will now save to that slot
Add ROM info for SMS and PCE games to the ROM status bar icon
BizHawk 1.1.1a
Windows Binary
Released: October 07, 2012
Revision Range 3175 - 3381
Fixes issues with GBC support (input, display, paths)
BizHawk 1.1.1
Windows Binary
Released: October 06, 2012
Revision Range 3154 - 3374
New Platform support: Super Gameboy!
Multiclient
Trace Logger Tool, for NES, SMS/GG/SG, and PCE cores
Bilinear Filtering option
XInput support, LT/RT are possible inputs now
Joystick suppert - Fix "hardcoding" of left & right analog sticks being mapped to the arrow buttons
Reboot core notification system (since many settings on various cores don´t take effect until rebooted)
Add Saveram backup feature, similar to savestate backup feature, defaults to On
Support custom resizing
Support Windows 7 shortcuts: Win+L Win+R Win+U
Fix memory leak when using OSD Capture
Fix the bug where choosing a small size from the menu (typically 1x) would cause unexpected black bars
Fix status bar icons to really hide when not necessary, fix tool tips displayed, and positioning
Fix behavior of the folder browser dialog of the path config dialog
Fix d3d devicelost errors
Fix "Hex" boxes in various dialogs to allow Ctrl+C/V/A, such as Game Genie, Cheats, Ram watch/search, etc
Fix Tools/Lua to update after a frame instead of before
Add slightly informative error message to certain rom load exceptions
Path Config - add an info icon that opens a popup for the special path options (., .., %recent%, %exe%)
Movies
Imported movie files are now automatically copied over to .Movies directory
Add PAL flag to movie (if recording in pal mode!)
Add "FirmwareSHA1" to movie header for SGB and PCECD
Cheats
Add "Values as Hex" menu item, when turned off, allows value and compare to be decimal instead of hex
Fixed column display, on and domain were reversed (domain names were being displayed in the on column). Also centered the On column text
Ram Watch
Fix bug where display value was actually the previous frame value
Input Config
Auto-focus the first control option when loaded
Better controller images
Message Config
Fix X/Y values not updating when typing directly into the numeric boxes
Fix positioning of icon on drawing area to not be partially "off screen"
Fix logic for dragging when using anchoring
Fix drawing of the x,y coordinates to respect the anchoring
Ability to configure autohold display
Ability to toggle the "stacking" effect on general OSD messages
Allow configuring of the position and anchoring of General OSD messages
Fix the saving of the multitrack x,y variables
Fix restore defaults for Multitrack settings
Hex Editor
Allow drag highlighting with the mouse
Fix typing values with the numberpad
Fix copy/pasting multiple highlighted addresses
Don´t show 0 length Memory domains (prevents showing SNES CARTRAM in situations it doesn´t exist and thus crashing the hex editor)
Pressing enter in the find box = click the find next button
TAStudio
middle clicking pauses/unpauses the emulator
Lua
fix so that multiple scripts can draw at once
Add new functions: emu.onsnoop(), mainmemory.readbyterange(), mainmemory.writebyterange(),
nes.addgamegenie(), nes.removegamegenie(), nes.getallowmorethaneightsprites(), **nes.setallowmorethaneightsprites(),
nes.getdispbackground(), nes.setdispbackground(), nes.getdispsprites(), **nes.setdispsprites(), nes.gettopscanline(), nes.settopscanline()
New Hitbox scripts
Updated RBIBaseball script that demonstrates the use of the forms library
Move lua to after the frame instead of before
Make the Lua Function List dialog modeless
SNESHawk
Hook up autofire controllers
Hooked up controller 3 & 4
Add System Bus memory domain (except when recording movies due to determinicy issues)
Determincy fixes
Graphics Debugger - numerous new features, fixes
Fixes for audio popping/hiccups
Read region, so 50fps live viewing and video dumping now works (PAL).
Lag Counter fix, remove many false positives
Change the initial bootup frame size (on frame zero) to 256x224, it´s the most common game resolution, and also the smallest (so can avoid some instances of window size snapping down because too big)
Add SNES Graphics config to the Toolbox dialog
Add firmware support
Fix recording of soft and hard resets into movies
.lsmv and .zmv movie importing
SNES game database
NESHawk
Big improvements to sound
Fix Bill & Ted´s Excellent Video Game adventure
Fix bad Cobra Triangle sound
DMC fix, Fire Hawk (USA) no longer has graphical glitches on the intro screen.
