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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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September 10th, 2010, 00:23 Posted By: wraggster
Newly released for Caanoo,Wiz, Pandora, Dreamcast and Symbian OS
News via http://www.pdroms.de/
Sqrxz requires fast reflexes and is a simply mindblasting Jump'n'Run puzzle game with high frustration factor.
Storyline:
While Sqrxz wandered around on a sunny day, he was unaware that he had lost all his items while enjoying the scenery. It was already dark until he recognized the loss. There was no possibilty, but to go back where he started the trip and save his things. If the loss was not already enough, strange creatures appeared. Will they be helpful?
Sqrxz (2010) is a remake of a game with the same name and has been created by Rodolphe Boixel (Thor), Shahzad Sahaib (Kojote), Simon Butler and Brendan Ratliff (Syphus). Minor support came from Marcus Vesterlund himself who also gave permission to redo his game. Denny Müller (Mulle) supported the team with a WordPress-Theme for the official page and Rabia Sahaib (Mahek) made three more levels.
A remake should be usually bearing improvements, so does Sqrxz 2010. Beside the “classic” graphic mode, there is a new mode with “deluxe” graphics. The main gameplay has modified in a way that you need to collect all items to open the door at the end of each level, which makes some levels harder than they actually already were. Extended “fun” is guarantueed with additional three levels, unseen before. Each level does have it’s own chiptune and adds up to the retro feeling. A Top 10 highscore table will hold all your records. For the ones who like hidden features, there is even a small easter egg!
Features:
* Hardly any game will annoy you more! Frustration deluxe ahead!
* Amiga'ish feeling!
* 16 Levels including a "beginners" level
* 18 Chiptunes
* Classic AND new graphic mode
* Top 10 highscore
* Endless continue mode
* Hidden easter egg
Changes for Dreamcast, Windows 32-Bit, Ubuntu 32-Bit, Wiz:
* Multi-Language support: English, German, French and Spanish
Changes for Pandora, Symbian OS (UIQ3 & S60v3), Amiga OS4, MorphOS, NetBSD (x86 & PPC):
* Improved collision
* Improved controls
* Added “Dali” quote in startup
* Removed donation nag in end, donations are still welcome.
* Fixed highscore glitch
* Multi-Language support: English, German, French and Spanish
Other release notes:
Another update of Sqrxz arrived - all ports are up to date now. We are also pleased to announce the initial release for GPH's new Caanoo handheld.
Also a notable mention deserves "TuxTheWise" for providing a Dreamcast-ISO of Sqrxz, so you can easily play the game using DreamShell. Of course we should also not forget all our porting machines Pickle, phx, AnotherGuest and Indiket! Thanks for making all those beautiful platforms possible!
For all Sqrxz gamers: We still have one bug in the game, but it occurs occasionally. Sometimes Sqrxz "transports" randomly to another location. This happens really very seldom and we are not able to reproduce this. The Sqrxz-Team would be happy, if you figure out what causes this. This way we can iron out the last problem
Thanks a lot to all involved and enjoy playing!http://www.sqrxz.de/?p=235
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September 10th, 2010, 00:14 Posted By: wraggster
News via http://www.goatstore.com/News/25/GOA...e_Re-Launches/
Today, in celebration of the announcement of Irides: Master of Blocks exactly one year ago and the launch of the Sega Dreamcast 11 years ago, we have relaunched the GOAT Store Publishing web site! If you have ever wondered what it is like to work on a Dreamcast project, or create something cool for retro gamers around the world to enjoy, you'll want to stop by this site. Sign up for the GOAT Store Publishing mailing list within the first 99 hours, and you'll even get an extra special coupon for the GOAT Store!
The new GOAT Store Publishing site is located at http://www.goatstorepublishing.com/. See you there!
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September 9th, 2010, 20:53 Posted By: wraggster
This site and the whole DCEmu Network came about from a love of the Dreamcast and the first mainstream Homebrew community that came about because of it, the commercial scene may have died years ago but the Homebrew Community lives on
The Dreamcast has a massive amount of Emulators for it from the likes of Spectrum to Snes and even Bleemcast which was a Commercial Playstation Emulator for the Dreamcast which gave better performance and updated graphics than the Playstation itself did.
Over the last few years has seen the release of Emuforge which was a massive collection of games released for the Dreamcast all done in a retro style.
No matter what your looking for the Dreamcast has it covered from Homebrew Games to Software like ScummVM/FrotzDC which allows you to play all those old point and click games.
Then for emulators theres absolutely Loads, dont believe me then check out this page. The Dreamcast also has a massive amount of applications and media players released for it.
Remember that the Dreamcast apart from some late models is totally homebrew friendly, if your a fan of emulation and homebrew and dont want to spend a lot of cash then relive one of the greatest consoles that did better with homebrew than commercially.
