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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 29th, 2012, 14:39 Posted By: wraggster
via http://www.scummvm.org/news/20120727/
Little Red Riding Hood looking over at her grandmother's latest install of ScummVM, noting the update to version 1.5.0 and asked "My what a lot of games you now support". "All the better to entertain you with my dear!" responded the curiously grinning relative.
We all love to feast on the most sumptuous of gaming titles and our latest release will fulfil your craving for even more classic point and click adventures.
Version 1.5.0 adds support for Once Upon A Time: Little Red Riding Hood and the following titles:
- Backyard Baseball 2003
- Blue Force
- Darby the Dragon
- Dreamweb
- Geisha
- Gregory and the Hot Air Balloon
- Magic Tales: Liam Finds a Story
- Sleeping Cub's Test of Courage
- Soltys
- The Princess and the Crab
As always, there are many more new features; you can find the full list in our release notes and the release itself on our downloads page.
Enjoy and hopefully you won't find the big bad wolf who is sure to give you a byte!
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
ScummVM supports many adventure games, including LucasArts SCUMM games (such as Monkey Island 1-3, Day of the Tentacle, Sam & Max, ...), many of Sierra's AGI and SCI games (such as King's Quest 1-6, Space Quest 1-5, ...), Discworld 1 and 2, Simon the Sorcerer 1 and 2, Beneath A Steel Sky, Lure of the Temptress, Broken Sword 1 and 2, Flight of the Amazon Queen, Gobliiins 1-3, The Legend of Kyrandia 1-3, many of Humongous Entertainment's children's SCUMM games (including Freddi Fish and Putt Putt games) and many more.
For a list of changes since the previous version, read the release notes.
1.4.0 is also apt-get'able from Debian unstable (sid).
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July 29th, 2012, 13:52 Posted By: Eric
Well if you didn't know already I am the guy who does the SD Compatible videos but I also do a review show called The DCeric Show. For years I have been a fan of the Sega Dreamcast and i know a lot of coders and people who visit this site are to. I also know that a lot of people are big fans of Sonic so here it is one of my most favorite videos at the moment. We go back to 1999 with Sonic Adventure for the Sega Dreamcast developed by Sonic Team.
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July 25th, 2012, 23:10 Posted By: wraggster
Golden Axe is great, and the Sonic 3/Sonic and Knuckles combo is one of the highest works of art from the 16-bit era, but for those of us without a working Genesis or Megadrive, we’ve had to make due with the ROMs others provide. [Lee] figured out an easy way to read the data off these old Sega cartridges using easily scavenged parts and an Arduino Mega, paving the way for an Arduino-based ROM dumper.
The connector on the bottom of a Sega Genesis cartridge has a 2×32 pinout, normally requiring 64 connections to actually read the card. These connectors aren’t readily available, but [Lee] did manage to find a few 2×31 pin connectors lying around in the form of old ISA sockets. The outer pins of a Genesis cart are used for grounds and a ‘cartridge insert’ slot, and after filing away the end of an old ISA connector, [Lee] found he could actually read the data on these old game cartridges.
There are 49 data and address pins on these old Sega carts, so an Arduino Mega needed to be brought into the mix to actually read some of the data on the ROM chip. As of now, [Lee] can read data from the cart but has only gotten so far as to read the licensing data stored at 0×80. Still, very cool and the first step towards an Arduinofied Sega cart dumper.
http://hackaday.com/2012/07/24/readi...-a-breadboard/
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July 17th, 2012, 11:21 Posted By: wraggster
via http://www.emucr.com/
Supermodel SVN r266 is compiled. Supermodel is a Sega Model 3 arcade emulator. Supermodel emulates Sega's Model 3 arcade platform, allowing you to play a number of ground-breaking 3D classics on your PC.
Supermodel SVN Changelog:
r265
Committing various small updates that have been hanging around in my source tree for a while now:
- Added 'crosshairs' command line and config option.
- Added 'vsync' command line and config option (so far only tested on NVidia cards on Windows 7 - other graphics drivers, O/Ss or driver settings may simply chose to ignore this).
- Added fullscreen toggle within game using Alt+Enter key combination.
- Added framework for lamp outputs and 'outputs' command line and config option. So far only the lamps for driving games are hooked up in the emulator (others to be added later).
- Added an initial outputs implementation for Windows that sends MAMEHooker compatible messages (-outputs=win to enable)
- Fixed fps calculation in Main.cpp that was producing incorrect results and so giving the impression that frame throttling wasn't working properly when in fact it was.
