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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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August 25th, 2009, 19:00 Posted By: wraggster
Runik posted this news concerning his Sega Saturn emulator for Windows:
At least ! After months of work, my cache is finally up and working ! I spent the last weeks trying to understand why some pages weren't properly reloaded. After adding a cell viewer to the debugger, it dawned on me that I wasn't detecting any color ram change, hence the cache trouble I was experiencing ...
Now everything works fine, and I can move on something else. I will come back to it later, as there's a lot of room for improvement, but currently I need to work on something else for a change
What's next :
- understanding why the cdblock gets full while playing some videos, and doesn't clears itself
- start working on the DSP, as it's used in quite a lot of games
- adding the rotating backgrounds (yeah, some mode vdp2 :/)
- adding the line / cell scroll (used by some Capcom games)
I also have to understand why some games (like Radiant Silvergun or Metal Slug) run that slow ingame ... it's not a display problem, as when it's disabled the speed stays the same, but it's annoying.
Well, that's all for now
http://runik.free.fr/comments/display.php?id=26
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August 23rd, 2009, 01:37 Posted By: wraggster
DKNute posted some info on his site regarding Makaron:
After seeing - yet another - question on why doesn't Makaron support games in so-called "MAME format" I felt I need to explain this somewhat - yet again.
First of all, there is no hidden agenda here. In fact it's all pretty simple, you just have to try and see things from my perspective:
- I'm not affiliated with MAME in any way
- MAME dumps are not my only, and not even my primary, source of games
- I'm capable of dumping the games on my own, using different methods
- since I'm pretty much Dreamcast-oriented I prefer GDIs over the generic CHDs
- until recently I've been under the impression I can't use CHD-related algorithms without breaking MAME license
The ROMs:
The dumps I make are in different format to begin with, in my opinion easier to use. I need no prior knowledge of how to assemble my files to make them work, they just do. I fully intend to support any valid Dreamcast or NAOMI image, whether it's a dump of a game, or a hack/fansub, or maybe a homebrew of some sort. In other words if it works on the hardware I hope to have it working in Makaron. MAME can only run official and supported games (that also includes any BIOS images) since the code needs to know how to handle various files. Seeing how my approach suits me better I find little motivation to support another - and in my eyes inferior - format...
While I don't condone software piracy I'm not going to look down on so-called "ROM collectors". It's really not my place to judge, not to mention in many countries it's illegal to have copies of the software even if you are in possesion of the original media (EULA aside). The only issue I have is with, how should I put it, computer-illiterate people who have absolutely NO IDEA on what Dreamcast / NAOMI is and how to use it, and expect to just play free games. Full-speed in HD of course. If you are one of said people PRETTY PLEASE have at least some decency and learn a thing or two first, and then you can come here with your questions and ideas.
The CHDs:
Again, I see little benefit of having the images compressed. Really, when you think about it, you can get higher compression ratio with solid 7z or RAR archives and faster emulation with uncompressed files. This is not that important for NAOMI where the game is loaded whole into memory at startup - though with CHDs it would still be slower due to necessary decompression and decryption steps - but would have much higher impact on Dreamcast games. To make this simple:
* My approach, that is plain files are stored compressed with 7z or RAR:
PROS:
- better compression ratio, less disk space used
- faster loading times, less lag (important for Dreamcast)
- the code is already there, well tested and working
- both GDIs and NAOMI images are plain files and easily created/modified
- tools, that people who dump games for me use, create GDIs/plain files
- Makaron will load and run any valid file you choose
CONS:
- games have to be manualy decompressed first (and then deleted eventually)
- can't load MAME dumped games natively (though conversion is possible)
- MAME (MESS?) can't run plain images (conversion is possible but only for recognized games)
* MAME approach
PROS:
- dumped games can be used as-is, just download (har har) the files and run
CONS:
- see my approach PROS, reverse
- CHDs could change format in future breaking compatiblity (unlikely but not impossible)
- AFAIK even MAME guys dump GDs as GDI first and then make CHD out of them
So unless you jump from game to game every 5 minutes you won't much mind having to decompress a file every now and then. Also, all NAOMI needs is decompressed game image, having to repeat this step (even if automatically) every time you load a CHD seems kinda... unnecessary. Maybe one day MAME will fully emulate the DIMM unit, then it will make much more sense to have CHDs around. Still, I keep GDIs of NAOMI games so I can make CHDs anytime I want.