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September 7th, 2010, 17:15 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15535.html
RetroCopy is a SEGA Genesis, SEGA Master System, SEGA Game Gear, Nintendo Entertainment System (NES) and Sega System E Arcade emulator for Windows.
Quote:
After months of hard work from myself, Tommy and a few other testers the latest version of RetroCopy is out! Simply log into the RetroCopy website and head over to the download page to grab the installer.
Here is the final what´s new.
[SEGA SYSTEM1] New Arcade System added. Sega System 1 (eg WonderBoy, Sega Ninja, My Hero, Flicky, Pitfall 2)
[SEGA SYSTEM2] New Arcade System added. Sega System 2 (eg Choplifter, WonderBoy In Monster Land)
[1942] New Arcade System added : 1942 and clones
[GENESIS] Fixed HVC latch issue in Genesis VDP, fixes Sunset Riders intro [Eke]
[GENESIS] Improved 68K resolution in relation to cycle accurate components improving timing accuracy
[GENESIS] Fixed numerous timing bugs in Genesis VDP thanks to new information [Eke, Nemesis]
[GENESIS] Implemented much more correct VRAM FIFO emulation and CTRL port, data write/read delays [Nemesis]
[GENESIS] Fixed some bugs with interrupt generation upon register changes
[GENESIS] Some cleanups to state code and performance improvements
[GENESIS] Added main CPU overclock option to improve framerate of some games (Skitchin, Road Rash, Lotus, Out of This World, etc)
[GENESIS] Fixed randomization issue in a lot of games due to non random VDP powerup (Street Fighter 2, Xmen, Eternal Fighters, etc)
[NES] Fixed a few NES timing issues
[NES] Added NES mappers 5, 10, 11, 13, 33, 64, 66, 69, 73, 228
[NES] Added NES APU amp level options in config file
[NES] Removed NES APU self filtering since resampling engine does better job
[NES] Added region selection to NES (PAL, NTSC, FAMICON)
[NES] Added Blargg NTSC Emulation filter option
[SMS] Added more complete emulation of SEGA mapper for the SMS, mostly dealing with features not currently used by any software
[SMS] Added Korean mapper to SMS for some newly dumped MSX ports (SMSPower)
[SMS] Now use "No mapper" for SMS games under 64KB instead of defaulting to the SEGA one
[SMS] Added "SRAM cart no mapper" option for SMS to allow complete 32KB dev carts compatibility
[SMS] Added CARD slot emulation and updated database to identify CARD games. These games can now only be run on the revelant Sega Master System consoles that had the CARD slot.
[GAMEGEAR] Every game has been officially added to the database so they can be identified with correct features.
[Z80] Fixed bug with reset changing too many registers and implemented random register values upon powerup
[Z80] Fixed NMI pin bug and implemented pulsing mechanism for NMI and IRQ pins
[SMSVDP] Randomized some parts of the VDP like real system. Fixes randomization issue in some games (Impossible Mission)
[CORE] Added movie and sound playback option through the use of LIBAVCODEC (same code behind VLC). This includes support for all popular formats (AVI, MP4, MPG, H264, MP3, WAV, etc).
[CORE] Fixed crash issue when saving screenshots
[CORE] Fixed some issues in SDL (memory leaks)
[CORE] Fixed a few .GAME conversion bugs dealing with unknown games
[CORE] Added a way to update .GAME files based on new database releases
[CORE] Added a warning that alerts user if emulation isn´t running at 100% speed
[CORE] Added much faster texture upload which allow HD videos and emulators to not use as much CPU transfering data
[CORE] Added over 15 GPU based filters using GLSL shaders. Includes 2xSAI, color limiting, flicker, geomorphic effects, etc. Uses your GPU power instead of CPU for filtering
[CORE] Added GPU based scanlines, with 3 main options (Vertical, Horizontal, Grid) and configurable brightness, width that can be combined with every other filter.
[CORE] Added HQ2X, HQ3X, HQ4X, HQFAST2X, HQFAST3X, HQFAST4X, PIXEL2X,PIXEL3X,PIXEL4X graphics filters (CPU)
[CORE] Optimized multithreading code in the core, freeing up the video and audio threads resulting in better throughput and reduction in rare audio glitches.
[CORE] Implemented new global plugin template system for mapping data on address lines. Currently only SMS uses it
[3D] Can now build and edit your own game rooms. This includes furniture placement, wall building, using stairs for multiple levels, etc.
[3D] Redid lighting shader, improving quality and performance
[3D] Now move around the world in first person mode instead of as a floating spectator
[3D] Implemented rudimentary player physics and collision detection in the game room
[3D] Occlusion based lighting and shadowing option added
[3D] Added screen projection mode which allows the light to be projected into room based on what is currently being drawn on the emulated screen
[3D] Back face culling now used for speed improvement, all models updated to work correctly.