- Fixed palette indexed colours as the index was always off by one, causing incorrect colours in various games, eg drivers' suits and flashing Start sign in Daytona 2.
- Altered caching of models so that models with palette indexed colours use the dynamic cache rather than the static one. This is so that changes in palette indexed colours appear on screen, eg the flashing Start sign on the advanced course of Daytona 2 (although currently the START message itself is not visible due to other problems with texture decoding).
- Fixed small bug in TileGen.cpp which meant both palettes were being completely recomputed pretty much with every frame. This was a significant performance hit, particularly as palette recomputation is currently being done in SyncSnapshots (it should be moved out of here at some point, although for now it's no big deal).
- Made sure all OpenGL objects and resources are deleted in Render2D/3D destructors, in particular the deleting of the VBO buffer in DestroyModelCache.
- Made sure that GLSL uniforms are always checked to see if they are bound before using them in order to stop unecessary (but harmless) GL errors.
- Altered the default texture sheet handling to use a single large GL texture holding multiple Model3 texture sheets rather than multiple GL textures as before (if required, the old behaviour can still be selected with the mulisheet fragment shader). I believe this fixes the disappearing crosshairs/corrupt GL state problem which the multisheet fragment shader seemed to be triggering somehow.
- Fixed a bug in debugger which meant memory watches were not triggering properly
r266
- Fixed Win32 GCC Makefile.
- Reverted Nik's polygon palette index change in Models.cpp. Subtracting 1 was breaking Scud Race.
- Added an explicit typecast in Inputs.cpp, which GCC requires for some reason.
http://www.mediafire.com/?c422s2a4xcot7wu
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July 17th, 2012, 10:30 Posted By: wraggster
Our friends over at Neoflash are having a new coding contest, heres the details:
NEO Summer Retro Coding Contest 2012 for all retro platform announcement
*** close time: Aug.20th 2012 ***
more info: http://www.neoflash.com/forum/index.php/topic,7435.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP ......
The rules of NEO Summer retro coding contest 2012:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it when start to run.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$300 total value.
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July 17th, 2012, 10:30 Posted By: wraggster
Our friends over at Neoflash are having a new coding contest, heres the details:
NEO Summer Retro Coding Contest 2012 for all retro platform announcement
*** close time: Aug.20th 2012 ***
more info: http://www.neoflash.com/forum/index.php/topic,7435.0.html
* Homebrew Game division
There are top 3 winners for all platform
* Homebrew APP division
There are top 3 winners for all platform
Note: The platform just specify to the retro console, something like NES/PC-E/MD/SNES/N64/GBA/NDS/PSP ......
The rules of NEO Summer retro coding contest 2012:
[1] All original entries will get +5 "original score " , but the second entry (same project from last contest but improved, and just enter one more time again ) will don't get any "original score" in this contest.
[2] If your production have enter other contest before, you can use it to enter this NEO contest still.
[3] The No.1 winner from last Neo contest can't use their same project (even it come with many updated) to enter this contest again.
[4] You can submit more than one project for any platform at the same time, without any limit.
[5] You must put the NEO Retro Compo badge and NEO website link to your program and show it when start to run.
The top 3 prize list for the winners:
The No.1 : US$500 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$800 total value.
The No.2 : US$300 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$500 total value.
The No.3 : US$200 cash , OR choose any items from the www.ic2005.com NEO online shop, just not over U$300 total value.
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July 16th, 2012, 21:06 Posted By: Eric
Football Manager 0.99 is now available for Sega Dreamcast and compatible with the Dreamcast SD adapter. The port was done by Indiket from www.dreamcast.es. In the game you manage your team by buying players, managing finances and creating the best team. You must use the Dreamcast Keyboard in port A and in order to save the game you must have a VMU in Controller Port B1.
Download: Dreamcast.es
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July 11th, 2012, 20:57 Posted By: Eric
Just wanted to let everybody know that the DC-X import bootdisk is now available at superufo.com. If you didn't know what a DC-X import bootdisk does well i'll share it with you. The DC-X Bootdisk allows you to play games from Europe, Japan and North America on any Dreamcast. But if you didn't know this already the DC-X Bootdisk also allows you to play incompatible VGA games with the VGA cable/adapter. I can say the disk is available as I just bought it from them I can also confirm that most games can be forced to play with the VGA cable/adapter. I have only come across problems with the wrestling games that were created by Acclaim. So if you so badly want a DC-X disk you can click on the link below and hurry up cause I am unsure if they have full stock.