Oh, and about that "you can replace a faulty ROM thanks to MAME dump" - you can as easily extract that data from files that Makaron uses. Trust me, when it actually comes to replacing anything on NAOMI carts, finding the right data will be the least of your problems
To sum this up, I have nothing against MAME but I think the "standard" argument is debatable. As long as conversion is possible there is nothing wrong with a little variety, it's not like I try to enforce proprietary formats here. It's a pain for some people, true, but if you can't get it to work then perhaps you should look for a different emulator. If you want to run MAME dumps, get MAME - duh
These formats will be supported eventually I guess but thats future for you. You lot should know by now I don't exactly make ease of use my priority at this point :P
http://dknute.livejournal.com/28713.html
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August 22nd, 2009, 01:55 Posted By: wraggster
News via http://emu-russia.net/en/
Sega Master System, Sega Game Gear, SG-1000 and ColecoVision emulator has been updated. Changes:
- improved 3D glasses support;
- added recording and playback of vgm files;
- the console's region (Japanese or Export) and video standard (NTSC or PAL) are now user-configurable via the Emulation menu;
- the YM2413 (FM sound) emulation has been converted to straight C# (it used to be a P/Invoked native DLL);
- drag-and-drop support has been added to aid in loading ROMs, save-states and VGMs.
http://benryves.com/projects/cogwheel
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August 21st, 2009, 21:38 Posted By: wraggster
News via http://www.insertcredit.com/archives/002658.html
Searching around for some sort of screenshot, I came across SSF Tribue Neo's screenshot archive. It's a really excellent resource for images of Saturn games, including some more obscure stuff, like this English language Panzer Dragoon Saga glitch in which garbled Japanese text shows up in Zoah, or the Earthworm Jim 2 Prototype, or Fighting Force.
All screenshots are taken with the SSF emulator, thus the very precise screens. The screenshot archive is entirely peripheral to the main drive of the site, but basically, if you like high-res images of chunky 3D graphics, this is a pretty good place.
http://evilboris.sonic-cult.net/SSF/...?x=screenshots
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August 19th, 2009, 19:58 Posted By: wraggster
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August 19th, 2009, 19:56 Posted By: wraggster
News via http://www.insertcredit.com/archives/002653.html
Well, it did back in January, anyway. This was one of the ultimate resources for the Saturn fan, back in the day, and the oldschool site design is rather charming now. It's simply up as an archive, but for those who remember it, it's worth a look. You also may be interested to know that its owner, Dave Zdyrko, was for some time a designer at Visual Concepts, then 2K Sports, and now Quickhit.com. But to me, he'll always be known as the owner of "the Internet's #1 fan site for the Sega Saturn."
http://sega-saturn.com/
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August 18th, 2009, 19:51 Posted By: wraggster
Just checking on the Neoflash fronted store IC2005.com and spotted they finally have the Sega Megadrive/32X Flash Cart called the NEO Myth MD 3in1 flash cart + 512M.
Heres a quick pic:
Heres some of the specs:
THE FINAL SPEC OF NEO MD MYTH SYSTEM :
A.SEGA MEGA DRIVE & GENESIS GAME CARD
SUPPORT ALL MD GAMES
SUPPORT SUPER STREET FIGHT II (40M)
SUPPORT ALL GAME SAVE LIKE PHANTA STAR
SUPPORT ALL SPECIAL GAME SAVE LIKE WONDER BOY V (EEPROM)
B.SEGA 32X
SUPPORT ALL 32X GAMES
SUPPORT ALL 32X SAVE
C.SEGA MASTER
SUPPORT ALL MARK III GAMES
INNOVATION! BUILD IN YM2413 FM SYSTEM, CAN OUTPUT MARK III FM SOUND ON MD/GENESIS CONSOLE
D. SEGA CD
CD BIOS (PLAY ANY REGION GAME CD )
CD BACK RAM
E. MD GAME RAM BACKUP
CAN BACKUP MD GAME SAVE TO NEO2 CART
F. General hardware info
* Can run on USA/JPN/EUR/NTSC/PAL MEGA DRIVE(genesis) console, Multi Region support ( except 32X games )
* Huge memory size, from 512M to 1G, maximum can store 1024 pcs 1M roms, or 32 pcs 32M roms
* The maximum single rom size up to 40M
* MEGA DRIVE Cheat code support (coming later)
* Build in 4M SRAM save,use battery to keep the data
* Support multi rom format file, like *.SMD, *.BIN, MGD2 format
I cant wait to get my hands on one of these babys, the only downer is the price at $149 which is about 85 Quid in UK money, but then again i remember paying 300 Quid for Super Double Pro Fighters and Super Wildcards many years ago.