[SOUND] Removed DirectSound3D and wrote a new 3D sound engine that is portable. It is much faster than the Microsoft engine and has more features (stereo panning, better sound positioning) and no crappy MS bugs!
[SOUND] Can now change sample rate and audio engine without restarting
[SOUND] Added 2 new audio backends. WASAPI Shared and WASAPI Exclusive. Only available on Vista or Win 7, lowers latency and improves quality.
[GUI] Changed main theme
[GUI] Changed the main page to show floating consoles and other video game related images
[GUI] Implemented rotating, scaling and alpha options for GUI windows when hardware support exists for it
[GUI] Redesigned many aspects of the "in emulator" interface. Now press escape to pause game and change various options.
[GUI] Streamlined main interface, moved 3D Game Room to it´s own area instead of complicating game browsing screen with different options.
[GUI] Added Sega Mark III and Sega Card Boxes to the 3D display
[GUI] Now align 3D game boxes to bottom instead of middle
[GUI] Slightly adjusted dimension of all game boxes to be more accurate
[GUI] Added 5 flags visible instead of 3. Made flags smaller with a better aesthetic.
[GUI] Improved running emulator interface. Now press escape to bring up options menu instead of moving mouse
[GUI] Added warning display when the emulator isn´t running at 100%
[GUI] Added status bar which currently shows whether you are :- Saving State, Loading State, Rewinding or Fast forwarding
[GUI] Added VRAM usage information to graphics options page. From tests it looks like if you have 128MB or more memory on your GFX card everything will be in VRAM increasing speed
[GUI] Fixed page up/down scroll bug in listview
[GUI] Now scroll the list when grouped GAME names selected/deselected, this keeps mouse cursor on the item you selected
[GUI] Now keep cache of internal images to stop them being loaded more than once by the PNG/JPEG theme loader
[GUI] Fixed memory leaks in a few controls
[GUI] Fixed memory leak in PNG/JPEG loading relating to themes
[GUI] Fixed some memory leaks in the font engine
[GUI] Fixed texture memory leak on options page when it was used more than once per session
[GUI] Now properly resort the list after adding items
[GUI] Changed the backend of the listview to use boost containers
[GUI] Changed window deletion code so that it safely cleans up every control
[GUI] Memory usage reduced significantly due to cleanups in textures and PNG/JPEG loading
[GUI] Now 5-10% faster due to better caching
[GUI] Fixed small issue with key repeat on some keys (Tommy)
[GUI] Fixed bug that would show a white screen in rom browser if directories were missing
[APP] Fixed bug with if user had TABLET installed
http://www.retrocopy.com/Default.aspx
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September 6th, 2010, 23:38 Posted By: wraggster
News via http://emu-russia.net/en/
I've uploaded fresh package of Demul with latest plugins (graphics and netplay) and English documentation for netplay plugin.
P.S. Emulator requires latest version of DirectX and С++ libraries installed on your PC. Please, install them if you have any problems with emulator.
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September 6th, 2010, 23:17 Posted By: wraggster
News via http://www.dreamcast.es/news.php?readmore=371
Here is a port done by MUA ( Guaripolo ) of a video game for Dreamcast , Linux is actually a port of a port, behaved as a PSP first and then pass it on to the DC-
The game is Project Starfighter navecitas a very nice little game of fun . For the experts, can run from the SD memory or can launch it from BBA (use romdisk ), or simply burn it onto a cd.
It still has many errors will be corrected in subsequent versions, but save the game supports the VMU and analog joystick .
Ah ! No sound - for now
Download Here --> http://www.dreamcast.es/downloads.ph...11&rowstart=30
reg required
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September 6th, 2010, 23:13 Posted By: wraggster
News via http://www.dreamcast.es/news.php?readmore=370#comments
Dreamcasteo those Sundays back with a proposal to taste stale ... I bring two ' shabby -ports " with history : DC -Paint and DC_breakout .
What is special about these two homebrew ? Well, they were created it ... 9 years xD. In 2001, David Persik created using the library libdream. This library was the forerunner of today KOS, and coincidentally the source of these two games have been available on the network.
Well, after that eternity, I decided using the OS update KOS. In addition to excellent programming exercise, the result serves to launch the binary from a BBA, coder 's cable or SD. Already happened, I corrected the bugs that were talked about : D
DC_breakout is another clone of the classic breakout game with four game modes.
DCPaint is a simple drawing program , Windows Paint style .
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September 4th, 2010, 14:55 Posted By: wraggster
Deunan has posted some WIP news concerning his Dreamcast Emulator for Windows.
