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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 6th, 2011, 02:59 Posted By: wraggster
News via AEP
PokeMini Emulator is a Nintendo Pokémon Mini Handheld emulator for Windows, Linux, Nintendo DS, PSP, GP2X Wiz and Dreamcast..
Quote:
-: 0.4.4 Changes :-
Fixed POPA/POPAX timings (thanks asterick).
Added support to read/write configurations @ ´pokemini.cfg´.
Load/save state are now working!
Added support for unshared EEPROM files (Each ROM can have his own EEPROM).
SDL Only: Zoom can now be changed on the fly under "Platform..."
Added more options.
Downloads :: Homepage
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March 6th, 2011, 02:20 Posted By: wraggster
Lavalit have released a new SVN build of Openbor for the Dreamcast, Wii and PSP
OpenBOR
----------------------
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.
History
----------------------
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:
r3109 | anallyst | 2011-03-03 00:42:50 -0500 (Thu, 03 Mar 2011) | 1 line
Changed paths:
M /engine/openbor.c
M /engine/resources/meta.xml
fixing background layer.
Download Here
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March 6th, 2011, 00:04 Posted By: wraggster
<CENTER></CENTER>If you'd like to play Sega's Dreamcast Collection without actually collecting any boxes, you can do that now. The four-game compilation is now available for PC download through the Steam service, for $29.99. It was released as an Xbox 360 disc on February 22.
You can also purchase the games individually, if you're only interested in one or, perhaps, have enough copies of Crazy Taxi in your house. Each of the four games is available for $8.99 each. So for the price of a pizza, you could have the wonderful Space Channel 5 Part 2. Go ahead and get that pizza too. You deserve it!
http://www.joystiq.com/2011/03/05/dr...on-steam-cast/
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March 3rd, 2011, 00:36 Posted By: wraggster
Legendary game developer Yu Suzuki has said SEGA will "probably" let him create Shenmue 3.
"Probably SEGA will let me make it," he told an audience at the Game Developers Conference. "I think. It's simply a problem of budget."
SEGA put an end to the expensive, revered Shenmue series after a second Dreamcast instalment. Simply, sales didn't justify the investment.
"Well, I want to make it," Suzuki said of a third game in the series, as reported by Gamasutra. "About 200 people will buy it, I think. But funding is an issue."
The first Shemue game, apparently, "only" cost $47 million to make – and that was in 1999. "Well, maybe I shouldn't say only," he joked. "We spent it on development and marketing... actually where did we spend it again?"
Last year Suzuki tantalisingly teased that Shenmue 3 was much more than a fantasy - it existed. "The concept for Shenmue 3 already exists, so..." Suzuki said.
"Shenmue 3 doesn't expand outward, but inward," he said at the time. "A lot of the dialogue is used for the main character and especially dialogue with Shenhua [the girl]. They [Shenhua and Ryo] talk about a lot of different, deeper things.
"This is not actually in the game, but an example to give you an idea of what I mean by deeper dialogue: when Shenhua and Ryo are at home, Shenhua will ask Ryo if he would like to drink tea or coffee and the player will select one or the other. Or, Shenhua will ask Ryo a hypothetical question like: 'There are four animals; a monkey, cat, dog and bird. You are crossing the river but you need to leave one behind. Which one will you leave behind?' And the player has to choose one.
"Shenhua will ask lots and lots of questions like these and the answers will get stored in the game and affect the outcome of the player's relationship with other characters. It's like a personality test. For example, the person who leaves behind the monkey is the type of person who leaves their wife."
Shenmue 2 was released in 2001, and may have been the most anticipated Dreamcast game ever.
http://www.eurogamer.net/articles/20...make-shenmue-3
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February 27th, 2011, 22:06 Posted By: wraggster
Lavalit have released a new SVN build of Openbor for the Dreamcast, Wii and PSP
OpenBOR
----------------------
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.
History
----------------------
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:
r3073 | sumolx | 2011-02-27 02:24:38 -0500 (Sun, 27 Feb 2011) | 1 line
Changed paths:
M /engine/source/utils.c
va_list arglist; was not definied first, hence causing failure to build Dreamcast port.
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February 27th, 2011, 21:55 Posted By: wraggster
JLF65 has released a new version of Doom for the Dreamcast, heres his post:
Okay, here's v1.4 of Doom for Dreamcast. Doom for the Dreamcast is a port based on older Doom code. In that sense, it's more like Chocolate Doom. It does support variable resolution, allowing you to run at 320x240, or 640x480, for example. It plays the MUS format music in the WAD files by converting them to MIDI, then playing that via libWildMIDI. Doom for DC supports regular controllers, the mouse, and the keyboard. The primary stats from the HUD are shown on the VMU screen of the controller so that you can play with the screen size set to turn off the status bar.