Personally though its great to see vintage flash carts being released to the masses.
Full details over at IC2005.com
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August 16th, 2009, 22:17 Posted By: wraggster
News via http://www.aep-emu.de/
A new version of the Sega Genesis/32X/CD emulator Gens Rerecording has been released.
Quote:
New in version 11a:
-Loading roms and such from command line no longer requires use of the -rom [or relevant] command line switches (nitsuja)
-More emulation variables properly initialized on ROM load (nitsuja)
-FrameCounter positioning now adjust so that it will not run past the right edge of the screen. (upthorn)
-Fixed automatic gmv backup bug where [movie_name].bak.gmv would become the current version and [movie_name].gmv the unmodified backup. (upthorn)
-Added desync warning when playing a movie from a savestate that has no input data saved in it whatsoever. (upthorn)
-Fixed bulletproof rerecording and desync detection compatibility with savestates from recently obsoleted gens versions. (upthorn)
Gens v2.12 Movie 11
based on Gens v2.12 source code by Stéphane Dallongeville and the Gens development team.
http://gens.consolemul.com/
This version is UNOFFICIAL. Don´t bother the official Gens community for problems and bugs.
New in version 11a:
-Loading roms and such from command line no longer requires use of the -rom [or relevant] command line switches (nitsuja)
-More emulation variables properly initialized on ROM load (nitsuja)
-FrameCounter positioning now adjust so that it will not run past the right edge of the screen. (upthorn)
-Fixed automatic gmv backup bug where [movie_name].bak.gmv would become the current version and [movie_name].gmv the unmodified backup. (upthorn)
-Added desync warning when playing a movie from a savestate that has no input data saved in it whatsoever. (upthorn)
-Fixed bulletproof rerecording and desync detection compatibility with savestates from recently obsoleted gens versions. (upthorn)
New in version 11:
-Optional compensation for game drawing latency. (nitsuja)
-Added configurable default RAM Watch directory to options. (Upthorn)
-Optional automatic loading of previous RAM watch file. (adelikat)
-RAM watch now prompts to save changes when you close gens. (adelikat)
-Fixed bug where framecounter resets and movie closes if you cancel opening a ROM. (nitsuja)
-Fix for menu squashing game window if fonts are too wide. (nitsuja)
-RAM watch now has recent files list. (adelikat)
-Fixed bug where "next render mode" wouldn´t select past EPX. (nitsuja)
-Actually fixed bug where certain hotkeys would be read when window was out of focus. (Upthorn)
-Fixed crash to desktop on AVI splitting. (Upthorn)
-Option for frame advance to skip lag frames. (adelikat)
-Frame search (same feature as VBA) (nitsuja)
-Screenshots optionally no longer use the wrong resolution in 256x224 display mode. (nitsuja)
-Screenshots no longer affected by render mode. (nitsuja)
-Error messages when GMV can not be loaded. (nitsuja)
-Fixed file handle leak in mp3 code. (nitsuja)
-Autopause works correctly again. (Upthorn)
-Fixed bug where saving a state, closing gens, reopening it, and reloading the state would sometimes corrupt the z80 state. (Upthorn)
-GMV files again truncate properly to last recorded frame. (nitsuja)
-RAM Watch window optionally remembers position. (adelikat)
-Fixed bug where movie splicing produced 2 frames of garbage at the splice boundary. (nitsuja)
-RAM Search window now shows which rows will be eliminated by the current search condition. (nitsuja)
-RAM Search now has a modulo comparison operator. (nitsuja)
-Now possible to select and eliminate a range of rows in RAM Search. (nitsuja)
-Added undo/redo buttons to RAM search. (nitsuja)
-Various RAM search bug fixes (nitsuja)
-Movie length now displayed with framecount. (nitsuja)
-Various RAM watch file bug fixes (nitsuja)
-Fixed sound buffer looping when a frame takes longer than expected to render. (nitsuja)
-Lua scripting support (nitsuja)
-Added -play commandline option to begin a movie playing automatically. (adelikat)
-Added -cfg commandline option to automatically load a non-default config. (adelikat)
-Added -loadstate commandline option to automatically load a specified savestate. (adelikat)
-Added -pause commandline option to open the emulator with emulation paused. (adelikat)
-Project now explicitly includes all required files, so no user setup is necessary to compile the svn source. (adelikat/nitsuja/upthorn)
-Added configurable default directory for Lua scripts. (nitsuja)
-RAM Search and RAM Watch no longer require a frame to advance between being opened and displaying correct values. (nitsuja)
-AVI split filesize now configurable. (nitsuja)
-AVIs no longer use the wrong vertical resolution for NTSC games. (nitsuja)
-AVIs optionally no longer use the wrong horizontal resolution in 256x224 display mode. (nitsuja)
-Screenshots now saved as PNG files. (nitsuja)
-Roms and movies can now be opened from inside zip, rar, and 7z files.