Now that new Demul has Kaillera support it should get much less crowded in here
BTW, while I do appreciate showed interest it really doesn't motivate me if you guys keep asking about NAOMI2 support all the time. I said it will be there one day and that's all I can tell you at the moment. Stop bugging me about it. And no, I'm not planning on adding Model 3 or Hikaru support. Also, no keyboard input for Dreamcast controllers - did I mention that yet?
Anyway, remember how I had overheating problems with my GF7900 this summer? I actually fixed that before I switched to ATI Radeon and figured that some photos would make a nice blog filler :P
Here's the card, it's a 7900GS but thanks to nice factory overclock it easily rivals 7950GT. I used to play Fallout 3 at 1920x1080 and it did have some annoying slowdowns but was otherwise playable:
There's plenty of space for good cooling solution, kinda reminded me of good old days with water-cooled R9800XT The problem was, as usual, money related - I didn't want to buy anything since I was already thinking about R5770 back then. But then I got a very nice deal, an Arctic Cooling Silencer 5 for about 2$. New. So I got two This thing was designed for 6800/7800 GT series but I figured the chip layout is so similar I should be able to make it work somehow.
And the old cooler, now removed:
Turns out I was right - it's almost a perfect fit (memory chips are slightly off but only by few milimeters so still get all the cooling they need). The biggest issue was with the tall power capacitors there, on the right, I had to file off some plastic below the fan. Nothing major but it took almost two hours to get it right. Another approach would be to replace two offending caps - I could to that but soldering 8-layer PCB is next to impossible without proper preheating and I wanted to finish the swap the same day. At some point I even thought I'd have to file off part of the back completly, which would create a hole and spoil the airflow, but I got a fit just before I got through. The final result:
You might notice it looks a bit shorter now - that's right, I had to put my mad hacking skills to use here and hack off some 2cm of the exhaust. Now it can be fitted into a PC without any trouble. Surprisingly there isn't that much of a change in GPU temperatures but enough to keep the system stable even with the box closed. Wee bit quieter too, but I have to say that the original cooler was never noisy.
My hands hurt from all that hacking and it took all afternoon but for 2$ it was a lot of fun - a success then
In other news - my programmer can no longer be used since it's connected to LPT port and requires a driver to allow direct I/O access. Said driver doesn't work in Windows 7, not to mention 64-bit version... So, what now?
I could just buy a cheap XP-based PC and use that but I don't really have a room for it. Well that's still an option - but since I got the PCBs I ordered for FPGA overvoltage protection I just made a VHDL logic analyzer project and spent a few days figuring out the protocol. Turns out it's not very complicated, I think I got it all figured out now so the next step would be to try and create a custom interface via USB. I'd have to write my own PC-side code now as well.
Some of you might wonder if simply buying a new, cheap USB-based programmer wouldn't be easier. This is how I see it:
- It would be more expensive to go that way, even if I got myself a Wellon or something equally cheap.
- Quite frankly not all that many "new" programmers come with proper Windows 7 support. Surprisingly so.
- The programmer I have is a bit ancient now but still works and pretty much covers my needs (though it can't be used with modern low-voltage devices that require 2.5V or 1.8V).
- I have some self-made stuff that I really need - like FLASH based replacements for 27C160/322 EPROMs. My programmer software had this unique feature of allowing me to create my own programming algorithms, not really something you see often. Right now I'd have to make my own GUI anyway so I would obviously still have this ability.
Looking for cheap USB interface solutions I found out that there is a software based support for pretty much all AVR devices. I could really use an MCU since USB is reasonably fast but has nasty latencies and that would kill performance (after all, you need to drive individual chip pins in a timely fashion, not to mention reading back). With something more than a basic USB parallel port I could use macros to speed things up.
Problem is, software USB takes tons of CPU cycles so this alone might limit the transfers. I have an ARM7 with USB, but it seems like an overkill for just an interface chip. So maybe an AVR with hardware USB? Seems like a good compromise, doesn't it.
So I start looking for a cheap AT90USB162 board and then the PS3 jailbreak happens. What a timing, huh. I suppose I'm going to buy a few bare chips now and solder the thing on my own. I do have AT90USBKEY kit here somewhere but that one is already spoken for. I have half a mind to port that psgroove thing to software USB just for the fun of it but alas, no time to spend on such frivolities. Someone will do that sooner or later, and if not I could just solder another PCB I suppose
Pretty clever malloc abuse, by the way. How the hell did they figure that out... I mean, for the trick to work you need to put your code in the right places. For that you need to know all the addresses first so a 3.41 memory dump would be required. But to get the dump you first have to run the exploit and geohot's approach only works up to 3.15. Maybe it was developed on debug unit? Then again I suppose the idea itself isn't that new, the exploit code was made and tested on earlier FW and just tailored to the newest one. Only a matter of time before SONY plugs this hole but this will be a great blow to them. Already is, just hasn't sinked in yet properly.