Buy DC-X Import Bootdisk
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July 8th, 2012, 23:34 Posted By: wraggster
Shippy 1984 WAS Already ported by Quzar in 2005 (DreamOn contest), so this Time, Has Been unreal ported game.
But our friend Eric asked us to do a recompilation, so here there is.
What's new port from 2005:
- recompiled from the latest sources using a KOS, GCC 4.5.2 and SDL 1.2.13 - Fixed an bug Important That made the game crash if player died and no Vibration Pack or VMU Were found in port A2. Verified in Real Hardware and nullDC. - Cleaned all compile warnings from source code So, now Works with and without game Vibration Pack (PuruPuru) in the A2 port. Still, you need a PAD in A port. New sources and binaries, in our Download section.
http://www.dreamcast.es/news.php?readmore=559#comments
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July 7th, 2012, 21:17 Posted By: Eric
Quzar ported the lovely Shippy 1984 to our beloved Dreamcast back in 2005 for the DreamOn contest. I was talking to Indiket over at Dreamcast.es about fixing a bug in the game. The bug was that you must have a vmu or puru puru pack in A2 in order to play the game or it will crash after you get hit by a enemies bullet. So Indiket and me spent some hours figuring out what the bug was by doing tests with Nulldc and the Dreamcast. Indiket noticed in the code that you must have a vmu or puru puru pack in the A2 slot of the controller. This has now been corrected by Indiket and you dont need to have any of those devices to play the game. You can also have both VMU and Puru Pack in both slots of the controller to play the game. Remember that not all Puru Puru Vibration packs will work.
Grab the download here: Dreamcast.es
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July 5th, 2012, 16:10 Posted By: wraggster
via http://www.dreamcast.es/news.php?readmore=558#comments
In one of my routine talks with British Dreamcast collector, this has taught me a model of hitherto unknown Dreamcast: Dreamcast D-Net . Dreamcast.es is privileged to say that is the first and only internet site at all with information and photos of this edition. The console title is given by a leading Japanese manual attached to this issue. This manual is titled D-Net. In addition, the console is accompanied by a disk with the same name, of unknown content. do not know the origin of this model Dreamcast. The box and console themselves are normal, so what makes it unique this year is the software and accompanying papers. A curious comment that has only been on sale from 1 time to market for Dreamcast, so this is a really weird issue. Photo courtesy of the aforementioned collector, who is holding ;-) You can read the article on the D-Net Dreamcast here
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July 5th, 2012, 15:56 Posted By: wraggster
OpenBOR is a continuation of the Beats Of Rage 2D game, which was originally
created by the wonderful folks over at http://www.senileteam.com
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x, Dingoo, Linux and PC:
Heres whats new;
-
r3711 | utunnels | 2012-07-03 21:27:59 -0400 (Tue, 03 Jul 2012) | 1 line
Changed paths:
M /engine/openbor.c
M /engine/openborscript.c
Fix a crash issue in 3710.
DOWNLOAD AND GIVE FEEDBACK VIA COMMENTS
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July 4th, 2012, 13:37 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>Sega's Facebook page features the above screenshot, of "Stick Canyon," an environment from the Saturn classic NiGHTS into Dreams. This could portend an HD re-release like we're seeing for Jet Set Radio and some Dreamcast games, or it could be a new track for Sonic and All-Stars Racing Transformed.
The screenshot itself doesn't appear to be new – identical-looking renders of the Stick Canyon location can be found on NiGHTSfansites from years ago. We've asked Sega for more information, but in the meantime, something NiGHTS-related is happening!
http://www.joystiq.com/2012/07/03/se...o-with-nights/
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June 29th, 2012, 01:13 Posted By: wraggster
Closing a number of Sega’s territorial offices has been a ‘painful’ but ‘logical’ process, Sega Europe’s COO Jurgen Post has told MCV.
Today, the publisher confirmed it will shut offices in France, Germany, Spain, Australia and Benelux and hand sales and marketing duties over to local companies.
The shift comes as Sega puts digital content first, with just a handful of boxed product releases a year, after failing to break new IPs into the retail channel.
“It’s painful, it’s not an easy process, and we have had to make a lot of changes,†said Post.
