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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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March 8th, 2009, 11:07 Posted By: wraggster
The Sega Saturn Emulator for Windows has been updated, heres whats new:
- improved emulation of VDP2;
- added option to display semitransparent sprites;
- improved BIOS emulation.
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thanks emurussia for the news.
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March 7th, 2009, 10:28 Posted By: wraggster
thanks to Christuserloeser for this news:
via http://www.redspotgames.com
Quote:
Yuan Works and redspotgames are happy to present you the new “Wind and Water: Puzzle Battles” website!
Same URL, same game, yet it has new content about the game system, story, packaging and even reveals extras such as wallpapers or a music medley.
To give you a deeper insight into the gameplay, a new promotion trailer has been uploaded to the website and YouTube, too.
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March 7th, 2009, 10:24 Posted By: wraggster
Given DUX is receiving many delays since its first release date announced at april 2008, I'd like to explain a bit how these delays have been occurred and how its all for the good of the game.
Originally DUX has been intended just to be side-project with only 5 stages and simple scoring system. During the development our quality bar to meet has been increased from time to time, so upgrading and expanding is what we're using the delays for. Now the game is a full-scale project with 6 instead 5 stages. Additionally, most stages are longer and featuring way more enemy types then before. The game also now features a more advanced scoring system, given the bullet soaking ability of your pod. The difficulty settings are more balanced as well, to make the game a fair but still challenging experience. All in all the game has a lot of advantages from its extra time given, which is of course a good thing for players.
To give an exact release date is currently hardly possible, because this depends on very hard to estimate factors. From now on I'll report how thing going with the release of this game once a week, so more on this in the next week.
http://www.blog.hucast.net/
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March 6th, 2009, 22:57 Posted By: wraggster
News from Runik:
VDP2 cache debugging wasn't that easy : I had to redesign the way threads were handled in order to get it working, as you can't share a rendering context between OpenGL and Windows. I decided to use Boost for those too, as I don't need something complicated. Now it works the way I wanted, ie you can display backgrounds by priority.
Bitmaps and cell mode now work using the cache, I used similar functions than for the VDP1 in order to handle cached textures.
I also used the block transfer mode from OpenGL, in order to speed up transfers to the graphic card memory. The results are interesting, as during the logo assembly of the bios the speed is over 70 fps, and around 45 fps (with bitmaps enabled) ) in the cd player.
I still have to convert all the display modes from the VDP2 to the cache system, and when it's done I'll move on (there's still plenty of stuff to do )
http://runik.free.fr/comments/display.php?id=24
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March 6th, 2009, 22:43 Posted By: wraggster
Nick D has released a new Beats of Rage Mod called Final Fantasy I
Heres some info:
I made this, why? Because I love the original NES Final Fantasy! It was so unique for its time, and is a very deep game despite its simplicity. Plus, it is also started a worldwide famous video game franchise, that has produced some of the greatest gaming experiences made thus far. So, I made this for two reasons: 1) as a tribute to the origin of the series and 2) because I just plain have an addiction to making these things !
~Game Modes~
-Story Mode (Classic): Play through the story of Final Fantasy! Features the original NES music for all stages (and WonderSwan music for boss battles)!
-Story Mode (Arranged): The exact same thing as (Classic) mode, only this one features the PSX remixes for all stages!
-Arcade Mode: For quick play. Fight through the main villains of Final Fantasy, arcade style!
~Controls~
This is a ONE BUTTONED MOD! Meaning that you'll play with only ONE BUTTON! And that button is: the Attack button. Of course you still move around with the directional keys, but, that's a given really.
There are 6 playable characters, and they are divided into two groups: close-range and long-range. Close-range characters actually have to walk up to an enemy and attack it to defeat it, but there is little to no lag inbetween their attacks. Long-range characters can attack from farther away but have much more lag inbetween their attacks, so are more vulnerable to being hit.
Push up or down in the Character Select screen to scroll through multiple colors for your character.
~Close-range Characters~
(All close-range characters can attack up to 3 consecutive hits)
-Fighter: The "default" character. You can't go wrong using this guy.
-Thief: Has shorter range than a Fighter, but moves a lot quicker.
-Red Mage: Practically the same as Fighter.
-Black Belt: Practically the same as Fighter.
