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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 8th, 2009, 11:36 Posted By: wraggster
JLF65 has released a port of Wolfenstein 3D for the 32X, yep finally homebrew has arrived on the 32X, firstly heres some screens of the baby in action:
Firstly a picture running on the hardware:
Now some grabs via the 32x emulator gens:
Heres whats JLF65 posted in his release thread here at DCEmu:
Alpha 2 posted! I fixed the controls so they really work as described:
A = run
B = fire (enter if in menu)
C = strafe/open/operate (escape if in menu)
X = hold and press dpad for weapon change
Y = hold and press dpad for cheat
Z = menu/escape
Holding START while pressing A/B/C is the same as pressing X/Y/Z (for three button sticks). If it doesn't find a controller in port 1, it'll automatically use port 2.
I put in a temporary hack to fix the wall rendering. Something somewhere is walking on the pagetable, so I tried a few things... If I try to repair the pagetable later, it crashes. If I don't allocate the pagetable, it crashes. So what I do now is allocate the pagetable, but don't use it. I fetch the info that was in the table directly as needed. It's all in rom, so it's fast, but I really need to find what's walking on the damn table.
Okay, still no sound... that's next, followed by optimizations.
Enjoy!
EDIT 2009-02-07: Alpha 3 up. The view size now defaults to 256 wide. You can increase the view size with Start+B+Right/Y+Right, and decrease the view size with Start+B+Left/Y+Left.
Download at the release thread here --> http://www.dcemu.co.uk/vbulletin/sho...d.php?t=183264
Always nice to see homebrew finally arrive on a games console
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February 8th, 2009, 00:48 Posted By: BlueCrab
I have just released Dream Photo Manager 1.0.0, a program that can be used to manage the images on a Dreameye camera. This coincides with the release of the new KallistiOS Dreameye driver in KOS SVN r626. As for what Dream Photo Manager does (other than having the corniest name I could possibly think of), it allows you to browse and delete images from the Dreameye. Since its use is confined to the Dreameye, it is pretty pointless if you do not have one.
The controls are dead easy (and there's no GUI at the moment): Left and Right on the dpad cycle through images, and Y deletes them. It really can't get all that much more simple.
Dream Photo Manager 1.0.0 can be downloaded from https://sourceforge.net/project/show...kage_id=309230 . Enjoy, and report any bugs you might find.
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February 5th, 2009, 17:57 Posted By: wraggster
Former Sonic Team head honcho Yuji Naka is a Dreamcast fanboy. And he was very much against Sega's decision to bail on the hardware business, to kill off the Dreamcast, he says in a new interview.
Naka, now at Sega funded start up Prope, tells Kikizo "until the very final moments, I was really against Sega leaving the hardware business." Partially because Sonic Team was on the cusp of releasing the original Phantasy Star Online, but also because he felt the Dreamcast's networking capabilities was something Sega should further exploit.
"In a way I feel that, had that decision not been made, Sega would have gone bankrupt - so maybe it was a good business decision," Naka explains "But at the same time, I also feel like, what the hell - we should have given it a go, and we should have taken that risk."
Sadly, many of recall what went down. Sega dumped the Dreamcast. Yuji Naka dumped Sega to form Prope and develop titles like Let's Tap. And we get a little teary every time we turn on the best console Sega ever produced.
Naka also tells Kikizo that Prope's corporate color scheme — as well as the founder's tie and socks — was directly lifted from the Dreamcast's palette. Fanboy!
http://kotaku.com/5146504/yuji-naka-...e-hardware-biz
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February 5th, 2009, 17:41 Posted By: wraggster
The prospect of Sega releasing a portable system is a promising one, given Sega's historically broad library of fun vintage titles. But alas, the Sega Vision doesn't play games.
About the size of a chunky iPod, the Vision is an MP4/MP3 player, radio/TV tuner, voice recorder, eBook reader and camera. OK, not games, but not bad, right? That's until you realize that it's only got 2GB of storage, that TV tuner is analog (soon obsolete) and the camera is a measly 1.3MP.
The Vision was once going to play simple flash games, but Sega didn't want people to think they were trying to compete with Sony and Nintendo. So now it's just an overpriced European PMP (expected to go for $100 or more) and a novelty prize for Sega's UFO catcher arcade machines.
Remember, these are the same guys who once released the Genesis and the Dreamcast.
http://i.gizmodo.com/5146929/the-seg...s-sonic-exists
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February 4th, 2009, 23:58 Posted By: wraggster
News via Christuserloeser
Given DUX is almost done, it only takes about a month to release this game. Currently end of February is aimed, but perhaps early March becomes more realizable as issues may happen. So gameplaywise the game is already on spot and all important features are implentent - from now it's just about the last bits, and publishing this game.
By this opportunity I'd like to thank all purchasers who are patience about their pre-order, and aren't abused by the many delays. The additional development time that the game receives makes it a way better game then it should have been orginally. Taking pre-orders early also assures the quality of the product, as its an active investment to the games development budget.
Btw, the soundtrack of the game is going to be published early February instead of January.
Source : http://www.blog.hucast.net/
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February 4th, 2009, 23:57 Posted By: wraggster
News via Christuserloeser
As dcbasic aka fackue posted in our forums:
Quote:
Here are a couple VB6 progs I wrote for quick deving with CodeBlocks.
You'll find them attached.
