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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 28th, 2009, 22:01 Posted By: wraggster
News via http://emu-russia.net/en/
The best Sega Mega Drive/32X/CD/Master System/Game Gear emulator for Windows has been updated. Changes:
- Seperate SMS controls (finally) allowing for support of SMS Paddles and Light Phasers. The reason I haven't done this before is down to the UI. I don't much like the current solution, either, but it's functional for now.
- State Slots now report if they are already in use, by request.
- Allow changing state slots, and saving states (but not loading) during Netplay. I'm not sure what use this is, but it was often requested.
- Added support for a couple of Custom SRAM games that were recently discovered.
- Windows Live Messenger status updates. (thanks Gerrie!)
- Many small behind the scenes bugfixes that you probably won't notice, and I've mostly forgotten...
http://www.eidolons-inn.net/tiki-index.php?page=Kega
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September 25th, 2009, 00:10 Posted By: wraggster
News via http://www.pdroms.de/news/19944/
Retrobilly tries to output some 16000hz wave files.
Quote from PoorAussie:
I spent a few hours tonight putting together a small (no pun intended) ROM which tries to output some 16000hz wave files. It works fairly well, except for some "noise" I am finding hard to get rid of, likely related to the non linear distribution of the SMS channels. . It uses two square channels and some preprocessing to get it into a SMS format that is adequate. 3 Squares might help get rid of some of the noise, but I found that small delays between each square channel adds its own distortions.
Scott from SMS Power Radio did the intro for it. http://www.smspower.org/forums/viewtopic.php?t=11940
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September 22nd, 2009, 21:26 Posted By: wraggster
News via http://www.retroactionmagazine.com/
Following the successful launch of their website with the Dreamcast special feature, Out-of-Print Archive have launched 2.0 of the website. The blueprints for an excellent preservation website are now in place and it can only get better. The main page features news, then there's the features section (where the fantastic Dreamcast tribute now resides), the reviews section (super clear mag scans of game reviews), interviews, forum and Magazines (the most important area). The magazine section is still in its infancy, but expect big things to appear here in the near future, especially scans that you can't find on any other website. Out-of-Print Archive is the place to be if you're into classic gaming mags. Stay tuned.
Weblink: http://www.outofprintarchive.com/news.html
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September 22nd, 2009, 19:01 Posted By: wraggster
Sony and SEGA have discussed releasing Dreamcast games exclusively on PlayStation Network for a "long period", according to a marketing document uploaded to a PR FTP folder.
The deal, which sounds more like a suggestion thrown around a marketing meeting than a specific plan, could involve "a long period of exclusivity" in exchange for "more marketing support" from SCEA.
The document also mentions that Sony America "wants to sell all PS2 titles on PSN (GTA Vice City/Sonic/etc)".
It further says that Sony plans to launch the PlayStation 3 motion controller in Japan next March (spring is the current official timeframe worldwide), and expects to sell between four and five millions units of it in an unspecified timeframe.
Elsewhere there are ideas regarding the Yakuza games ("Could put Japanese games directly on PSN for download in special Japanese Import section... Might need to localise menus at least with subtitles") and for a "Best of Sonic" Blu-ray compiling all the old Sonic games for $99. "SCEA would love PSN exclusive power-ups/different game modes," it adds.
Again, it all sounds tentative, but you can make your own mind up by reading it on places like NeoGAF, where the document's reproduced in full.
http://www.eurogamer.net/articles/dr...eases-possible
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September 17th, 2009, 22:55 Posted By: wraggster
News via http://www.pdroms.de/news/19831/
Another pretty tiny creation for the Genesis!
Quote:
* TascoDLX 260-byte MegaDrive demo
*
* August 7, 2009
*
*
* What's it do?