~Long-range Characters~
(All long-range characters can attack up to 2 consecutive hits)
-Black Mage: Launches a fireball that goes a good distance then disappears. Because of this, he can kill multiple enemies in a row as his fireball travels, but he cannot move until it disappears.
-White Mage: He can attack just as far as Black Mage can, but his magic is a set distance. What I mean is, it doesn't travel like the BM's fireball. Because of this, it may make him the harder character to play as you have to "aim" with him, but what he has over the Black Mage is shorter attack time, meaning he could almost attack twice in the time it takes the BM to attack once.
~Items~
-Orb: Pick this up to automatically kill all enemies on the screen.
-Crystal: Pick this up to fully heal the player that picked it up.
~OpenBOR Version~
I personally tested this on OpenBOR 2.2038... however, this mod doesn't use many new commands, so it may even work on previous versions (NOTE: This mod does NOT use the Jump button, so pressing the Jump button on older versions may make the game crash). But really, you should always use the latest version available, can't go wrong with that.
Now, contrary to what I've recently been releasing, you will not find fancy-shmancy combos here. Nope, this a very simple mod... every character has one attack, and all normal non-boss enemies die in one hit. I recommend playing with 2 or more players!
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March 6th, 2009, 20:36 Posted By: ojdon
Taxman, from Retro Sonic fame has announced today that he is porting his latest project, RSXG to the Dreamcast. Even though the port is coming later than the PC/Mac and Wii version, it is still very exciting for Dreamcast users!
Source: SFGHQ Forums
Ok, for all the Dreamcast fans/nuts out there, I've decided to go ahead with a DC port for RSXG. It won't be out the same time as the PC/Mac/Wii version though since it requires more tweaking than a Vanilla port.
As with the previous DC port, I have to retool the graphics to use hardware rendering instead of my own software library in order to get the full 60fps speed, and there will probably be minor graphics differences as a result. But hey think of it like Earthworm Jim 2, the graphics for that game looked different between Megadrive/Snes/Saturn etc.
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March 5th, 2009, 22:25 Posted By: wraggster
We always thought the Sega Master System's stealth-black Light Phaser was cooler than our blaze orange NES Zapper, but we never thought it could actually mistaken for a real weapon -- it's pretty obviously plastic, after all. Yeah, we were wrong: a Brazilian man apparently held a 60-year old woman hostage at, uh, phaserpoint for 10 hours until surrendering to police. Next time? He's taking down a bank with a Super Scope.
http://www.engadget.com/2009/03/04/m...ega-light-gun/
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March 3rd, 2009, 22:53 Posted By: wraggster
All of the Sega Genesis collections show Sega isn’t ashamed to profit of their history. Sega isn’t afraid to license their history to third party companies like Blaze either. A Taiwanese bus company got in on the action and put Genesis ROMs like Sonic & Knuckles, Golden Axe 2, and Alien Storm in their on board entertainment console.
Why a bus? If you travel outside Taipei the trip can be hours long and handhelds just aren’t that popular over there. To alleviate boredom some buses have entertainment devices with movies. One company includes Sonic the Hedgehog as part of the package.
Here’s a list of games shown in the advert. Wish I rode the bus to see what other stuff Sega managed to sneak on the device.
Alien Storm
Sonic & Knuckles
Sonic Spinball
Ecco
Golden Axe 2
Alex Kidd and the Enchanted Castle
Gain Ground
Arrow Flash
Fatal Labyrinth
Golden Axe
http://www.siliconera.com/2009/03/03...n-bus-company/
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March 2nd, 2009, 02:05 Posted By: wraggster
The ScummVM Team have released a new version of ScummVM for nearly every system released, heres the details and whats new etc:
Information about scummvm
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Todays release news:
As we turned to a 6 months release cycle, here is our newest and best ScummVM version for you!
A couple of new engines were added, and besides 2 Humongous Entertainment titles, we now support The 7th Guest and Bud Tucker in Double Trouble.
Among other notable things there is a completely new vector-based GUI, which is a merged work of our last year GSoC student Vicent Marti, as well as a General Main Menu which adds a common save/load interface to most of our engines, adding the much awaited Return to Launcher feature along the way. It was the work of another successful student, Chris Page.
release notes
Notes:
0.13.0 (2009-02-28)
General:
- Added MIDI driver for Atari ST / FreeMint.
