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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 9th, 2009, 08:19 Posted By: JLF65
Okay, v1.1.3 is here. Changes since last time: the exit is cleaner, loads/saves in-game settings, all new Doom icons for saved files, and shows player status on the VMU so that you can play without the status bar on the screen.
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August 6th, 2009, 16:35 Posted By: JLF65
Quick update - this solves the audio problem. I had overlapping buffers in the sound ram, and additionally didn't transfer buffers to the right offset in sound ram during the audio loop. Oh well, now it sounds GOOD!
EDIT: Whoops! Rename the file from .zip to .sbi to use with SBI. Was in too big a hurry this morning.
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August 6th, 2009, 01:35 Posted By: JLF65
Here's the latest Doom for DC. After messing with the music for a whole day, I decided to take another approach - I converted libWildMidi to the DC and used it and mus2mid from Chocolate Doom to play the music. Funny enough, things sound rather similar... I wonder if my TIMM has some problems, or if it's the Dreamcast having the problem. I need to put some MP3s on a CDR and try it on the my system.
Anywho, give this a try. It's got a nice set of instruments on it - the same ones I use on my PC for MIDI music. The archive of libWildMidi is also attached here in case you wish to use it yourself. Just copy the lib and includes from the arc into kos-ports, add libWildWidi to the list in the makefile in kos-ports, then make. To see how to use it, look at the Doom source code in dc-sounds.c.
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August 5th, 2009, 19:19 Posted By: wraggster
The Dreamcast still marches on with another homebrew release for the system, heres the details from our friends over at Dreamcast ES:
Futbillar is a simple game but very educational, which consists of a football game with billiard balls. The ball never leaves the field of play and bouncing of the walls.
Moreover, for difficult, the player who is controlling is the final touch on the ball (although you can change players with the A button).
The game uses SDL and SDL_mixer libraries. The display text is in Catalan, but do not represent any difficulty in playing.
Author: Xavier Sala (Utrescu)
License: GNU GPL
Website: http://personal.telefonica.terra.es/...rogramari.html
The game is for 1 single player, although the AI implemented is interesting to learn how it works.
Changes regarding the original:
- Adapted to 640x480.
- Reduced some wav sounds to fit ramdisk.
- Improved direction of the d-pad to run the diagonals.
Controls:
Analog: Move cursor to select teams.
D-pad: Move player
A: Change player
L: Exit
This port is dedicated to my dear cousin, which has beta-tested and liked and everything
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August 4th, 2009, 22:14 Posted By: GagaMan
I'm looking to create the definitive top 100 Dreamcast list based on fan voting with the results revealed on 09.09.09, so I've set up a huge poll over here:
http://dreamcast100.blogspot.com/
There is 386 games to choose from over 8 polls. American, PAL, Japanese and even Indie releases (Anything you'd pay money for then, so no homebrew). You can vote for as many of the games as you like.
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August 3rd, 2009, 21:30 Posted By: wraggster
News via http://emu-russia.net/en/
Sega Genesis/MegaDrive/CD/32X emulator has been updated. Changes:
- Added initial support for the "Palette Select" bit in VDP register 0. If the "Palette Select" bit is cleared, only the LSBs of each color component in CRAM is used to determine the colors to display, resulting in a maximum of 8 colors onscreen. This isn't very useful, but it's more accurate.
- Several buffer overflow bugs that caused crashes in the release build on some Linux platforms have been fixed. This includes a long-standing bug in the SegaCD code, plus a new bug in the partially-rewritten savestate loading code.
- [Unix] On systems that support sigaction(), the signal handler dialog will now show extended signal information for some signals, e.g. SIGFPE.
http://info.sonicretro.org/Gens/GS
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August 3rd, 2009, 21:26 Posted By: wraggster
JLF65 has released a new version of Doom for the Dreamcast, heres the release notes:
Using the flipping code above, my port of Doom at 304x224 (TV mode) gets between 50 and 70 FPS while running the timedemo, spending most of the time right about 60 FPS. When playing the game, it stays a rock-solid 35 FPS the whole time (the code I work from has the frame limit except when running the timedemo). So the multi-buffer screen flipping is only as slow as your app is at drawing frames.
In case you're wondering, I have played it at 608x448 (TV mode again), and it gets between 15 and 25 FPS at that resolution. That's a TRUE resolution - Doom is actually drawing at 608x448, not a lower res and then scaling up. The diagonals are noticeably cleaner.