There are quick cheats, cheat selection, and of course all cheats via the keyboard. Read the readme file for details on that. The game starts in a GUI that allows you to set nearly every option, and save them to the VMU. All IWADs are supported and easily selected through the GUI. It also allows up to four patch WAD files, and four dehacked files, also all easily selected through the GUI. Note that patch WAD files or replacement IWAD files should be DOOM compliant, not BOOM compliant.
Network support allows you to play against up to three other players across the internet. On the Dreamcast, you need the BBA to use networking. The readme describes how to setup the network options. It can be a bit involved, so please read it carefully.
Since the last official release, preset files have been added. They are text files that go in the presets directory. There is a readme in the directory that explains how the files should be made, and includes a couple examples. This version also uses the store queue to improve the frame rate... you get an extra four FPS in 640x480. Remember that the music is also currently being played by the main CPU, so you can turn off the music for another one or two FPS. Every little bit helps in 640x480 mode.
There are two files: one is the SelfBoot Inducer file; it's a zip file that is load by SBI to make a DC disc. Be sure to add any IWADs to the iwad directory (and other files to their respective directories) before actually making the disc in SBI. The second file is a 7zip arc of the source directory the way it is in my projects directory, suitable for making a self-boot disc via makefile (make selfboot). Again, add any needed files to the proper directories before doing so.
DCDoom-SW-CW-1.4.sbi
DCDoom-1.4.7z
If you make this yourself, be sure to remember to make libwildmidi (included in the source), and be sure to patch and update the KOS biosfont (also included). Here's an arc of just the biosfont diff file for anyone who just want to look at that (cough - BlueCrab - cough). Also remember that KOS thread functions changed a bit, so the Doom source won't compile on older versions of KOS. Please update your toolchain and KOS. There's a thread on how to update to the latest here. It's for Windows, but can easily be applied to linux as well. The only thing is to use gcc-4.5.2.tar.bz2 instead of gcc-core-4.5.2.tar.bz2 as the instructions say; the core version has a bug that causes it to fail when building gcc for ARM.
biosfont-diff.zip
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February 27th, 2011, 02:13 Posted By: wraggster
News via http://retroactionmagazine.com/retro...ally-archived/
Another official release of Mega Drive Advanced Gaming been digitally archived at Out-of-Print Archive. Mega Drive Advanced Gaming (aka MAG) was launched during the rising popularity of Sega’s 16-bit console in 1992 and endured through to the machine’s decline in 1995. Issue 3 of MAG, which was originally published in November 1992, features a cover review of Thunder Storm FX on the Mega CD, as well as having the usual news, reviews, articles from 1992.
The digitalisation of this issue actually began in April of last year, but with the acquirement and subsequent release of issue 1, was put to one side for later. Little did I release that it would be nearly one year before I could revisit this issue and complete it. Once again, thanks must go to Hugh Gollner, publisher/owner of Maverick Magazines, who has given Out-of-Print Archive permission to release his company’s back catalogue. A truly underrated magazine that outsold the bigger publisher’s similar Mega Drive magazines during that successful 1992/93 era.
The MAG #3 page at Out-of-Print Archive has the issue’s editorial details, full contents list, links to online articles taken from the issue and, of course, a link to the full issue download itself. The online articles chosen for this issue include reviews of Thunder Storm FX (Mega CD), Greendog The Beached Surfer Dude (Mega Drive), Gods (Mega Drive) and Galahad (Mega Drive).
Weblink: Mega Drive Advanced Gaming #3 page at Out-of-Print Archive
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February 27th, 2011, 01:53 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,12242.html
SonED2, the Sonic the Hedgehog data editor, has received the following updates:- Level editing support for Sonic 3 (& Knuckles), Sonic CD, and Knuckles’ Chaotix/Sonic Crackers
- Support for editing Sonic 1 Rotating Special Stages
- Project support for custom level data format combinations
- Level layout import from image support in addition to existing tile graphic importing
- Integrated functionality of the new ROMulan data Extractor/Injector utility
- Better settings modifying support- larger click areas and delayed-repeat hotkeys
- Various other feature and interface enhancements and fixes
For a more detailed list, see the “What’s New” documentation
RHDN Project Page
Relevant Link: (http://stealth.hapisan.com)
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February 25th, 2011, 02:13 Posted By: wraggster
News via AEP
A new test-version of the Sega Saturn emulator SSF has been released.