* -------------
* - passes TMSS check (should run on original hardware)
* - sets up the vdp (registers, VRAM, CRAM [2 colors])
* - uses 1 scroll plane (no sprites)
* - uses full-screen scrolling
* - reads gamepad on port A (use D-PAD to scroll)
* - uses a small amount of work RAM (scroll coordinates)
* - not much http://gendev.spritesmind.net/forum/viewtopic.php?t=596
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September 16th, 2009, 22:50 Posted By: wraggster
You really have to admire the likes of Blaze, they have released many great accessories over the years and tonight over at their Hong Kong Store Superufo.com they have released an excellent Megadrive Handheld with 20 Builtin games, but unlike all the handhelds so far this one has the ability to play any Megadrive game via the SD Card Slot, meaning you have access to hundreds of games making this a pretty awesome way of reliving the great Megadrive days.
Heres the full details from Superufo.com
Although the latest consoles bring the gaming experience to the next level, it is always nice to play the classic games that are used to be popular in the past. This Sega Mega Drive can surely bring back a lot of good memory to the generations growing up in the 1980s and 1990s. Coming with AV and USB outputs, this Mega Drive not only brings back the classic games to the users, but also offers the never-before-experienced technological advancements. For the "used-to-be" young people, this Mega Drive is surely a perfect choice!
Product Features:
20 built-in classic games
Players can also download hundreds more games with SD game card
Feature USB and AV outputs
USB charging and AV cable are included
Revival of your best memory
Price of the handheld is a rather decent USD 34.13 around 20 Pounds, god i hope they release a Snes, Nes and even a N64 Handheld
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September 14th, 2009, 20:04 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13406.html
A new version of the Sega Genesis ("Sonic the Hedgehog 2" (and "Knuckles the Echidna in Sonic the Hedgehog 2") emulator Gens/GS S2HD Edition! has been released for Windows and Linux.
Quote:
Announcing Gens/GS r7 S2HD Edition! This is a special edition of Gens/GS designed to run the classic Sega Genesis game "Sonic the Hedgehog 2" (and "Knuckles the Echidna in Sonic the Hedgehog 2") in High Definition.
Features in Gens/GS r7 S2HD Edition:
* High-definition graphics!
* Five different HD modes: 480i, 480p, 720p, 1080i, 1080p.
* Optional HD Realism Filter and Lens Flare effects. (Provided by Sonic65.)
* Audio Reverb.
Minimum System Requirements:
* Dual-core Intel Core Duo, 2.00 GHz
* 1 GB RAM
* ATI or nVidia video card with 256 MB video memory.
* Pixel Shader 2.0
* HDTV capable of 720p
Recommended System Requirements:
* Quad-core Intel Core i7, 2.00 GHz
* 2 GB RAM
* ATI or nVidia video card with 512 MB video memory.
* Pixel Shader 2.0
* HDTV capable of 1080p
http://www.soniccenter.org/forum/ind...=4577.msg49600
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September 14th, 2009, 19:29 Posted By: wraggster
The Dreamcast Continues to live, heres yet another new commercial game released on the Dreamcast, heres the release details:
The evil empire is rushing at light-speed across the galaxies, heading towards Mother Earth. Barely 24 hours ago, they penetrated the last defense line of our galaxy, the Arsion Laser Belt. Millions of innocent people perished in outer space colonies. 70% of our fleet was destroyed during first contact.
Our intelligence has now extrapolated their arrival within six days. Conventional weapons cannot stop them.
Our last hope is in your hands: The Z-42 Warpstar. Warp into their territories and destroy their leader before they reach Earth.
Last Hope is a shooting game with rotating satellite system and heavy influence by tactical game play. Memorizing level architecture and enemy patterns are necessary for further approaching.
The satellite and the beam are the most important components of the game mechanics. You have to learn to deal with both techniques in interaction with the other.
It is possible to rotate the protection unit in 360° around the playership and to engage it in 8 gradations. Just press "A" to shoot, "R-Trigger" to rotate clockwise and "L-Trigger" to rotate anticlockwise.
