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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.
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December 28th, 2011, 01:29 Posted By: wraggster
via http://dknute.livejournal.com/39623.html
Hi guys. And gals. Do we have any gals here?
I promised some people that there will be a Christmas release - but as you can see, it didn't happen. There are a few reasons for that but the last nail in the coffin was last Wednesday, when I slipped on ice and fell in a very unlucky way, with both of my hands still in my pockets. I hurt my left arm and probably cracked a rib or two since I still feel pain in my chest and back.
Somehow it seems that 2011 was rather unlucky when it comes to Makaron, I had very little free time this year, especially during the second half of it. I think next year should be a little less busy (though probably not until February, or even March).
I'm feeling a bit better now, can move around almost freely, so I will try to hack together something just to release it before midnight of 31 December. It won't be the T13 version though, I've made it DX11-only and there are still some issues I haven't worked out yet so it just won't be ready.
As always, thanks for your support.
By the way, some people have been asking about my custom JVS I/O and GD emulator. Both projects are now paused, but I haven't abandoned them or anything. I would still very much like to sell both devices to raise some money - software and hardware I need are pretty expensive and I'm stingy. There are 3 main problems with those right now:
1) Neither device is complete (though both are working well enough).
2) I'm still uncertain what features should be included or omitted.
3) How do I go about setting up a shop when I'm done
Please provide some input. I need to explain that I'm favouring simple and cheap devices - while even a more advanced ones would be cheap if mass-produced, I really doubt there is a market big enough for that. So, for example, my JVS I/O lacks the ability to daisy-chain it with other I/O boards. It's not really that much of a problem to add more functionality but it's another MCU port tied up, a couple more elements are needed, one more USB socket, more PCB space, etc. It seems like a small thing but the costs do add up. The original idea was to have just enough inputs for one player. A bigger MCU, like ATmega128 could easily support two players with analog inputs as well but it's again more costly. So, what do you guys think, a super-simple I/O or just a cheaper version of a standard two-player one? Because, again, I don't think there is market for both.
Same thing with the GD emulator. It runs off cheap SD cards and has no fancy user interface or anything. I don't really see it as a problem, someone could just code a GUI to run on Dreamcast and boot that as the default image. The device will support disc swapping properly you know. I already said that before but this approach means I can only do about 2MB/s when transferring data, which is just tad bit faster than the original GD drive. There are some games that will break when you transfer the data too slow, or too fast, so I think it's actually best to stay close to original specs. If I were to go for a faster solution the whole thing would need to be re-designed - which is possible but I'd rather not have to do it. Then again, if nobody wants to buy the device as it is now then what's the point, right?
So, talk to me. I'm open for new ideas, I just wanted to make sure you understand that adding things is costly and some of this stuff is actually pretty hard to implement because of various limitations of the hardware I want to use.
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December 28th, 2011, 00:56 Posted By: wraggster
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.
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x and Dingoo:
Heres whats new;
r3650 | utunnels | 2011-12-26 10:09:48 -0500 (Mon, 26 Dec 2011) | 2 lines
Changed paths:
M /engine/openbor.c
M /engine/openbor.h
Merge cancel and com code in a single function.
Remove button type check, no direction-action button combination limit anymore.http://lavalit.com:8080/OpenBOR/download.php
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December 11th, 2011, 22:13 Posted By: wraggster
via http://www.google.com/translate?u=ht...F8&sl=es&tl=en
GDI Explorer is a utility to extract data from images of both Dreamcast GDI as NAOMI. Recientemente se ha actualizado a la versión 1.4 con importantes correcciones. Has recently been updated to version 1.4 with significant corrections. Como creo que todos domináis el inglés a estas alturas (y que estoy un poco dormido), os copy-pasteo el changelog: As I think all English domináis at this point (and I'm a little sleepy), I copy-graze the changelog:
- Added: Now support reading compressed GDI archives (ZIP) but it can still not extract data from them. - Added: Now support GDI reading compressed archives (ZIP) but it still Can not extract data from Them.
- Fixed: Cannot parse GDI file with tabulation chars. - Fixed: Can not parse file with tabulation GDI chars.
- Fixed: Unable to extract directories when their relative name is like another ones in an highest path. - Fixed: Unable to extract relative directories when to Their name is like ones in an Highest Another path.
- Fixed: The 2 seconds pause at the end of each CD-DA tracks is not well removed. - Fixed: The 2 seconds pause at the end of Each CD-DA tracks is not well removed.
- Fixed: An extracted directory datetime do not match with iso datetime. - Fixed: An extracted directory do not match with datetime datetime iso.