If you want to try it, here's an alpha. Everything SHOULD work, and mostly does, but weird things happen sometimes, all of which have so far been compiler problems.
DCDoom-cw-alpha1.sbi
That has the shareware wad file. If you just make the disc image, you can just immediately start playing. There's a nice readme in the readme directory. Source is included, as always.
Give your feedback here --> http://www.dcemu.co.uk/vbulletin/sho...post2148245070
Thanks to Dreamcast ES for spotting the release on our forums.
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July 30th, 2009, 21:25 Posted By: wraggster
News via http://emu-russia.net/en/
Sega Genesis/MegaDrive/CD/32X emulator has been updated. Changes:
- Mega Drive Plugins v1.0.0. This major update to the plugins system adds support for external plugins (.dll on Windows, .so on Linux), as well as support for more than just rendering plugins.
- doc/mdp/ contains the MDP Interface Specifiction Version 1.0.0. This document is licensed under the GNU Free Documentation License v1.3.
- A new manual for Gens/GS has been created. It is available in doc/manual/.
- The Game Genie functionality has been moved to an MDP plugin. It now supports
8-bit, 16-bit, and 32-bit patch codes, and uses a new patch code file format. Old patch code files are supported for loading; however, they will be written
in the new format when saved. Later versions will add support for patching CPU address spaces other than the main MC68000.
- New MDP Plugin: VDP Layer Options. This lets you adjust the visible layers on screen, so e.g. you can hide sprites, swap scroll priorities, and lock the palette to prevent color changes.
- New MDP Plugin: Sonic Gens. This lets you view various information in memory in several Sonic games. Sonic Gens was originally written by LOst as a standalone version of Gens.
- New renderers:
-- EPX (ported from Gens Rerecording)
-- EPX Plus (ported from Gens Rerecording)
-- Super 2xSaI (ported from Gens Plus)
-- Super Eagle (ported from Gens Plus)
-- Blargg's NTSC filter for MD
- [Win32] Ported the GDI video backend from Gens Plus. It still has a few bugs, but it mostly works.
- Extended controller configuration format. The new configuration format allows for up to 128 axes, 256 buttons, and 64 POV hats, whereas the old configuration format only allowed for 6 axes [5 axes on Win32], 112 buttons, and 4 POV hats. This mainly affects the Linux version, since Linux usually reports all axes as axes instead of mapping some axes to POV hats, and some newer controllers (e.g. the Xbox 360 controller) have more than 6 axes. Older configurations are automatically updated to use the new controller configuration format.
- The reverse-engineered 32X firmware, written by DevSter, is now included in Gens/GS. If you do not have the original Sega 32X firmware files, the reverse-engineered ones are used instead.
- Added SH2 DMA support for PWM audio. Thanks to Joseph Fenton for submitting a patch.
- [Win32] Joysticks connected after loading Gens/GS will now be detected in the Controller Configuration dialog.
- WAV dumping has been reimplemented.
- ROM History now caches the ROM type (MD/MCD/32X), so it doesn't have to check the ROM type every time the ROM History menu is rebuilt. This improves performance significantly if some ROM images were loaded from network shares.
- ROM History now keeps track of compressed files inside of multi-file archives. For example, if you have a 7z archive containing several different versions of a game, selecting version 1 will result in a ROM History entry for that specific version, and selecting version 2 will result in another ROM History entry.
- Added initial support for the "Palette Select" bit in VDP register 0. If the "Palette Select" bit is cleared, only the LSBs of each color component in CRAM is used to determine the colors to display, resulting in a maximum of 8 colors onscreen. Not very useful, but more accurate to how the MD's VDP works.
- SRAM can now be disabled in the Options menu. This fixes Puggsy, which checks for the existance of SRAM and prevents the user from advancing past a certain point if it exists. (Puggsy uses a password system, not SRAM.)
- Improved PWM scaling algorithm, provided by Chilly Willy on the Sonic Retro forums.
- A new command line option, "--boot-cd", can be specified to tell Gens/GS to boot from an actual SegaCD CD-ROM on startup.
- [Linux] Improved VSync support with the OpenGL backend. Both the MESA and SGI swap control methods are now supported.
- The video subsystem now supports fallbacks. For example, on the Linux version, if SDL+OpenGL is selected but OpenGL isn't available, it will simply revert back to SDL instead of crashing. As an added bonus, this allows for Gens/GS to start up properly on Windows NT 4.0, since the default backend on Win32 is DirectDraw 4, but NT4 doesn't support it. Instead of crashing, it will fall back to the GDI backend.