http://dknute.livejournal.com/35187.html
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September 1st, 2010, 23:59 Posted By: wraggster
News via http://emu-russia.net/en/
Russian Sega Dreamcast emulator has been updated recently. Changes:
* AWAVE: many fixes for controls, rail-shooters playable;
* AWAVE: xtrmhunt romset typo;
* CHD: reading problems fix;
* CHD: updated to 138u4 version;
* CORE: ROMs overreading protection;
* CORE: SB_SFRES "softreset" emulation (imperfectfor dynarec);
* CORE: arcade roms loading by CRC only, now can load renamed/old/custom romsets with the same files;
* CORE: command line support, run selected game/system, list supported games, generate xml dat file (clrmame) for supported romsets with parent/clones info;
* CORE: dynarec instruction fix;
* CORE: emulation reset fix;
* CORE: enable SSE compilator optimization;
* CORE: full unicode support;
* CORE: interpreter memory translation optimization, MMU speedup;
* CORE: invalidation optimized, "Triggerheart Exelica", etc. speedup;
* CORE: logging and default output path fixed;
* CORE: macw, macl opcodes fix;
* CORE: round mode fix;
* CORE: savestates fix;
* CORE: savestates for VMU;
* CORE: timers bugfixes;
* CORE: various crashes fix;
* CORE: various maple fixes;
* CORE: various romset fixes;
* CORE: internal time with windows time auto synchronization;
* GDI: offset support (may be glitchy);
* GDI: sector cache (test only);
* GDI: various bugfixes;
* GPU: "Transform Z" options added (w-buffer to z-buffer transform enable), enabled by default (need restart for ogl if changed);
* GPU: VRAM overreading protection;
* GPU: correct vertex intensity alpha;
* GPU: correct vertex intensity color clamping;
* GPU: ogl disable SSE compilator optimisation due to VC10 compiler bug;
* GPU: dx correct window size change;
* GPU: render and framebuffer fixes (still imperfect);
* GPU: fullscreen frequency fix;
* GPU: polygons blending fix;
* GPU: sprites fix;
* GPU: stride untwiddled texture fix;
* GPU: yuv textures in vq mode supported ("Head Hunter" fix);
* GUI: "15Khz/31Khz" modes selection, "31Khz" default option;
* GUI: "LLE MIE"/"HLE MIE" selection option, if "LLE MIE" is unavailable (no "NAOBD.BIN"), "HLE MIE" mode enabled automatically;
* GUI: "Time Hack" option, automatic Dreamcast flash time record correction for current time;
* GUI: GameBrowser "load decrypted" fix;
* GUI: GameBrowser forvard/backward sorting for game year, romset name, full name, developer/publisher and game system;
* GUI: GameBrowser keyboard input handling fix;
* GUI: GameBrowser gridlines workaround for WinXP;
* GUI: PAL/NTSC mode selection;
* GUI: custom savestate keys definitions;
* GUI: full game name/title display on windows title;
* GUI: mahjong controller setup;
* GUI: more video cable mode selection;
* NAOMI: MAME Naomi CHD-files supported (but not listed in dat), need CHD plugin in plugins directory;
* NAOMI: BIOS auto selection;
* NAOMI: board malfunction for A-C rev. BIOSes fix;
* NAOMI: cart encryption for direct and buffered protection modes supported, most encryption keys added;
* NAOMI: cart encryption key automatic detection for NO_KEY games (if any), may take a couple of minutes for complete process;
* NAOMI: default system configuration added if no nvram files found, auto selection cabinet orientation and player number for games depending on it;
* NAOMI: coin fix;
* NAOMI: gunsur2 encryption key added, playable with sound;
* NAOMI: club cart protection data;
* NAOMI: doa2 crash fix;
* NAOMI: ggx crash fix;
* NAOMI: hmgeo SHA1 fix;
* NAOMI: wldrider crash fix;
* NAOMI: initdv2j DES key added, doesn't boot anyway;
* NAOMI: full HLE MIE (315-6146 Maple-JVS bridge MCU) support;
* NAOMI: full LLE MIE (315-6146 Maple-JVS bridge MCU) support, "NAOBD.BIN" file with MCU fake firmware needed;
* NAOMI: JVS interface and IO board(s) emulation;
* NAOMI: automatic analog controls mapping;
* NAOMI: VMS and Dreamcast gamepads handling for arcade games (if supported);
* NAOMI: keyboard support, select "Keyboard" for "port B" and/or "port C" in "Plugins" configuration dialog;
* NAOMI: dybbnao, dygolf, alpilot, sstrkfgt, gunsur2, samba, crzytaxi, zombrvn, wldrider controls support;
* NAOMI: mahjong panel support;
* NAOMI: nvram load/save fix;
* NAOMI: proper 15/31Khz DIP switch handling;
* NAOMI: romset updated with MAME 139u2 ROMs;
* NET: added netplay support for DC, NAOMI1/2, ATOMISWAVE, only NULL plugin provided (see thrid party plugins);
* PAD: various bugs fix;
* PAD: first time configuration crash fix;
* PAD: support for xbox360 gamepad (without analogs);
* SPU: ARM7 core fixes;
* SPU: better synchronization;
* SPU: close fix, thread close fix;
* SPU: lp reset fix;
* VMU: beeper emulated.