- Fixed: File association does not support long filenames. - Fixed: File association does not support long filenames.
- Fixed: The UI does not clean some fields when a loading error occures. - Fixed: The UI does not clean Some fields When a loading error occures.
- Fixed: The right-click menu option "Convert all GDDA" appears even if there is no GDDA track. - Fixed: The right-click menu option "Convert all GDDA" appears Even If There Is No GDDA track.
- Cleanup: UI's code and debugging information - Cleanup: UI's code and debugging information
http://translate.googleusercontent.c...tglFA#comments
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December 5th, 2011, 00:15 Posted By: wraggster
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.
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x and Dingoo:
Heres whats new;
r3619 | utunnels | 2011-12-03 07:12:24 -0500 (Sat, 03 Dec 2011) | 3 lines
Changed paths:
M /engine/openbor.c
Re-adjust enemy attack chance after playing some mods. When there are too many enemies on screen, their chance to attack is also lowered. Because the new ai patterns tend to swamp on the player, difficulty increases too much when there are more than 5 enemies.
Reduce the chance for the default grab. Previous logic will prevent the entity with a greater index from grabbing another with a smaller index when they are both walking.
http://lavalit.com:8080/OpenBOR/download.php
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December 5th, 2011, 00:12 Posted By: wraggster
via http://www.dcemulation.org/?title=Main_Page
via Sega-16.com
Artemio wrote:
Hello guys,
I am developing this software for the Genesis, Sega CD and Dreamcast. It is a homebrew software suite for video game consoles developed to help in the evaluation of upscalers, upscan converters, line doublers and of course Tv processing of 240p signals.
It has tests designed with the processing of 240p signals in mind, although when possible it includes other video modes and specific tests for them. These have been tested with video processors on real hardware and a variety of displays, including CRTs and Arcade monitors via RGB.
As a secondary target, the suite aims to provide tools for calibrating colors, black and white levels for specific console outputs and setups.
It includes, amongst other things: a PLUGE pattern, Color Bars, Gray Ramp, Grid and Drop Shadow test.
Here is the link with all the information:
<!-- m -->http://junkerhq.net/xrgb/index.php/240p_test_suite<!-- m -->
And the downloads:
<!-- m -->http://code.google.com/p/240p-test-suite/downloads/list<!-- m -->
If you are interested, all you need is either a Dreamcast and a CD-R, a flash cart for the Genesis or a CD-R for the Sega/Mega CD. I want to port it to other platforms which have a viable SDK, and all suggestions are welcome. I intend this tool to be community driven, so shoot with your features, graphics and code =)
Also, all code is open source and available to the public.
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December 4th, 2011, 23:46 Posted By: wraggster
via http://www.xbox-scene.com/xbox1data/...ypLDTllIqA.php
A new WIP update of GliGli's NullDC-360 (Dreamcast Emulator) for LibXenon-homebrew 360s has been posted:
[QUOTE]
After a long dev period here's a little update about GliGli's nulldc port, on the last update, the emu was running on interpreter, and GliGli faced a big problem, there is no dynarec for the xbox 360 architecture (PowerPC), so he had to code his own
Currently the port runs at 168mhz ingame for Soul Calibur (DC Cpu speed is 200mhz). The speed is not constant during games, for example you can see on the video that Soul Calibur stage 1 isn't at that emulation speed, but the other stages are.
To Do :
- Reach full speed
- Sound Emulation
- Add Save
- Add Menu
video -->
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November 28th, 2011, 02:22 Posted By: BlueCrab
The Yabause team has released version 0.9.11 of our multi-platform Sega Saturn emulator. This new release comes more than two and a half years after the last release, and brings with it plenty of new features. Amongst the new features in this release is a new SCSP implementation, a SH2 Dynarec (currently only in the Linux version), improvements to both the hardware and software renderers and a new Cocoa-based port for Mac OS X with a Grand Central Dispatch-based software renderer.
You can grab the release from the Yabause downloads page.
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November 28th, 2011, 02:18 Posted By: BlueCrab
The Yabause team has released version 0.9.11 of our Sega Saturn emulator. There have been plenty of changes made to the emulator since its last release over two and a half years ago. There haven't been all that many changes that are in the Dreamcast version beyond the normal slew of general updates, at least none that made it into the binary that's released yet. I wasn't about to let that stand in the way though of delivering the core updates that have come with the rest of the release.