- Gens/GS no longer changes non-alphanumeric characters in SegaCD game names to spaces. This may cause some games to have different names, which will prevent their BRAM files from being loaded properly. If you have any of these games, you will need to rename the BRAM files in order to get them to load correctly.
Release 7 fixes the following bugs:
- Dragging and dropping a ROM image onto the Gens/GS window will now synchronize the menus. This bug was reported by Tets on the Sonic Retro forums.
- Loading a GSX savestate file that is not in GSX format will now show an error instead of crashing. Apparently, Gens Plus GZips its savestate files when saving by default. This bug was reported by SoNick in #retro.
- [GTK+] Copied g_uri_unescape_string() (and dependent functions) from GLib 2.18.4 into Gens/GS. This function was introduced in GLib 2.16, but Gens/GS should be compatible with versions of GLib 2.4 and later.
- Two VDP DMA bugs have been fixed:
-- Zero-length DMA operations are now handled as 65,536-word operations. This may break some badly-written hacks.
-- DMA operations now wrap on a 128k boundary. This bug was reported by TmEE.
- The VDP H_Int register is now initialized to 0xFF. This fixes Sik's test ROM that produced "rain" on Gens, but not on Regen and the actual hardware.
Release 7 has the following low-level code changes:
- The video, audio, and input subsystems have been ported back to C. The C++ system was too awkward and had too much overhead.
- Similarly, the decompression subsystem has been ported back to C. In addition, the LZMA SDK is now built into Gens/GS, so 7z archives can be read without an external 7z binary.
- Initial port of the Z80 emulator to C. The Z80 emulator has been moved out of the src/gens directory and into its own directory, src/mdZ80. Currently, the only functions that have been ported to C are the helper functions. The actual emulation code is currently being worked on in the mdZ80 branch in the Gens/GS git repository.
- Many assembly-language files have been converted from Intel-style (nasm) assembly to AT&T-style (GNU `as`) assembly.
- Many assembler functions have been ported to C/C++, including the UPDATE_PALETTE macros and Reset_VDP() (now VDP_Reset()).
- Multitap support has been ported from x86 assembler to C. In the process, both Sega Teamplayer and 4-Way Play support have been improved. Notably, Teamplayer now works on "NBA Jam" and "NBA Jam TE", and 4-Way Play now works (sometimes) on "Triple Play '96". A complete list of tested multitap games can be found in doc/teamplayer.txt .
- yasm is now supported as an alternative to nasm. To use yasm, add the option --with-nasm=yasm when using the ./configure script.
- Precompiled binaries are now compiled for i686 or higher. If you want to run Gens/GS on an original Intel Pentium or older, you will have to compile your own Gens/GS binary.
http://info.sonicretro.org/Gens/GS
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July 30th, 2009, 21:20 Posted By: wraggster
Deunan has released a new version of the Dreamcast Emulator for Windows, heres the release notes:
Dreamcast side of Makaron is now available for download.
It's pretty much the same code as NAOMI version released earlier, with some minor modifications. From the top of my head:
- "clockmin" is now 100 by default
- accepted clock values are now in 10 to 400 range
- "pixelcenter" is zero by default (ATI users with problems please set it to -0.1)
- first gamepad can be configured by selecting "Settings" in the menu (this is just a hack for now, and let me remind you that X360 controllers don't need configuration)
As usual, keep copy of of your INI files from earlier versions (Maple.ini, MakaronPAD.ini and MakaronVMU.ini). You'd be surprised just how many people overwrite these and then come here complaining about gamepad / memory cards related issues.
These INI files will be removed soon anyway, once I get the GUI more functional.
If you spot a game that has worked in T11 but not in T12 please report it. There are some bugs that I'm already aware of:
- "Stupid Invaders" not booting (I know how to fix it just not sure if I should, it could be a side effect of another bug somewhere else)
- "Looney Tunes Space Race" sound issues (still need to find the real source of this problem)
- "Shenmue II" not booting (should work on SSE2 capable systems, works on mine but it was reported broken on some AMD CPUs)
- some games require a certain video cable to work properly (mostly JP/USA games, doing weird stuff or hanging with RGB cable)
- "Yu Suzuki Game Works Vol. 1" (sorta works but the way this is coded really upsets Makaron)
- some WinCE games like "Marionette Company" have really broken graphics (mostly extreme cases of Z-buffer abuse)
- demo/attract modes on some games are broken due to imperfect FPU emulation, the most serious case being "Aero Dancing" where the tutorial crashes the plane
- and tons of other stuff
Please do not report any problems with broken visuals. While some of those could be real bugs it's mostly imperfect Z-buffering and/or sorting - nothing can be done about that with the renderer I'm currently using.