TestVer somehow updated.
In particular has not changed.
Just add the AVX version.
You, AVX not faster to use very little.
Just made for fun.
AVX versions will make the fixed-point coordinate calculation of the plane of rotation.
But it sounds selfish generation as it is opening completely AVX but know little or faster processing so insignificant
:: Homepage
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February 22nd, 2011, 01:15 Posted By: wraggster
Lavalit have released a new version of Openbor for the Wii, Dreamcast and PSP
OpenBOR
----------------------
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.
History
----------------------
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.
Not sure whats new with this edition.
Download Here
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February 17th, 2011, 01:47 Posted By: wraggster
Though we still lament the all-too-early demise of the late, great Sega Dreamcast, its maker lets us know from time to time that our unending loyalty does not go unrequited. Case in point: the pre-order bonus item for Dreamcast Collection in Australia. It's a silver record (an ancient audio storage media made of vinyl) containing songs from Sonic Adventure, Space Channel 5: Part 2 and Crazy Taxi in a sleeve that looks like a Dreamcast. Pretty cool, right?
Pretty collectible, too, no doubt. The Sega Europe Blog has a bunch and intends to give them away in an upcoming contest. Hopefully, foreign fans will get a shot at them -- hey, we can dream, right?
http://www.joystiq.com/2011/02/16/dr...n-bonus-vinyl/
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February 16th, 2011, 03:29 Posted By: wraggster
Heres a new post from Makaron coder Deunan:
Since you asked so nicely I'm going to post some bits and pieces about M1. But first some necessary background.
There are several approaches to figuring out encryption / compression schemes, all involve deep analysis of the data before and after the decoding step.
Unless the system is very simple you won't get far by just looking at the (usually very few) patterns available. In fact it's pretty easy to come up with some hypothesises that will turn out to be false later and will derail the whole research, taking up days to weeks to disprove. This is what accounts for most of the time, and all the failures tend to be quite discouraging. This is the pure analytical approach. Andreas Naive does statistical analysis, it's easier in the sense that it gives you some hints and directions of what to try. However, to even attempt that you need to have the knowledge, tools and experience - things that I lack You also need to have plenty of test data if the results are to have any meaning.
We got a bit lucky with M2/M3 protection. I still have no idea how Andreas managed to identify the encryption so fast and reverse it (though if I was to hazard a guess then I suppose the work he did on Atomiswave carts helped a bit - it's not the same system but bears resemblance). I explained what I know about NAOMI to him and then we had some brainstorming (which was mostly him shooting down my silly suggestions), and eventually came up with some ideas on how to generate the test patterns he needed. I modified my dumper tools to output the data.
I should explain that M3 turned out to be just a variant of M2 that uses cart's own RAM buffer. This is also the major weakness of this system that we exploited. See, it's easy to say "generate test data", but how exactly do you present your own patterns to the decoder if all it can do is access read-only memory? Well, one way would be to inject the pattern into EPROM chip that serves as game program carrier. It's possible but you're limited by available space (up to some 4MBs), while erasing and reprogramming takes a lot of time. Not to mention EPROMs have rather limited number of erase cycles they can go through (about 100) before errors start to show up. Obviously you'll also need all the necessary equipment to do the job in the first place
Another problem was that M2/M3 is actually position-dependant. In other words, the same value at address A and A+n will decode to different result. Data is decrypted in 16-bit words, so to fully test just one address location I'd have to reprogram the EPROM over 65 thousand times. Not really my idea of fun.
But, as I said, there is a RAM buffer on the cart. We figured it will help us crack M3 and then we'll worry about M2. Having the ability to actually upload data to the cart and read back the result reduced the hardware testing times to mere minutes. Obviously Andreas needed very specific patterns but that was just a few changes in the program code on my side. This also allowed the tests to be run on pretty much every cart out there (not just those in my possesion) without resorting to any hardware modifications. It's thanks to this feature that we were able to crack the encryption keys on most games so quickly.
This was M2/M3. M1 is completly different system. The complexity of the encryption is nowhere near that of M2/M3 so it's much weaker from cryptographic point of view - but it took much more work and many more months of head scratching to figure it out. Kinda funny, now that I think about it, that I identified and named the methods used on NAOMI carts as M1 through M3, and it was M3 to go down first and M1 last. Well, we have M4 now too
Anyway, M1 didn't work the same way M2/M3 did. I had only one cart, with only one encrypted sequence on it, so not exactly a lot of data to work on. Trying to "decrypt" other ROM areas only produced confusing results. What's worse, trying to decrypt data from the EPROM area gave completly different and incoherent results. The only way to inject custom patterns into decoder was to spoof a ROM chip.