Anyway, you can grab the Dreamcast version from the Sourceforge download page here: http://sourceforge.net/projects/yaba...r.bz2/download
Or you can grab the source code and all the other versions from the Yabause download page:
http://yabause.org/download/
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November 21st, 2011, 22:38 Posted By: wraggster
Via http://www.aep-emu.de/
DGen/SDL is a Sega Genesis emulator for Linux / SDL.
Quote:
v1.28 <- v1.27 - ROM loader can now use libarchive when available for decompression. This replaces the previous system()-based implementation.
- "tobin" has been renamed "dgen_tobin" and no longer has dependencies on SDL and other unnecessary libraries.
- CZ80: fixed emulation bug ("weird sound") introduced just before the 1.27 release.
- Improved CZ80/MZ80 switching.
- Improved save file handling. Z80 context and other important things are now stored. The format is mostly compatible with Gens v5 and save states can be exchanged between both emulators. Old save files are still supported.
- YM2612: upgraded from version 0.35f to 1.4b, as found in Final Burn Alpha.
Sound quality has improved as a result.
- Improved sound buffer management again, a single buffer is now used with both channels instead of two separate buffers.
- Removed 8-bit sound output format since it was useless and annoying to support with the new buffer.
- Removed superfluous window resizing messages.
- Game Genie codes can now be entered while in stopped mode to avoid crashes when more than one is needed at once. Also, DGen now supports RAM patching.
- Corrected clock frequencies for YM2612 and SN76496, sound is pitched a bit higher than before.
- Added region selection command-line option. This option reuses "-R" (realtime priority). In case this option isn´t given, the default region used by DGen is now the first found in the ROM header. This option has no effect on PAL (50Hz) mode which needs to be enabled separately.
- OpenGL: a single OpenGL texture (and subtexture) is now used instead of two smaller ones, thus removing some of the complexity.
- Usual batch of miscellaneous bugfixes.
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November 21st, 2011, 00:30 Posted By: wraggster
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.
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x and Dingoo:
Heres whats new;
r3596 | utunnels | 2011-11-19 10:23:28 -0500 (Sat, 19 Nov 2011) | 4 lines
Changed paths:
M /engine/openborscript.c
Add candamage, hostile and projectilehit to getentityproperty.
Allow interger value for the three in changeentityproperty, by having the highest bit set. This makes property copying easier.
For example, changeentityproperty(self, "hostile", openborconstant("TYPE_ENEMY")+openborconstant("TYP E_NPC")+0x80000000);
http://lavalit.com:8080/OpenBOR/download.php
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November 15th, 2011, 13:18 Posted By: wraggster
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.
This release is for the Dreamcast, PSP, Wii, Wiz, GP2x and Dingoo:
Heres whats new;
r3591 | utunnels | 2011-11-13 08:52:34 -0500 (Sun, 13 Nov 2011) | 2 lines
Changed paths:
M /engine/openbor.c
Force all player characters to be selectable when load a saved game.
This is a temporary fix until allowselect list can be saved.
http://lavalit.com:8080/OpenBOR/download.php
Download via comments
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November 13th, 2011, 21:12 Posted By: wraggster
via http://www.scummvm.org/news/20111111/
It has been over 10 years. We are here thanks to the work of 131 developers. 49,124 commits were made just to the ScummVM tree and those turned into a massive 1,085,714 lines of code (excluding comments) and of course over 7.6 million downloads from the main site alone. I would say those were a great ten years.
The outcome is ScummVM 1.4.0 which we are releasing today, 11/11/11 11:11:11.11.
More games are supported: Lands of Lore: The Throne of Chaos <SMALL>(based on the same engine as Kyrandia)</SMALL>, the kids' game Blue's Birthday Adventure, and the science fiction game Ringworld: Revenge of the Patriarch. On top of that, practically all supported Sierra SCI games now have their Amiga versions working. Our musically inclined users will notice PC speaker support in Monkey Island 2: LeChuck's Revenge and Indiana Jones and the Fate of Atlantis, CMS support in Loom, The Secret of Monkey Island and Indiana Jones and the Last Crusade, fixed MIDI in the DOS versions of the Elvira series, and even sound in Winnie the Pooh in the Hundred Acre Wood!
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!
1.4.0 Release binaries
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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November 13th, 2011, 00:44 Posted By: wraggster
Sega has put together an awesome 36-minute documentary on the history of its iconic mascot, Sonic.
Below is the full video starting off with the very creation of the character and how his first game came to be, to how Sega challenged Nintendo with aggressive TV ads and his later success.
This is unmissable for any Sonic fan, '90s gamer or anyone with even basic levels of self-respect.
http://www.computerandvideogames.com...video-feature/
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