-Automatic movie backups once again back up _before_ file truncation. (upthorn)
-"Swap Scroll layer" option now swaps priority of the correct scroll plane. (upthorn)
-Workaround for BRAM size option causing Sega CD desyncs. (nitsuja)
-Drag and drop support for lua scripts, RAM watches, roms, gyms, savestates, cfgs, and zip/rar/7z archives containing them. (nitsuja)
-Added -lua commandline option to automatically load a specified lua script. (nitsuja)
-Added option to temporarily disable SRAM emulation. (nitsuja)
-Included manual/reference for Lua scripting. (nitsuja)
-Autofire and autohold modifiers again behave the same for enabling and disabling holds (nitsuja)
-Hotkey configuration now recognizes three versions of modifier keys (ctrl, alt, shift, win), L, R, and generic. (nitsuja)
-About window displays correct version information (nitsuja/upthorn)
http://code.google.com/p/gens-rereco...downloads/list
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August 16th, 2009, 22:13 Posted By: wraggster
News via Emurussia
Russian Sega Dreamcast emulator has been updated recently. Changes:
- fixed some bugs and added some new ones;
- fixed threading and core bugs;
- added new romsets for NAOMI/NAOMI2/ATOMISWAVE, improved compatibility;
- almost 90% of arcade games boot now are most of them are playable;
- main change - full support of NAOMI2 games, there are some gfx bugs but all games work now;
- added analog controls for some NAOMI/NAOMI2/ATOMISWAVE games, including light gun emulation (press F11 during the play);
- added Dreamcast light gun support;
- added Dreamcast mouse support;
- a lot of improvements in GPU plugin (thanks to DreamZzz);
- added clipping support (mirrors in cars, Soul Calibur menu look good now);
- improved emulation of shadows, fog and similar effects;
- a lot of other changes which we forgot already.
- fixed bug with NVidia video cards, please download emulator again.
http://forum.emu-russia.net/viewforum.php?f=25
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August 15th, 2009, 16:09 Posted By: wraggster
News from Nova
Ladies and Gentlemen, allow me to introduce the openXile 10-Day-Craptastic-Coding-Contest. (Or the 10DCCC if you wanna be smart about it)
Featuring fabulous prizes, your task is to code the most interesting game or application in the ten day time slot. We aren't looking for a work of art, just something that can keep our attention for more than a few minutes.
Platforms include, but aren't limited to:
Wiz, GP2x, GP32, DC, PSP, GBA, etc
Find out more at http://openxile.co.uk/crap
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August 14th, 2009, 21:32 Posted By: wraggster
Today marks the 20th anniversary of the U.S. release of the Sega Genesis, the game console that briefly put Sega on the video game hardware map.
Sega shook the very foundations of the newly reborn U.S. gaming industry on August 14th, 1989, when the Sega Genesis made its North American debut in New York and Los Angeles. Due to a trademark dispute, the console that was known as the Mega Drive to the rest of the known world was rechristened, the new name evoking conflicting notions of biblical import and small, balding British musicians.
While the Mega Drive trailed behind the Super Famicon and NEC's PC Engine in Japan, it gave the Super Nintendo a run for its money in the states, with titles starring big-name sports celebrities like Pat Riley, Joe Montana, and James "Buster" Douglas. Even the late Michael Jackson put in an appearance, saving the children of the world with his dance moves.
In 1991, the Genesis birthed Sonic the Hedgehog, one of the most recognizable and beloved video game characters in the world, despite a run of rather dismal games as of late.
The Genesis eventually gave under the weight of its own add-ons, with the Sega CD and 32X selling far worse than expected. Sega moved on to the Saturn and finally the Dreamcast, but they never quite recaptured the level of support they saw with the Genesis, eventually giving up the console business altogether.
A testament to cartridge-based console reliability, my original Sega Genesis sits on a shelf behind me, ready to be hooked up and played at a moment's notice. They just don't build them like that anymore.