Also, if you're going to report a bug then please either do it properly or don't bother. At the very least describe the problem and provide game title and your system specs. And keep in mind I only care about games run from GD images, if you have a problem with ripped game you're on your own.
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July 30th, 2009, 16:43 Posted By: wraggster
via engadget
Finally, your lovingly prepared SNES model is getting some well-heeled new friends to hang out with. Cubeecraft is a website wholly dedicated to the paper-based recreation of cultural icons, and it's prepared a pair of exquisitely detailed clones of the NES and Dreamcast. While some such projects might require patience and finesse, putting together the above templates doesn't even ask for any glue or tape. So what are you waiting for, grab your scissors and run to the links below for full 150dpi printouts -- just be sure to make the time for some imaginary Contra action afterwards.
NES cutout - http://www.cubeecraft.com/cubee/nes
DC cutout - http://www.cubeecraft.com/cubee/dreamcast
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July 29th, 2009, 23:01 Posted By: wraggster
The likes of Engadget and Gizmodo posted about Dreamcasts being on sale at an online store a month or so ago and they sold out as quick as you like.
Well tonight i was told that GP2X Store has Brand New Dreamcasts in stock.
They are retailing at a price of $99 and i expect them to sell out quick, i may even get one to add to my collection of consoles but keep it boxed.
Its awesome to see new Dreamcasts available all these years after Sega ditched the console.
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July 27th, 2009, 17:10 Posted By: wraggster
The IberDC Team over at Dreamcast ES have yet again released a great looking game for the Dreamcast and this time its a Pool Game, heres the release notes:
Another Pool is a billiard game in 2D with an acceptable physical behavior of the balls using the SDL library and graphical subsystem as SDL_gfx.
The original version was MS-DOS (1995), but in 2002 was rewritten for Linux / Windows and released as open source.
Author: Gerrit Jahn
License: GNU GPL
Website: http://planetjahn.de/apool/apool.php
Although it works perfectly, this version suffers from slowdowns to run on the Dreamcast. In emuladores works much faster. You can play against the cpu or 2 player mode.
We recommend reading the manual that incorporates the game.
We recommend playing with the mouse or pad.
Controls:
Move cursor to the analog.
B = left button -> throw
A = middle button -> change effect
Start = right button -> power switch
D-Pad:
Top -> statistics
Down -> credits
Left / Right -> variable angle block
X -> Play the cpu at that time
Y -> Undo draft
R -> Start new game
L -> Exit
The download includes unscrambled binary and source code ready for compilation.
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July 25th, 2009, 22:26 Posted By: Malksta
via sega-dc
translated with Google Translator
A new game for the Dreamcast from Maturion! SDLFighter is a kind of space shooter and has been ported from Maturion to get a little "einzuüben" for the pending port of the x86 emulator DOSBox.
Unfortunately SDLFighter could hardly be tested, so if you have problems, the game on its real hardware to execute, should Maturion easy way in the Forum Report. Controller, and sound should also be included in the Dreamcast version, the DC keyboard is also supported.
About this link you can download DC-SDLFighter and you in the forum to exchange.
Note to international visitors: As in all of Maturion's releases, an English Readme file is included. Note to international visitors: As in all of Maturion's releases in English readme file is included.
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July 23rd, 2009, 22:13 Posted By: wraggster
News via emurussia
Sega Dreamcast/NAOMI emulator has been updated.
Changes:
- So what's new? There is a simple GUI but it's not very functional yet. DIMM.ini file is gone, you can just load the game you want through GUI or command line. There is X360 gamepad support, in fact it's what I use mostly these days. Keyboard can still be used (with the obvious limitations in the analog department) but the mapping format and key codes have changed. And I'm still not sure this will be the final version. Sorry but that's WIP for you. It won't be that much of a problem once it can be fully configured from UI.
Pads other than X360 ones (or in other words: XInput based) are not supported. There is XInput emulation layer, you could try that if you wish.
http://dknute.livejournal.com/
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