Buy Last Hope : Pink Bullets over at Play Asia here --> http://www.play-asia.com/SOap-23-83-...j-70-3f36.html
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September 13th, 2009, 23:05 Posted By: wraggster
Conle has posted another rom tool over at Neoflash, heres the details:
SMDTool is able to perform the following actions:
->Is able to dump all rom info in one HTML file
->Is able to convert any rom(SMD/BIN/GEN) to clean BIN dump
->Is able to patch the region codes
->Is able to apply IPS patches
->Is able to apply COPYRIGHT HACK to roms that have invalid copyright data
->Is able to fix the chesum of roms
->Is able to to patch custom address with custom data!
->Is optimized in order to handle thousands of ROMS in no time.
->Supports multiple action modes
->Supports custom directory redirection of patched files
->Supports massive patching in directories
->Supports single file actions
Downloads here --> http://www.neoflash.com/forum/index.....html#msg40929
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September 13th, 2009, 23:02 Posted By: wraggster
Conle over at Neoflash has posted a rather awesome tool for genesis roms, heres the release info:
All the project is coded in C and supports GCC 4.3+ new function allocators.
Also to port this project to another platform all you have to do is to checkout "port.h"
in "framework" directory , add your own directives/code and then make sure that you
have ported the "directory_iterator.c" so that it uses the native functions of your OS.
Please keep the code clean and optimized as it is now. Thx.
What this framework can do:
-Supports .SMD,BIN,GEN roms
-Is able to patch region code with simple commands
-Is able to patch linked roms with .IPS translated files on-the-fly
-Is able to patch IO device addresses
-Is able to patch all information without writting low level code
-Is able to recognize incorrect checksums and re-calculate & patch them
-Is able to convert roms to BIN(clean dumps)
-Supports bitfields for easy and efficient patching
-Includes a smart directory iterator for direct access to the wanted content
-Includes basic html generator for info dumping
Downloads Here --> http://www.neoflash.com/forum/index.....html#msg40928
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September 13th, 2009, 21:56 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13400.html
A new version of the Sega Genesis/32X/CD emulator Gens/GS has been released for Windows and Linux.
Quote:
Release 7 (coming soon)
Changes from r7_pre3 to r7_pre4 [PREVIEW RELEASE]:
Bug Fixes
* [Unix] Starting Gens/GS with the "--fs" option or "Full Screen=1" in the configuration file works properly. Previously, the GTK+ UI would be created after SDL was set to fullscreen, which caused SDL to revert to windowed mode, resulting in all sorts of screwiness.
* Blargg´s NTSC Filter, MDP Version 1.1.1. This fixes two major bugs:
o v1.1.0: Don´t read from VRAM for line-doubling, since this is slow on Windows.
o v1.1.1: Draw the last scanline correctly when interpolation is enabled.
* [Win32] The "Screenshot" menu item was being checked/unchecked instead of enabled/disabled in the menu synchronization function. This bug was reported by AamirM in #retro.
* [SDL] Controller configuration now checks the current state of the controllers before polling for new keys. This makes it easier to configure controllers that have analog triggers whose default state is negative-axis.
* [SDL] Gens/GS now recognizes diagonals on POV hats properly. This bug was reported (and fixed) by superG on the Ubuntu Forums.
* Fixed the "Crazy" and "Gens Logo" intro effects so they work again. The intro effect is now configurable in the "General Options" window. Note that the "Gens Logo" effect may have problems on Win32 if the desktop color depth doesn´t match the rendering color depth.
* The "Directory Configuration" window now correctly shows the directory names in the "Select Directory" window title. This regressed when the "Directory Configuration" window was ported back to C in r7_pre1.
* [Win32] If the "Normal" renderer can´t be initialized in Full Screen in the DirectDraw renderer, try the "Double" renderer instead. Some newer Windows video drivers don´t support double-scanning 320x240, so 640x480 must be used instead.
* [Win32] Fixed a massive lag regression from the "back-to-c" branch. The DirectSound audio backend was sleeping for 1 ms while waiting for the write pointer to change, which caused issues with the Windows scheduler on some systems. Thanks to djohe from #retro for helping to diagnose and solve this problem.
* [Win32] Removed a call to ChangeDesktopSettings() on exit. Notably, this fixes a bug in Wine where Gens would disable the second monitor on exit. It probably also fixes some flicker issues on Vista when the program exited.