http://forum.emu-russia.net/viewforum.php?f=25
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August 31st, 2010, 23:56 Posted By: wraggster
When we reported earlier this month that NGDevTeam might release their brandnew Neo Geo shooter FAST STRIKER for Dreamcast, we didn't expect that preorders would be opening just a few weeks later:
FAST STRIKER features six stages with more than 40 unique enemy types, 3D backgrounds, and six detailed and fully animated CGI bosses.
The game emphasizes on scoring so there are three very different game modes of varying difficulty (NOVICE to MANIAC), each utilizing a different scoring system.
Game Features- 6 Stages
- 3 Game Modes: Original/Maniac/Novice
- Elaborate Scoring System
- Up to 180 Enemy Bullets Simultaneously on Screen
- 40+ Fully Animated CGI Enemies
- 6+ Huge Fully Animated Boss Enemies
- 3D Scrolling CGI Backgrounds
- Constant 60 fps
- Difficulty Rank System
- Internet Ranking via Code
- Supports VMU, Standard Controller & Arcade Stick (buttons are fully customizable)
- REGION FREE: supports NTSC and PAL-60, S-Video & RGB at 240p, VGA at 480p
FAST STRIKER will be ready for release on Dreamcast in Winter 2010. - Preorders are open at NGDevDirect.
(News via dcemulation.org & www.dreamcast.es)
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August 30th, 2010, 20:04 Posted By: wraggster
drk||Raziel has updated his website with some wip news concerning his Dreamcast Emulator for Windows
After a few hours of working on nullDC Dynarec instrumentation/profiling …
Shenmue: Ingame
mov:32 25.07% 37931888
mov:64 0.61% 929370
readm:8 0.14% 215023
readm:16 0.88% 1325655
readm:32 21.96% 33223344
46.25% 15364458 to mem
0.00% 300 to route
53.75% 17858586 to inline
27.54% 9150191 static
18.71% 6214567 fmem
readm:64 0.54% 817860
90.76% 742252 to mem
0.00% 0 to route
9.24% 75608 to inline
8.65% 70780 static
82.10% 671472 fmem
writem:32 3.02% 4563780
98.73% 4505665 to mem
0.06% 2880 to route
1.21% 55235 to inline
0.00% 0 static
98.79% 4508545 fmem
writem:64 0.11% 168904
100.00% 168904 to mem
0.00% 0 to route
0.00% 0 to inline
0.00% 0 static
100.00% 168904 fmem
cmp:32 9.04% 13672121
test:32 2.98% 4502301
SaveT:32 13.33% 20163008
LoadT:32 1.95% 2943077
not:32 0.20% 302600
and:32 0.33% 500402
or:32 0.28% 429952
xor:32 0.14% 212814
shl:32 0.74% 1125146
shr:32 0.12% 182725
rcl:32 0.26% 398469
movex:8 0.19% 288026
add:32 10.19% 15414719
sub:32 2.02% 3055821
fadd:32 0.13% 192646
fsub:32 1.05% 1582237
fmul:32 1.30% 1969777
fdiv:32 0.17% 250172
fneg:32 0.11% 167815
fmac:32 0.30% 447457
ifb:8 0.41% 627217
ftrv:32 0.25% 377367
fipr:32 0.25% 376035
floatfpul:32 0.25% 382908
ftrc:32 0.25% 378803
fcmp:32 0.58% 880835
pref:32 0.46% 701954
rest(18 ops) 0.38% 578451
Total 151.28M
Profiling games sure is fun
These are IL opcode counts, per dreamcast second. Sadly its not very practical to get execution time, so execution count will have to do for now … It’s interesting to note that most games archive between 120 and 200 MIPS (With most 30 fps rps on the low side, and DOA2LE getting constantly around 202 MIPS ingame )
mov32, readm32, writem32, cmp32, tst32, SaveT, LoadT, add32, sub32 make up for 90% of the opcodes executed. Out of these, readm32, SaveT and LoadT could be optimized, and maybe something can be done for movs aswell.