Soon it became obvious why EPROM approach doesn't work - on this cart type ROMs are paired and read two at once, to produce 2*16 = 32 bits of data for each address location. EPROM output is only 16 bits wide - and while cart compensates for that during normal data transfers, decryption engine just treats the other 16 bits as pulled up. Thus completly changing any patterns we'd want to test. I had to create a device that would make up for the lack of any writable memory on the cart. That's where Altera Cyclone II FPGA comes in again
Just to sum this up, I needed 32 bits for data, tristatable and preferably bidirectional for logic analyzer. Add at least 16 bits of address to that, and some additional control signals (chip selects mostly). Tons of soldering. To add insult to injury the ROMs are 5V and FPGA inputs can handle 3V3 tops (some people abuse the protection resistors and claim 5V tolerance but it's a bit too pricey chip for me to fry just because I'm lazy). I had to add additional overvoltage protection circuitry, that would still allow me to have the bus bidirectional. The final result was this wire mess:
http://dknute.livejournal.com/37246.html
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February 13th, 2011, 03:04 Posted By: wraggster
News via dreamcast es
So, as you read! (And with a little delay n.n news') 2D-RP (2D-RETROPERSPECTIVES) announced its new game: SAVIOUR .
Saviour is one of the old school rpg.
have uploaded some preview images of the game and realize they are at a very early stage so do not be surprised if soon the game looks totally different!
and most importantly the consoles to be released which will be (as is becoming usual) our DREAMCAST ! : D
Can find information on the official website of 2D-RP
or can follow the information in other forums ( sega-dc.de or forums gp2x.de or facebook ) where 2d-RP boys ask for help and accept advice and ideas from fans, to join the game: D
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February 11th, 2011, 20:29 Posted By: wraggster
Yu Suzuki, creator of Shenmue, Hang On, Out Run and Virtua Fighter, has been honoured with the Game Developers Choice Pioneer award, to be presented in person at GDC in San Francisco next month.
Suzuki's career has spanned over 30 years since joining SEGA in 1983, creating several arcade and home console classics, defining the very genres he sometimes invented. Suzuki wil also be giving a presentation on game design during the conference.
Also selected for awards were Tim Brengle and Ian MacKenzie, managers of the GDC Conference Associates program - who will both be presented with the Ambassador award for their services to the industry.
http://www.gamesindustry.biz/article...s-choice-award
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February 8th, 2011, 22:32 Posted By: wraggster
Via engadget comes news of an handheld i know you want on your wish list.
It's no Bill Paxton Pinball, but Ben Heck's portable Sega Genesis CDX is certainly up there in terms of superfluous gaming mods. As Heck points out, a lot of the console's games were "FMV nonsense," but, like most gaming systems, the 1994-released CDX had its ardent supporters. For those of you who fit the description, Heck's combined the CD drive and motherboard from an old CDX with a chopped six-button Genesis controller, an old camcorder battery, and a four-inch LCD screen to bring you a bulky but portable console. Now you can enjoy a game of Snatcher at the laundromat while your Sonic the Hedgehog Underoos hit the spin cycle.
:: Ben Heck
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February 7th, 2011, 20:31 Posted By: wraggster
News via http://www.dreamcast.es/news.php?readmore=432#comments
If you are bored on Sunday and do not know what to do, in Dreamcast.es we propose a new BOR made the hand of SEEP (known to other great BOR as Golden Axe Genesis).
Nekketsu Ryuko No Ken (although I call AOF KIDS) is a Art Of Fighting, Beat Em Up graphic style to River City Ransom.
Features:
- Sprites by SEEP.
- Music By SEEP.
- Beat Em Up Style old!
- Ispirated by SNK, Technos and old schools of beu!
- All cast of Art of Fighting.
- Various Gameplay: Stage Platform, Racing, Traps, Armies, Action ...
- 4 Modes: Arcade, Mission, Nettou e Densetsu!
- 99 Stage.
- 10 Different pallets.
- 16-bit color.
- Staff scenes.
- Animated Stages.
- 4 players on Arcade Mode.
- 3 different Branchs in Arcade and Nettou Modes.
- Personal movelist For Every characters!
Ripfire (yes yes, the same) has mounted the image and is ready to use on Dreamcast using OpenBOR 3. For the RAM limitations of the DC, the SEEP have reduced somewhat the original game, but it remains equally juicy!
SEEP's Blog Ken No Nekketsu Ryuko
We also offer you a mirror in Dreamcast.es (section Downloads-> BOR ).
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