“But we had to do it. We have been looking at past results, and as we all know the market is tough at the moment, it’s polarising so the bigger games are getting bigger and it’s harder to break new IP.
“The business is shifting so fast we had to make the decision. It was inevitable: we couldn’t continue like we were before.â€
Post told MCV that Sega will now focus on its ‘four IPs pillars’ of Football Manager, Sonic, Total War and Aliens: “65 per cent of our business is generated by those four key IPs. So that is what we will concentrate on.
“And within them we will diversify, we really want to go broader with those titles - as we are doing already with things like Football Manager is successful on PC but also now iOS and Android, and Sonic in its many forms.â€
Sega has not been alone in slimming down its operation. THQ has also recently done the same across Europe – and like Sega it has handed key territories over to distribution force Koch Media.
Said Post: “In a way it’s logical. All publishers are focusing on less IP and if you only have a couple of titles, some things have to change.
“However, if you are a distributor, if you can combine all of those together, all of a sudden you have a great business model. I think it’s good for the strong distributors at the moment.â€
Ultimately, the switch comes down to correctly cultivating Sega’s line up of games. The publisher has tried many times over with new IPs and non-Sega brands, and has been disappointed with the results.
“We’ve tried with a lot of products to break new IP or new brands into the market but we haven’t succeeded,†said Post.
“Some categories are just not working in the market anymore. Titles like Iron Man 2 or other film licences, they don’t work.
“Then we tried with new IP; again it’s very tough to get into the market so we basically decided to stop that kind of project because it just takes so much money out of the company. You have to invest in the development and then you have to invest in the marketing and even then it’s still a big gamble.
“With the market shifting at the moment and new platforms coming in, it was just the best time to slow down a little bit and focus on what we do best, and that’s those four pillars.
“You have to embrace the new world, and you can’t continue doing everything like you were doing it in the past. If you only stick to what you know, you will have a very short success.â€
http://www.mcvuk.com/index.php/news/...ructure/098682
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June 29th, 2012, 01:09 Posted By: wraggster
Sega has confirmed it will shut down a number of its European offices as its business switches to new digital content and just select IP for retail.
The company will close offices in France, Germany, Spain, Australia and Benelux as it turns its attentions to digital product.
Koch Media will take over sales and distribution duties in Germany, Switzerland, Austria, France and Spain of packaged goods.
Two new outfits formed by former Sega execs, Level03 Distribution and 5 Star Games, will assist with distribution across Benelux and Australia respectively.
The switch takes place from this weekend, July 1st 2012.
In these territories tomorrow’s release of London 2012: The Official Video Game of the Olympic Games will be the last of Sega’s boxed games that it has direct sales, marketing and distribution for.
Nothing changes for other offices, including the UK HQ, which will manage the relationships with Koch, Level03 and 5 Star.
Sega had announced its intention to streamline the European and US offices last month.
“Sega is entering a new and exciting phase that will position the company as a content led organisation maximising sales with strong and balanced IP such as Sonic the Hedgehog, Total War, Football Manager and the Aliens franchiseâ€, commented Jurgen Post, COO of Sega Europe in the official statement about the shake-up.
“The company will benefit from a clear focus and realigned strategy for our digital business and packaged goods and we are confident that this will lead to a successful future.â€
http://www.mcvuk.com/news/read/sega-...digital/098681
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June 27th, 2012, 01:59 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>GunLord, NGev-Team's new(!) Dreamcast run-and-gun game, is now available for purchase through retailer Play-Asia. The standard edition costs $39.99, with a soundtrack-bearing Limited Edition available for $49.99. An extravagant"Dragon Box" is on the site for $120, but is not available for purchase yet.
If you're put off by newfangled Dreamcast technology and would prefer to playGunLord on Neo Geo, you can get that directly from NGev-Team.
http://www.play-asia.com/SOap-23-28-...j-70-4r1p.html
via http://www.joystiq.com/2012/06/25/gu...for-dreamcast/
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June 26th, 2012, 15:30 Posted By: Eric
I was just browsing the web and decided to check and see if the Planetweb Dreamcast website was still alive. Well if you didn't know already the site was taken down cause Planetweb went under new ownership. Which meant they had to take down the Planetweb Dreamcast website. But today I thought to myself what if i used The Wayback Machine to see if i can still access the site. So low and behold I tried and succeeded you can still download vmu saves and access most parts of the site. I did try to download some SFD video's and didn't have much success with that.
To access the website click the link: Planetweb Dreamcast website
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