Memory:
readm:32 21.96% 33,223,344
46.25% 15,364,458 to mem
0.00% 300 to route
53.75% 17,858,586 to inline
27.54% 9,150,191 static
18.71% 6,214,567 fmem
writem:32 3.02% 4563780
98.73% 4,505,665 to mem
0.06% 2,880 to route
1.21% 55,235 to inline
0.00% 0 static
98.79% 4,508,545 fmem
Reads are 7x more common than reads. Array/Pointers access is pretty much the same between writes and reads (6.2M vs 4.5M — in other spots/games the difference is smaller). Whats interesting is static accesses — predicted static + inline — are over 27M for reads, but just 55K for writes. This verifies that sh4 really sucks at loading constants — so pretty much all of the constants are loaded as mem-reads — and also raises some questions about the generated code quality. Also, register reads+writes were REALLY low (10 mmr reads/frame , 96 mmr writes/frame).. Interesting huh ?
Anyway, these numbers and other statistics i plan to gather the following days will help to better optimize nullDC !
http://drk.emudev.org/blog/?p=143
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August 21st, 2010, 23:25 Posted By: wraggster
Redspotgames, the small publisher behind relatively recent Dreamcast releases such as Last Hope, Rush Rush Rally Racing and Wind and Water: Puzzle Battles, says they are looking to continue publishing games for the long-dead system into next year.
"We have seen some stuff on the PC, and we [are] talking to to the companies to see if they will agree to release on the Dreamcast," Redspotgames marketing and sales director Adrian Loudero told Joystiq at Gamescom this week. "We also have plans for 2011, maybe a new release, but this is really all I can say right now."
Loudero told us that Redspotgame only sells a few thousands copies of each new Dreamcast game it releases. As such, the company has recently expanded to WiiWare and Xbox Live Arcade development to stay afloat. But he also said that he's heartened by the way the Dreamcast demo units at the company's small Gamescom booth draw double takes and appreciative play from passers-by. "I think the Dreamcast is still famous," he said.
Asked if he thinks Sega should get back into the Dreamcast game-publishing business, Loudero responded enthusiastically. "Yes, of course, please."
http://www.joystiq.com/2010/08/21/re...for-dreamcast/
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August 21st, 2010, 20:12 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-15480.html
A new test version of the Dreamcast emulator Makaron has been released.
Quote:
I changed a few things in T12 core and I´m finally quite happy with how it works so I´ll probably release another version soon. That would be the last of Test 12 series I suppose. The only thing preventing me from doing so is one last issue with the multithreaded renderer, it causes random crashes (though some systems seem more affected than others). It´s a pretty complicated issue though and cannot be fully fixed without major changes that would take considerable more time. For now I just added an option in the INI file to disable multithreading (not completly, just this part) and while it slows the emulator down it´s not as bad as the crashes.
Anyway, stay tuned. I want to make a release before I mess up the code again with my experiments, and I have quite a few ideas to try out.
UPDATE
Here it is, Test 12/5. There´s a small ReadMe included so be sure to read it. No Atomiswave yet since I didn´t think T12 core could be salvaged, so I didn´t bother with it. I wasn´t exactly wrong there, with all the changes I made this version could easily be called Test 13.
Anyway, other things of note (from the top of my head):
Current renderer needs to go. I have a replacement of sorts prepared, as a part of software renderer project. I´m pretty sure it will be a bit slower but that remains to be seen. I need the new framework anyway to support both D3D9 and D3D11 at the same time.
SH4 recompiler could use some sort of abstraction layer to handle the optimizations better. Again, it´d probably end up being marginally slower but more manageable and could in future be paired with x64 emitter.
I´m going to drop support for non-SSE2 CPUs soon, mostly because it´d be easier to code the new recompiler. Quite frankly any CPU without SSE2 is not going to be fast enough to handle Makaron anyway.
Windows XP and Direct3D 9 support is going to stay for now but once D3D11 renderer starts working properly I will focus mostly on that. While I realize that droping DX9 will upset XP users, I´d like to point out that Makaron always required a modern PC. I havent introduced any major changes lately but before that Makaron was the first Dreamcast emulator to require shaders, then it would work only with Shader Model 2 or higher. In return you got faster palletized texture support, shadows and fogging. Now it´s going to be DirectX 11.
UPDATE 2
That bug I wrote about? Now you´re seeing it´s effects first-hand. Oh well, guess I better fix that one since I didn´t add an option to skip DX11 init.
Redownload T12/5 from here, this time when Direct3D 11 is present on the system but actual device can´t be created it will just silently ignore the problem. This was the intention after all. And I also added workaround for the scaler issue.
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August 21st, 2010, 00:24 Posted By: wraggster
sarang has posted an entry in the Neoflash 2010 Coding Contest:
Heres the full details posted:
Nickname: sarang
Projet name: Brave space PIXY
Division: Retro GAME
Platform: MD (mega-drive, or SEGA genesis)
Original enter: YES
Support Motion: ??
