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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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February 26th, 2010, 17:41 Posted By: wraggster
Newly released today:
features
Developer: Senile Team and redspotgames
Single-player grand prix mode with four difficulty levels
Three multi-player modes to enjoy with up to four players
Five race cars to choose from
10 Grand Prix race tracks
9 additional multi-player race tracks
Awesome soundtrack by Black Device
Autosave to VMU (any port, file uses just 2 blocks)
Configurable controls and many other options
Region free
Rumble pack support
Compatible with original Dreamcast pads, arcade stick, and third party controllers
Supports PAL (50/60 Hz), NTSC and VGA displays
Animated cut scenes
Plus even more unlockable content!
Online Highscore!
http://www.play-asia.com/SOap-23-83-...j-70-3r01.html
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February 25th, 2010, 21:28 Posted By: wraggster
A new daily build of Scummvm has been released for the Wii, Iphone, Dreamcast, PSP and GP2X, heres the release news:
It's time once again to go out and test all your favorite ScummVM games as we gear up for another release of our humble little software. We have several new games announced as supported:
Blue's Art Time Activities
Blue's Reading Time Activities
Dragon Historie
Freddi Fish 5: The Case of the Creature of Coral Cove
Pajama Sam: Games to Play on Any Day
Spy Fox 3: Operation Ozone
TeenAgent
So, go grab your favorite games, and play through them using a daily build. If you find any bugs, report them on the bug tracker. Once you've completed a game, please report it on the forums so it can be added to the release testing wiki page. When reporting, make sure you provide the version, language, and platform of the game you're testing. Any other questions? Go see the Release Testing guidelines.
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February 24th, 2010, 20:36 Posted By: wraggster
News via http://www.neoflash.com/go/
Here's v1.2 b1 of the Neo Myth Menu for the MD. This is the candidate for inclusion with the next official release of the Neo2 Ultra Menu, so please test it. Changes from last time include making a delay of a second while browsing the list of entries before the extended info is fetched. This is to speed up browsing when you have LOTS of files. This version should also allow you to use an SMS pad in the left port to control the menu. I'd appreciate it if someone with an SMS pad would try that. Before, you had to stick a MD pad in the right port at the same time if you wished to use an SMS pad.
http://www.neoflash.com/forum/index....ic,6020.0.html
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February 24th, 2010, 18:50 Posted By: wraggster
News via http://emu-russia.net/en/
NAOMI based arcade machines emulator has been updated. Changes:
- "Toy Fighter" off-by-one bug fixed
- "Giant Gram 2000" will now load (but won't work due to missing M1 data)
- "Virtua NBA" added (though the "virnbao" version will not work, this one seems protected?)
- "Samba De Amigo" added (I'm not saying it's playable mind you)
- "Guilty Gear X" _would_ work if not for a truncated protection file (but here's a hint, unpack ggx.zip, add zeros to the file to match required length and pack it again and it will work now)
- "Dead or Alive 2 Millenium" will now properly load parent ROM (same goes for other games with variants)
- "18 Wheeler" added (not tested)
- "Crazy Taxi" added (not tested)
- "Death Crimson OX" added.
http://dknute.livejournal.com/
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February 24th, 2010, 18:48 Posted By: wraggster
News via http://dcemulation.org/./phpBB/viewt...p?f=72&t=99916
GyroVorbis posted the long awaited update on Elysian Shadow in our forums:
Quote:
So it has been 8 long months since any of you have either seen or heard from us on Youtube. Despite popular belief, this is not due to the fact that we have given up on Elysian Shadows or were ceasing development. The truth is that we have been working our asses off for 8 months, rewriting an entire engine, and doing more work in the time period than the entire Adventures in Game Development Series combined.
Elysian Shadows Revolution 1 was our experiment at trying to introduce more than just the software aspect of the game development process to the videos. In episode 2, we try to build on this idea and incorporate the entire development process. At the same time, though, we have made a conscious effort to return to our roots established in the Adventures in Game Development Series. ESRev2 has been in the making for 8 months, and tries to appeal to all audiences. Please watch with an open mind.