- Added a 'Load' button to the Launcher (not supported by all engines).
- Added a new global main menu (GMM) dialog usable from all engines.
- Added the ability to return to the launcher from running games (via the GMM).
- Rewrote GUI renderer to use an vector based approach.
- Rewrote GUI configuration to use XML.
New Games:
- Added support for Blue's 123 Time Activities.
- Added support for Blue's ABC Time Activities.
- Added support for Bud Tucker in Double Trouble.
- Added support for The 7th Guest.
KYRA:
- Added support for Auto-save feature.
- Added support for MIDI music.
SCUMM:
- Implemented radio-chatter effect in The DIG.
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February 28th, 2009, 03:07 Posted By: BlueCrab
I've been sitting on this release a bit longer than I would've liked to, so I decided it would be a good time to just release it. This new release of CrabEmu adds a Qt "port" (and support for Linux) along with many other changes to the emulation. Here's a high-level overview of what exactly has changed in CrabEmu 0.1.9 (in relation to the Dreamcast port, and general stuff):
- Fix a lot of cycle counting issues in CrabZ80.
- Added support for the SMS VDP's H-Counter.
- Added support for utilizing a BIOS ROM with SMS and Game Gear emulation (also, added a BIOS replacement).
- Added support for the IO Control and Memory Control registers on the SMS.
You can download CrabEmu 0.1.9 from https://sourceforge.net/project/show...ease_id=664632. Enjoy the release and please report any bugs that you may happen to find.
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February 28th, 2009, 00:43 Posted By: wraggster
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February 26th, 2009, 22:01 Posted By: wraggster
DJGameFreakTheIguana has let me know he has released a new version of his Beats of rage mod that should work on PSP/dreamcast/gp2x
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February 20th, 2009, 22:50 Posted By: wraggster
News from dreamcast.es
Retromadrid increasingly approaching (March 14) and every year we will be there, how could it be otherwise in the tenth anniversary of our favorite console.
For my part I hope to have prepared a couple of sorpresitas and I will be at the table as IberDC Dev Team Emuforge. He assured that these two tables together to stay one more year.
In this thread are talking about some ideas we could offer this year.
http://www.dreamcast.es/news.php?readmore=241
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February 17th, 2009, 05:27 Posted By: JLF65
Okay, after a LOT of work, here's beta 1 of Wolf32X. I completely reworked the "file" handling so that everything is in ROM, with no memory allocated other than static arrays used for things that change. No more memory corruption! This also slimmed things down a bit - Wolf32X now has 19 M Power!! That's 2.5 MB for those of us that laugh at the Mbit unit.
The other major addition is working digital sound - this is fully tested on a real 32X. The sound is great and doesn't slow the game at all. I'll probably take a break before working on FM audio.
As usual, all the source is included. That includes the new unpacker I wrote to fully process the data files. It should work on the Wolf3D full files, as well as Spear of Doom shareware and full files. If there's a call for it, I'll compile a version of the SOD shareware.
EDIT: Went ahead and compiled SOD Shareware. The second link has BOTH Wolf3D and SOD Shareware.
EDIT 2009-02-21: Minor update - fixed six button controller support. Thanks to snake for the help!
EDIT 2009-03-09: Major update! Added FM sound effects and Load/Save!
EDIT 2009-03-11: Added auto-map. Read readme for details.
EDIT 2009-06-07: Added mouse support.