In last NEO Compo this project have won in the top 10: YES
Project description:
I just found this compo only recently. Even there wasn't much time to work, I really wanted to try. You see--I love RETRO CONSOLE!! So, when I heard it is RETRO-theme compo, I just had to enter This is my first time to write a code on this hardware (mega-drive). I thought it's important to me, so I had to make retro console (not nds or psp or iphone etc) game
So... then some couple short weeks of learning, learning learning, and, little bit of work I made this entry for 2010 summer Neo Compo! I tell honest, it is not perfect for my standard... almost, I didn't enter it!! But, then, I see so many NDS, PSP game here... and no love for mega-drive (or even nes/gba/gbc,,why???) so even it's not my best work, I'll share anyway retro console never let die!!! hehehe
ps- sorry my poor english...i got little help so game is not so bad english...maybe i made some mistake, i hope you please excuse~
How to use it:
i can make it much more difficult, but i hoped you can all finish this game ^^ the story is quite fun to me~ so, maybe it little too easy, but was my intention in this version of game.
it's very simple game... you just gotta, collect mushrooms. when mushroom counter = 0, you can collect a horn. when horn counter = 0, you can finish the level (use a wand the rainbow bridge)
Controls:
d-pad = move the pixy
A button = use the wand
^--use wand on: the mushroom, unicorns' horn, rainbow briges, boss (<3)
This game is 8 level, and you can choose the start level. I made it so you can see all level, even if you hate the play... maybe you can enjoy storyline,
but you gotta beat the BOSS if u wanna see ending and credits
DOWNLOAD: http://squarenipple.com/onionzoo/rom...y-neoretro.bin spacy-pixy-neoretro.bin (SMD .bin file, about 380 KB)
EMULATOR: http://squarenipple.com/onionzoo/roms/Fusion364.zip Kega Fusion-Window version
please, let's enjoy together
cheers!
http://www.neoflash.com/forum/index....ic,6297.0.html
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August 19th, 2010, 19:54 Posted By: wraggster
News via http://dcemulation.org/phpBB/viewtop...?f=72&t=100413
Dreamcast has had a busy year; Sega confirmed at E3 that Dreamcast games will be available in the form of Digital Downloads on XBLA & PSN in September. To celebrate the announcement Sega distributed Dreamcast themed T-Shirts in exchange for fond memories with the console at E3, those without fond memories had a chance to experience what they missed out on with Dreamcast classics Crazy Taxi and Sonic Adventure playable at the companies booth.
Unfortunately Sega will not be distributing Dreamcast T-Shirts in Europe as the they will not be participating in this year’s GamesCom (Europe’s equivalent to America’s E3) to fill in this void, Dreamcast publisher RedSpotGames will participate and distribute 2 unique Dreamcast themed T-Shirts, unfortunately they will not be exchanged for nostalgic memories, instead they will be sold for 25$ (€19.95).
Roel van Mastbergen and Jeroen van Mastbergen of Senile Team, have confirmed their presence at the booth, so make sure to get your copy of Rush Rush Rally Racing as they will have a signing session, if you’ve been reluctant to pick up your copy, you can try before you buy R4 will be playable at RSG’s booth. Furthermore we have received confirmation from Senile Team that they are revealing something new at the convention although it isn’t directly related to the Dreamcast. RSG has already confirmed a game for XBLI, and are situated opposite Microsoft’s booth so will Senile Team’s latest be revealed for XBLI or Nintendo’s console (adjacent to RSG’s booth) remains to be seen DC-Emu will be bringing you exclusive coverage from the show floor thanks to Maturion.
As of press time RSG did not confirm to us whether their other 2 games (Wind & Water: Puzzle Battle or Last Hope) will be playable or not. As per tradition the publisher usually showcases more than just their Dreamcast games at gaming events. Lastly the publisher has informed us they will not be revealing any new Dreamcast games at the convention, never the less we have been assured that they will in the near future.
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August 19th, 2010, 19:51 Posted By: wraggster
News via http://www.dreamcast.es/news.php?readmore=366#comments
Without making much noise, our Russian friends have just update the Dreamshell with abundant and juicy news !
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August 19th, 2010, 19:49 Posted By: wraggster
News via http://www.dreamcast.es/news.php?readmore=365#comments
The team behind the free homebrew SQRXZ just updated the game to version 0.9.9.5 . A server ( Indiketa ) has updated the port of the Dreamcast with the latest version .
The list of changes is:
* Improved the collision of objects.
* Improved controls .
* Added quote from "Dali "at the beginning of the game.
* Removed screen to exit the game donation (donations are welcome).
* Fixed bug in " highscores .
In the version of Dreamcast, Changed the sound library used ( SDL_mixer ) to the Modplug . In this way , it has fixed a bug where there was no music at level 4 .
More information and downloads on our official web : http://www.sqrxz.de/
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