Happy 20th, Sega Genesis! Long may your lovely red LED shine.
http://kotaku.com/5337569/happy-20th-sega-genesis
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August 13th, 2009, 20:53 Posted By: wraggster
Another release for the Dreamcast from the IberDC Team:
Factory Team IberDC ports continues to bear fruit, and this time Neoblast and Indiket you have a new port to a different game: Crimson Fields.
Crimson Fields is a game of war turns. You can play against the CPU or a human using a single controller.
Author: Jens Granseuer
Web: Crimson Fields
License: GNU GPL
The game uses the SDL library and its derivatives (SDL_image, SDL_mixer, and SDL_ttf freetype). It is written in C + + with several dynamic and casting a lot of classes xD.
Options have been disabled because the network can not operate in the dreamcast.
Controls: (Highly recommended to use a mouse)
Analog: Move pointer
B: Select
Start menu in the game
In return, you can activate the Castilian language in the game (Options menu).
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August 13th, 2009, 18:40 Posted By: wraggster
9/9/09 will not produce any major Sega events commemorating the Dreamcast launch of 9/9/99, but the company is thinking about the future of its last gaming console in one key way.
The head of Sega West, Mike Hayes, told me Wednesday that, despite the pride Sega has in the Dreamcast, it has no formal celebration to celebrate the 10th anniversary of its launch in September.
"Generally we won't be doing anything that's official," he said. The main reason is that Sega has reinvented itself as a software company. And it's important for us to focus on the other platforms that are alive and current."
"Informally, because there are people in the company who were involved in the Dreamcast launch, there will be celebrations," he said, "But as a company, publicly, that's going to be something we're going to be pretty low key about for obvious reasons. We're effectively a different company."
Hayes said that Sega has reinvented itself as a software company, which makes it more fitting to focus on other company's hardware. "It's not to disrespect the excellent system the Dreamcast was," he said, "Or the innovations that were done on it, which I think were probably a few years ahead of time in terms of the online application. I just think we as a company are multi-format and we want to talk about our first-party platform partners rather than when we were a first-party."
Dreamcast hardware may not the focus of any official Sega efforts, but Dreamcast software still has a future. Sega has aggressively distributed much of its older back catalog of games as digital downloads on home consoles, PC and portable machines. The Dreamcast line-up, comprised of bigger games, less easily brought to current platforms, is not going to be neglected, Hayes said. "I can't give you any details. Suffice to say, there's a lot of technical issues, a lot of licensing issues. But we are very keen to bring [them] to players in the way we've done with Genesis games. We want to do it, but it's hard work to get there. Hopefully we can build on that quite soon."
http://kotaku.com/5336532/sega-will-...ersary-quietly
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August 12th, 2009, 20:27 Posted By: wraggster
OK, the Sega Genesis turns 20 Friday, since we can't really do much for it other than post fun stories and such we have been thinking about other things we could do to get some participation going around here.
So, how about who can come up with the best Genesis adertisement ever? It can be from a magazine we have released here, it could be from your personal collection that may not be available. Just scan it and post it. Of course there will surely be someone to put up the "Genesis does what Nintendon't" ads, but come on guys and gals, there were a plethora of great ads for the Genesis and it's games, this is not restricted to the system, if you have a fave ad for a Genesis game/peripheral/whatever let's see it!
While we are at it, anyone have any Genesis related trivia? I will start:
Who was the original bad guy in the Sonic games? (hint it would have changed history had Sega not changed it).
http://www.retromags.com/forums/Sega...day-t4884.html
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August 12th, 2009, 20:10 Posted By: wraggster
Sega’s ill-fated 32X had a number of projects that never saw the light of day like X-men: Mind Games. A prototype of the unreleased game is now available thanks to the good folks at Sega Saturno.
The Lost Levels, the Internet’s home for graveyard games, has a magazine scan, which shows a level with Wolverine and claims “X-Men is going to be unreal”.
Here’s a very “real” look at what we missed playing in 1994.
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August 12th, 2009, 00:26 Posted By: JLF65
Latest version... fixed a problem where it would wait on input that never came when you selected a patch wad. Patch wads should now work fine. I went ahead and included my favorite Doom 1 patch wad: Doominator. Note: you need DOOM patch wads, not BOOM patch wads. BOOM pwads may work to some extent, but not fully as this version of Doom is based on DOOM, not BOOM/PrBOOM. You also need the full version of Doom or Ult Doom for Doom 1 patch wads, and the full version of Doom 2 or Final Doom for Doom 2 patch wads (not included).
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