Fix dmc sfx bug in Battletoads & Double Dragon making nonexistent sfx
Add emulation of empty databus, fixes freeze bug in bt&dd
Implement Mapper 163
Fix default patch set for VRC7
Game Genie Encoder/Decoder - pressing enter in the code box will add the cheat
Fix for frame buffer being generated before the ppu runs on a frame instead of after
GBHawk
Memory domains now work correctly immediately after a loadstate
.lsmv movie importing
Gameboy/GBC game databases
Some rom annotation status details
Add more intelligible error messages on bad mapper number load attempt
Fix loading of .gbc files from archives
GGHawk
Add Show Clipped Regions, and Highlight Active Display options
Show a GG menu to allow for Sprite Limit, and Graphics options menu items while the core is loaded
BizHawk 1.1.0a
Windows Binary
Hotfix for rerecording on SNESHawk and GBHawk
Released: September 23, 2012
Revision Range 3154 - 3169
SNESHawk, GBHawk: Fix how the frame counter is saved in savestates, fixes a number of potential issues with rerecording
SNESHawk
Lag counter now works
Ram Search/Ram Watch - Unfreeze All context menu item, show Unfreeze if selecting multiple frozen addresses
Ram Watch - show shortcut keys on context menu items
If changing the status of a cheat in Cheats,Hex Editor, Ram Watch, Ram Search, update the other dialogs too if they are open
New lua functions
gui.addmessage(), nes.setscanlines(), nes.getbottomscaneline(), nes.gettopscanline(), nes.getclipleftandright(), nes.setclipleftandright()
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October 10th, 2012, 14:16 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:
r3713 | utunnels | 2012-10-08 22:29:00 -0400 (Mon, 08 Oct 2012) | 1 line
Changed paths:
M /engine/openbor.c
Force memory clean up after reallocating a freespecial/cancel.
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October 8th, 2012, 22:16 Posted By: wraggster
Metropolis Street Racer began in 1997, with a plop. Or maybe a ‘yoink’, or whatever’s the most suitable sound effect for a PlayStation power lead being pulled from the back of the console. “Kats [Sato, Sega’s producer on MSR] was given the task of finding out who was developing Formula 1 for Sony. So, at the ECTS, he pulled out the power cable so he could see the start-up credits,” explains Martyn Chudley, managing director of Bizarre Creations both now and then. And, from a plop or a yoink, it’s on to a martial arts luminary bringing his hand down onto a large plank of wood: “After finding out that Bizarre was responsible, a meeting was arranged with Kazutoshi Miyake, the then head of Sega Europe. His reputation preceded him – a keen karate star from Japan, and very scary. We walked into the meeting to face a large, stern man who put both hands on the table and bellowed: ‘With Formula 1, you have done great harm to Sega!’ Our initial reaction was to hide under the table but, after the shock, we realised he was joking, and they wanted us to work for them too.”
http://www.edge-online.com/features/...-street-racer/
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October 8th, 2012, 13:44 Posted By: wraggster
via www.emucr.com[/URL]
Yabause SVN r2988 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:
r2988
Moved DirectX cores from windows directory to src.
Both Qt and Windows port should still compile fine.
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October 8th, 2012, 00:11 Posted By: wraggster
via http://www.dreamcast.es/news.php?readmore=579#comments
Well I bring you a video of the English translation of this game ( Fire Pro Wrestling D ) that are carrying out the guys in the group Project ReviveDC the translation is complete in about 80% and are asking for help from people who clearly have ( coff coff! someone said ilDucci or Ryo? ... coff! xD) Recall that came out only in Japan and is considered one of the best Dreamcast games Wrestling, although the graphics is not very developed, because it has multitude of players and animations as blows or shots ... Anyway, here is a message posted on his blog, the guys ReviveDC: " While a concrete release date has yet to be FINALIZED, progress has gone Steadily Rather, With The build at About 80% complete, showing great progress. With That said though, Revive DC Project is in dire need of an experienced coder to complete the project. If there is anyone out there can lend a hand That In This regard and help our cause to finally have Inglés translated release of this legendary JPN exclusive, please contact via email at revivedcproject@gmail.com "
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October 7th, 2012, 22:48 Posted By: wraggster
One of the most underrated and underexposed fighting games in history is now an OpenBOR module. You may be a hero, but do you have what it takes to be a World Hero? Choose from among several of the World Heroes cast to battle the forces of Zeus and Neo-Dio. Armed with an array of bone crushing combos, deadly special moves and brutal grappling techniques, you'll face off against hordes of thugs, brawlers, mystics, martial artists, ninja, other heroes and even the environment itself in a Double Dragon style brawl to the finish. Who is the greatest Hero? YOU decide!
Get it here.
Discuss it here.
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October 1st, 2012, 21:45 Posted By: Maturion
Hey guys, I just ported a tiny game to Dreamcast. It's called SDLLopanDC and it's a Mahjong-like game. It was originally developed by Dave Ashley (http://www.linuxmotors.com/sdllopan/ )
You might download it here: http://www.sega-dc.de/dateien/spiele...opandc-1.0.rar
It works both on nullDC and a real Dreamcast. As Neoblast made me aware of it, it was already ported to DC in 2006 by ron. However, the original game has seen an update since then, so this can be considered "a better port".
Controls
Digipad: control the cursor
X / Y: Select a tile
L / R: create a new playing field, reset the game
Have fun and keep the scene alive!
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September 25th, 2012, 01:12 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; orphans: 2; widows: 2; background-color: rgb(255, 255, 255); -webkit-text-size-adjust: auto; -webkit-text-stroke-width: 0px;'></center>There may be more terrifying dolphin time travel adventures in our future.Ecco the Dolphin creator Ed Annunziata announced on Twitter that he's meeting with Sega to talk about plans for the series. Annunziata has evenconvinced composer Spencer Nilsen to join up with the unspecified effort.
Annunziata is enthusiastic about the prospects – "now chances of a new Ecco the Dolphin x100," he said. Whatever happens with the Ecco games in the future, we're certain it will be digital.
http://www.joystiq.com/2012/09/24/ec...eet-with-sega/
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