Wolf32X-b1.zip
w3d-sod-sw-b1.zip
w3d-sod-sw-b2.zip
w3d-sod-sw-b3.zip
w3d-sod-sw-b4.zip
w3d-sod-sw-b5.zip
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February 12th, 2009, 00:28 Posted By: wraggster
The Dreamcast Emulator for Linux has seen a news update:
I’ve had some high-level performance numbers kicking around for a while - give or take a few percent they’re fairly consistent, at least for the work-loads that I’ve been profiling. So, expressed as seconds of real time per second of emulated time, the runtime looks something like this on my machine with current svn head (0.9 was quite a lot slower):
695 ms - 3979 ms Rendering and display
264 ms SH4 Translated code
76 ms SH4 mem read/write
55 ms SH4 support code
64 ms AICA/ARM
57 ms Tile accelerator
45 ms Render Scene parsing
9 ms Miscellaneous
SH4 total: 395 ms, All non-rendering: 570 ms, Grand total: 1.265s/4.549s. The two rendering numbers are for 2 otherwise fairly similar machines, one with a 9800GTX and the other with an 8600M GT (I’m sure you can guess which one is which). The times are also with TLB off (which still has an appreciable although lesser impact than previously)
By way of comparison, I’d originally budgeted for CPU along the following lines (although I was also targeting a much slower machine than I have now as well):
50% SH4 emulation
25% rendering
25% everything else
Rendering performance is quite obviously atrocious at the moment and needs a lot of work, which may or may not make it into 0.9.1 at this stage. At the moment though I’m still focusing on SH4 performance - while we’re technically under budget already, one has to bear in mind that a) the SH4 is currently underclocked by a good bit, b) there’s a few things I will need to add for accuracy that are likely to hurt performance (possibly severely in some cases), and c) Given the rendering problems I’m now aiming for 50% rendering / 35% SH4 / 15% everything else, as this may be a more achievable target.
In the meantime, the new multi-pass translator is slowly taking shape, having gone through a few fairly major revisions by now. I’ve ended up with a fairly simple low-level 2-op IR that (mostly)?maps directly to the x86[0], plus a few ‘macro ops’ to express the handful of SH4 instructions that don’t have a simple representation on x86. I’m currently working on the x86 codegen backend, which should be ‘done’ sometime this week, so the whole caboodle may actually be fully working by the end of the month after all.
[0] Having said that, it’s not at all x86-specific, and it should be a heck of a lot easier to add other targets than with the old codebase. You know, should anyone actually want to do that…
http://www.lxdream.org/news/archives/95#respond
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February 10th, 2009, 18:56 Posted By: wraggster
Depending on what half of the information we're about to report appeals to you, be prepared to launch your trance vibrators or cans of Skoal high into the air in a fit of glee. Sega recently saved two franchises from the trademark trash compactor, effectively renewing its claim on future installments in the Rez and 18 Wheeler: American Pro Trucker series -- two staples in anyone's daily Dreamcast diet.
Try and contain some of your ecstasy/caffeine pill-fueled exuberance -- remember, re-registering a trademark isn't the same as announcing an actual game, so don't start designing your countdown page quite yet. Still, it does mean that Sega thinks these two stones have some blood left in them. Delicious, trance-inducing/cargo-hauling blood.
http://www.joystiq.com/2009/02/10/se...ez-18-wheeler/
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February 10th, 2009, 17:22 Posted By: wraggster
ollowing poor financial results, Sega Sammy is asking 560 staff to volunteer for redundancy, as the company attempts to return to profitability in the next financial year.
Sega is also to close 110 amusement facilities, and slash 20 per cent of research and development costs in its amusement machine and consumer business.
The publisher will now consult with staff for approximately two weeks in a bid to reduce the headcount, which currently stands at 3127 employees.
Sega expects to payout JPY 4 billion in severance allowances and reduce annual labour costs by around JPY 5 billion for the year ended March 2010.
http://www.gamesindustry.biz/article...-drop-560-jobs
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February 10th, 2009, 17:20 Posted By: wraggster
Sega Sammy Holdings has released its financial statement for the nine months to the end of December 2008, noting a JPY 10.8 billion (USD 119 million) loss in total across the business.
However, that compares favourably with a JPY 15.8 billion (USD 173 million) loss in the same period the previous year, despite overall revenues falling by 15.4 per cent.
The corporation's Consumer Business division, which houses the videogame development arm, saw an operating loss of JPY 5.6 billion (USD 61.4 million) on net sales of JPY 96.2 billion (USD 1.06 billion).
In total the company sold over 21 million software units over the nine months, with 8.8 million sold in the US, 9.1 million in Europe and 3.1 million in Japan and other regions.
Key titles included Sonic Unleashed, Football Manager 2009 and Sonic & Mario at the Olympic Games, while Empire: Total War is expected to be a big hit following its release in March this year.
http://www.gamesindustry.biz/article...oss-of-USD119m
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