* SRAM functionality was accidentally broken in Release 7, Preview 2. I overhauled the ROM header parser but forgot to byteswap various values, including the SRAM addresses. SRAM works now.
Miscellaneous
* automake-1.10 is now required to build Gens/GS.
* The "Double" renderer is now default for both Full Screen and Windowed modes.
* Stretch mode now defaults to "Horizontal Only".
* [Win32] Window reinitialization has been improved when switching to/from Full Screen. The reinitialization code from the DirectDraw 4 and GDI renderers has been merged into a single function.
* [Win32] The Release build now has an option for a debug console. To enable the debug console, specify the "--debug" parameter on the command line.
* Incompatible MDP plugins are now displayed in a third tab in the Plugin Manager window. The description field displays the MDP error code.
* [Ubuntu] The Ubuntu package no longer includes static libraries and libtool files (.a and .la, respectively) for MDP plugins, since they´re useless. External MDP plugins can´t be linked at compile-time.
http://info.sonicretro.org/Gens/GS
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September 13th, 2009, 21:50 Posted By: wraggster
Over at Dreamcast.ES they have posted news of more releases for the Dreamcast:
In case anyone thought that Chui was missing in action ... also left us his anniversary gift for the Dreamcast: D
Chui has updated the Allegro library, Dumb and Alpng so you can experiment with them. Remember that is a PREVIEW, Is not definitive, but errors have been fixed the previous published version.
To compile, put the folder in kos-ports, and thence Do make: D
For developers only, download here --> http://www.dreamcast.es/news.php?readmore=297
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September 13th, 2009, 13:09 Posted By: nz17
Via Peter Moore's Official Blog:And what a launch line up we had. 18 titles was probably 3 or 4 too many, but we had all genres covered, featuring classics such as Soul Calibur, Sonic Adventure, NFL 2k and Ready 2 Rumble. All were brought to glorious 3-D life through the Power VR graphics chip. The "biggest 24 hours in retail entertainment history" occurred on 9/9/99, with day one sales totaling just under $98m To support this outstanding portfolio of games, and the need to explode out of the blocks at launch with the console, we knew we needed a disruptive, attention-grabbing campaign that would get gamers talking and drive anticipation. Thus was born the "It's Thinking" campaign, where we urged you to "Not think out loud, it might hear you" informed you that "Outsmarting it will only make it smarter" and warned you that "You know it's alive. Worse. It knows it's alive" Quirky and slightly dark, the ads generated more PR than the media spend - always the metric of a successful campaign...The media plan came to a crescendo on launch night as we debuted "" during the MTV VMA's, still ten years later one of the more dramatic and lavishly-produced video game commercials.
Full story: 9/9/99 Ten Years After
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September 13th, 2009, 00:42 Posted By: wraggster
Indekit has released an updated version of the Mario Clone for the Dreamcast, heres the translated details:
OpenGGS A new version was launched (0,100) and in collaboration with the author of OpenGGS we offer you the updated version for the Dreamcast.
The main novelty of this version is able to use the original graphics of Giana Sisters of the C64 version. We thank Manfred Trenz (original creator of the graphics for the C64) to give permission to use the original sprites.
Other features remain from the previous port (option composed music. Mod and saved in the VMU). The previous saves are compatible with this version.
Download and Give Feedback Via Comments
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September 12th, 2009, 22:23 Posted By: wraggster
Former Sega of America president Bernie Stolar speaks out about the man who ousted him, EA's attempt to monopolize sports games on the Dreamcast, why the Dreamcast failed, and a legendary prank he pulled against Sony. 'I fought to have a modem on the platform. Maybe it was early — who knows. But I fought for a modem in the beginning because I wanted to have massively multiplayer online games on that system.' When asked about the console's online capabilities not catching on with consumers, he said, 'It doesn't surprise me, because there wasn't software tied into it. They were not building and going after software to start that. I mean, I was looking for developers and content providers to start doing that. Sega did not do that after I left. They just abandoned it
http://games.slashdot.org/story/09/0...mcasts-Failure
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