The engine has been rebuilt from scratch. It has officially reached the point of functionality that the previous one had and then much more. New features displayed in the video include more powerful Lua scripting possibilities and rigid body dynamics. Hopefully future episodes will be focusing more on game design aspects of programming such as the battle system.
LibGyro--our multiplatform back-end--is effectively complete. Elysian Shadows runs on the PC, Dreamcast, and PSP and will continue to do so until its release. LibGyro offers higher level C/++ engine programmers (Kendall) and Lua scripters (Peter) a complete layer of abstraction from the hardware, so that the Elysian Shadows engine may be developed independent of platform.
Yes, Marcel is back on the team. Due to the fact that he seriously rejoined about a week before this video was produced, he has nothing really to show off. He is going to be designing his own Elysian Shadows "toolkit" that will be demoed in videos to come.
Pritam and Kendall both have been contributing greatly to the artistic area. Pritam has been designing and pixeling our starting area and working on various characters. Kendall has been busy concepting and pixeling enemies.
Cypher--our previous sound composer--has rejoined the team. His talent was truly missed, and we have decided to join forces once again. He has since composed several of his finest tracks to date.
The Elysian Shadows team is looking to recruit new blood. We are particularly interested in the areas of pixel art and web development. If you are interested in joining our team, please contact me (or another team member) on Youtube for the forums.
We would like to sincerely thank everybody much for the continued support and faith in our project even though you haven't seen us for all these long months. We are going to be working harder to ensure that the next video will not take this long.
Part 1 -
Part 2 -
Part 3 -
Part 4 -
Part 5 -
Part 6 -
Part 7 -
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February 24th, 2010, 18:45 Posted By: wraggster
The Openbor Team over at Lavalit have released a new version of Openbor the Beats of Rage Game and Engine for PSP, Dreamcast, Dingoo, Wii and GP2x and Wiz,
Heres whats new:
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r2716 | sumolx | 2010-02-23 13:32:05 -0500 (Tue, 23 Feb 2010) | 3 lines
Changed paths:
M /Makefile
M /tools/win-sdk/MinGW.7z
Updated MinGW DirectX to version 8.
Recompiled SDL library using the newer DirectX.
Fixed Windows Sound Delay.
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r2715 | sumolx | 2010-02-21 11:26:51 -0500 (Sun, 21 Feb 2010) | 2 lines
Changed paths:
M /sdl/sblaster.c
Restored buffer size back to 4096 as it was causing issues.
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r2714 | sumolx | 2010-02-20 23:11:24 -0500 (Sat, 20 Feb 2010) | 2 lines
Changed paths:
M /sdl/sblaster.c
Decreased sampling from 4096 to 512. Hopefully this fixes sound lag.
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r2713 | sumolx | 2010-02-19 23:35:18 -0500 (Fri, 19 Feb 2010) | 2 lines
Changed paths:
M /resources/meta.xml
M /version.h
A /xcode
A /xcode/mac
A /xcode/mac/OpenBOR.xcodeproj
A /xcode/mac/OpenBOR.xcodeproj/project.pbxproj
Xcode IDE for mac now supported.
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r2712 | plombo | 2010-02-19 17:53:46 -0500 (Fri, 19 Feb 2010) | 1 line
Changed paths:
M /source/gamelib/endian.h
A 16-bit integer byte-swapping function had an 8-bit integer as its return type. Fixed.
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r2711 | sumolx | 2010-02-18 17:11:55 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
Fixed dereferencing 'void *' pointer.
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r2710 | sumolx | 2010-02-18 16:39:14 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
GCC complaining about defined but not used. Fixed.
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r2709 | sumolx | 2010-02-18 16:33:00 -0500 (Thu, 18 Feb 2010) | 1 line
Changed paths:
M /source/tracelib/tracemalloc.c
GCC complaining about defined but not used. Fixed.
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February 20th, 2010, 22:15 Posted By: wraggster
News via http://www.retroactionmagazine.com/
Out-of-Print Archive continues their impressive run of Official Sega Satrun Magazine releases with issue 34 from August 1998. Once again, the release is courtesy of meppi, who scanned, edited and compiled the release. You can check out the issue's details at the OSSM34 page, along with the accompanying online articles from the magazine itself: Castlevania: Symphony of the Night and Radiant Silvergun features, as well as arcade feature on Virtual On: Oratorio Tangram and an interview with AM#2 about Fighting Vipers 2.
Weblink: Official Sega Saturn Magazine issue 34 at Out-of-Print Archive
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February 19th, 2010, 00:35 Posted By: wraggster
SX Messaged me about the release of a new Openbor Mod thats the first of its kind with Completely hand-drawn graphics, music and sound.
Author: Demitri
Description: An unknown disease scourge a little town on the mountains...
Platform: SecurePAK Edition
Notes: Please note this is just a BETA demo, the final product may be slightly different. This mod works fine on OpenBOR v3.0 Build 2397 or less. Any build above that show bugs.
Should work with Openbor on Dreamcast, PSP, GP2x, Wiz, Wii and Dingoo.
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February 15th, 2010, 23:32 Posted By: wraggster
The Lavalit Team have released a new build of Openbor for the Dreamcast, Wii, PSP, Dingoo, GP2x and Wiz
OpenBOR is a continuation of Beats Of Rage originally created by the wonderful
folks over at http://www.senileteam.com
History
----------------------
As fans of the 'Streets of Rage' series that originally appeared on the SEGA
megadrive/genesis, we always wanted to see streets of rage 4. But the waiting
proved futile, and streets of rage 4 never came. That's why we tried to correct
this mistake and fill the void by making the ultimate tribute to Streets of Rage:
Beats of Rage!!
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February 2nd, 2010, 07:01 Posted By: Mr. Shizzy
No leaks, no rumors, no teasers, no frustrated execs. Apart from revamping the Mega Drive in 2009, it seems that Sega has successfully kept itself under the radar about their plans of going back to manufacturing consoles - that is, until now. Electronics news blog Pocket-Lint has the goods on what appears to be the new Sega console.
It's called the Sega Zone, and it will launch along with 20 classic Sega titles, plus 30 more for added kicks - all from the publisher. 16 of those will be motion-controlled. For that, the package comes with two black Wiimote-like controllers with pretty much the same function.
While it's a console in the strictest sense, it doesn't appear to be a legit entry into the 7th gen war, even with its blatant Wii-ness. The Sega Zone is to launch this summer, priced at about £50, or almost US$ 80.
news source: QJ
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February 1st, 2010, 23:05 Posted By: wraggster
You're traveling through another dimension -- a dimension not only of sight and sound but of retro games. A journey into a wondrous console containing a bunch of old Genesis games and some generic motion-controlled games. That's the signpost up ahead. Your next stop: the Sega Zone.
Pocket Lint has images of a new licensed Sega console called the Sega Zone (or the Zone Sega, according to the box), out in the UK this summer, that contains 15 Genesis classics and 30 new games, 16 of which can be played with the device's two wireless motion controllers.
Essentially a Firecore Classic Console crossed with the "Zone 40," an existing knockoff Wii console, the Sega Zone also features a cartridge slot so you can play your copy of McDonalds' Treasure Land Adventure. It'll sell for £39.95 (about $60) in the UK.
http://www.joystiq.com/2010/02/01/if...the-sega-zone/
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January 30th, 2010, 21:30 Posted By: wraggster
News via http://www.retroactionmagazine.com/
Out-of-Print Archive continues the amazing run of quality Official Sega Saturn Magazine releases, with issue 33 from July 1998. Scanned, edited and released by meppi, the magazine can be found at the OSSM 33 page. Along with the release, there are online articles, including Shining Force III (Sega Saturn feature), Phantasy Star Collection (Sega Saturn feature), Daytona USA 2 (arcade feature) and an interview with Sega president Shoichiro Irimajiri about the soon to be released Dreamcast.
Weblink: http://www.outofprintarchive.com/cat...ne/OSSM33.html
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January 26th, 2010, 22:19 Posted By: wraggster
Newly released at Play Asia:
Released for a while, but the first time in stock for Play-Asia.com, the Inhabitants is another block breaker puzzle released by GOAT. Shiny and colorful, these blocks looks like gummi drops from the confection store. You have to line the same colored ones togther to blast them or even better, form a cross with five blocks to get extra points.
Play along and unlock new stages by yourself, or challenge your friends in the multiplayer mode to see who is the best brain gynast. The rules make this game even more challenging than other block blasters and requires you to seriously employ strategies to prevent your screen from being choked up.
Inhabitants is available on DreamCast, go dig it out of your attic
http://www.play-asia.com/SOap-23-83-...j-70-3p74.html
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January 25th, 2010, 23:35 Posted By: wraggster
News via http://www.dreamcast.es/news.php?readmore=335
Ladykiller is a set of people in the scene of GP2x, highly reminiscent of the arcade of the same name.
Attention! This game is for adults (+18). Play it at your peril.
The goal is simple: to uncover the boxes while avoiding the enemies and watch you do not drown.
Chui has been commissioned to do the port to the Dreamcast. With the R button is inserted credits, is played with the A and B to exit.
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January 22nd, 2010, 23:20 Posted By: wraggster
News via http://www.retroactionmagazine.com/
The Out-of-Print Archive release this week is issue 32 of the Official Sega Saturn Magazine from June 1998. This release was scanned, edited and released by meppi. As usual, the release comes with a rundown of the issue's details and contents, as well as accompanying online articles: The King of Fighters '97 (Sega Saturn feature), Dynamite Cop 2 (arcade feature), interview with Sega's AM Annex about Sega Rally 2 (arcade) and an interview with Kenji Eno from Warp on D2 (Dreamcast).
Weblink: http://www.outofprintarchive.com/cat...ne/OSSM32.html
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January 22nd, 2010, 16:32 Posted By: wraggster
Sega becomes official partner of UK theme park; Sonic rollercoaster revealed
A Sonic-branded rollercoaster will launch at Alton Towers next month.
The rollercoaster is part of a three-year deal between Alton Towers and Sega, which will see the publisher hold exclusive video game rights at the resort. The Alton Towers Hotel will also feature a Sonic The Hedgehog themed room, which guests can stay in and play the latest Sonic games.
The rollercoaster is an updated version of Alton Towers’ Spinball Whizzer, and will be called the Sonic Spinball as of Saturday, February 13th.
“We are delighted to be working with Merlin Entertainments and Alton Towers Resort” said Sega UK marketing director Amanda Farr.
“Partnering Sonic with one of the UK’s most popular destinations for a family day out is a fantastic opportunity for people to engage, and have fun, with the Sonic brand. I’ll certainly be there at the launch of the rollercoaster to have my turn!”
Alton Towers’ sales and marketing director Morwenna Angove added: “It’s a great joint venture between the Alton Towers Resort and Sega. The affiliation of both brands will add to the great family offering at the Resort for kids seeking fabulous family fun and adrenalin addicted adults.”
http://www.mcvuk.com/news/37269/Sonic-hits-Alton-Towers
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January 21st, 2010, 22:21 Posted By: wraggster
News from Deunan:
I figured I better write something on my blog after a month of inactivity so here goes. There isn't a new version of Makaron and it's not going to be ready soon. I'm not happy with the code as it is now but I don't feel like spending all my free time working on it. This isn't the only hobby I have after all.
That said, I've been doing various Dreamcast and NAOMI related things lately, some of those actually progressed to the final result stage Those of you who have NAOMI units with DIMM running in satellite mode know that some games will not work in that configuration. Those hang shortly after boot for some reason. Curiously this does not happen when the game is loaded from a GD-ROM reader. Well guess what, I now know the why this happens.
Here's a random shot made a few days ago, I had to trojan Ikaruga with my own exception handler and this is the very early version of it:
I made a pretty universal patcher to fix said games, though a handful still refuse to cooperate. I will work more on those titles sometime in the future. What you need to do is download the DIMM tools set I prepared and patch game images prior to uploading them to DIMM. There are two files here, the patcher and a separate region unlocker for those who don't want to run Japanese BIOS all the time. Patcher does region unlocking as well by the way, I only made a separate program for games (like SF3A) that work but will Error 02 for no good reason
There are no instructions included with the tools, but the usage is pretty simple. Just run those from command line, giving the game image to patch as parameter. Not exactly rocket science, trust me, if you got your DIMM working with the custom PIC this will be a breeze.
If you haven't understood a thing from the text above, this blog entry is not for you. Move along now.
http://dknute.livejournal.com/30670.html
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