Enjoy! Source included, licensed under BSD.
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February 4th, 2009, 23:54 Posted By: wraggster
News via Christuserloeser
Senile Team's Roel has posted a little update on the game's progress on Senile's forum:
Quote:
The game is actually as good as finished, except for the Dreamcast port which has fallen somewhat behind schedule.
I can give you some happy news, though:
- We've tested everything on a PC already, so once the Dreamcast port is complete, we won't have to spend too much time on more tests.
- The graphics engine is performing very well on the Dreamcast.
- The Dreamcast can handle the four-way split screen which is used in two of the multiplayer modes (this used to be a question mark, but it turned out alright).
Some more info about the game: http://www.senileteam.com/rushrushrallyracing.html
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February 4th, 2009, 19:45 Posted By: wraggster
Perhaps or this set of trademarks could be related to an unannounced arcade game. Hello, AM2? Anyway, Sega trademarked three things in the US and Europe that appear to be linked: Ringedge, Ringwide, and a logo with rings.
All of these items are in a slightly different sector than your run of the mill video game trademark. They are for use with video game software, arcade game boards, stand alone video game machines, and arcade game machines with built-in screens. So, whatever these are they sound arcade related.
My first thought when I discovered these was the Sega Activator since it was a “ring”, but what was supposed to enhance fighting games ended up turning them into Para Para Paradise.
http://www.siliconera.com/2009/02/04...cade-hardware/
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February 2nd, 2009, 22:14 Posted By: wraggster
In the annals of console history, the Dreamcast is often portrayed as a small, square, white plastic JFK. A progressive force in some ways, perhaps misguided in others, but nevertheless a promising life cut tragically short by dark shadowy forces, spawning complex conspiracy theories that endure to this day. So to celebrate the tenth anniversary of its launch, which passed recently, Eurogamer is going all CSI to consider who - or what - killed the Dreamcast.
Was it grinchy old EA, withholding the precious lifeblood of its licensed sports games? Or did the fiendish pirates help to sink the SEGA ship, cracking the GD-ROM format and allowing anyone with a CD burner to brazenly copy Dreamcast games? Or was it that big mean bully Sony, tucked away on the grassy knoll, blowing the head off the competition with a bullet of ruthless PR chicanery?
By November 1998, when the Dreamcast first arrived in Japanese shops, it had been ten long years since the popular Megadrive, a decade punctuated by a triple whammy of high-profile hardware mistakes. The SEGA CD add-on was the first, an over-priced and poorly supported multimedia attachment for the Megadrive that relied on the thankfully short-lived craze for FMV-based "interactive movies". Customers soon wised up to the fact that beneath the grainy video footage, they really weren't getting any more gameplay for their money. Following up this clunky bit of kit with the even more pointless 32X add-on merely deepened SEGA's malaise in 1994.
Another expensive add-on, the 32X flopped hard, selling less than a quarter of a million units. Software support was virtually non-existent, and the whole sorry affair was brushed under the rug in less than a year. SEGA fans who had faithfully bought each new product were left with pricey lumps of plastic and a severe case of buyer's remorse. It didn't help that the 32X was developed by SEGA's American arm, allegedly unaware that at the same time their Japanese colleagues were working on the SEGA Saturn.
By E3 1997, SEGA had given up on the Saturn.
Released a few months ahead of Sony's dark horse PlayStation, the Saturn seemed poised to restore SEGA's console fortunes. But SEGA hadn't banked on Sony successfully appealing to a wider audience, with PlayStation's clubland aesthetic and slicker image, and with the Saturn's internal architecture proving something of a tangle, many developers switched their attention to Sony's more accessible and successful platform. Despite fairly strong sales in Japan, the system struggled in America and Europe and soon found itself trailing in third place behind the PlayStation and Nintendo 64. With dwindling third-party support, SEGA's American head honcho Bernie Stolar announced at E3 in 1997 that "the Saturn is not our future".
Coming off a run of three high-profile failures, SEGA took the unusual step of getting two competing R&D teams to come up with a console capable of putting the company back on top. One team was based in Japan, the other in the US. Both had different ideas as to which combination of chips and parts would fit the bill, and the American team signed a deal with 3dfx to use a custom version of the company's Voodoo 2 graphics chip. Unfortunately, during the development period, 3dfx was looking to sell shares and as part of the documentation it revealed lots of juicy details regarding the top-secret SEGA console. The US plan was ditched and SEGA opted to go with the Japanese design, prompting the newly floated 3dfx stock to drop by 43 per cent. 3dfx filed a lawsuit, claiming breach of contract. The case was quickly settled out of court, but it was the sort of speedbump that SEGA could ill afford.
After a tepid Japanese debut launched the console with a resounding thud in November 1998, we poor saps in America and Europe would have to wait almost a year to get our hands on it. Finally going global in the autumn of 1999, the Dreamcast swiftly made up for its poor Japanese performance, breaking US sales records by clocking up 300,000 pre-orders and shifting over 500,000 units in the first two weeks.
We still would.
It was a deserved success, carried on the shoulders of solid technical specifications and innovative new features. The Dreamcast wasn't the first console to offer online functions - even the SNES had tentatively dipped a toe in those waters - but it was the first to come with a modem built in and its own ISP for online gaming, thus enabling online play for all, rather than those who purchased a chunky peripheral. It was also the first to offer a memory card that doubled as a gaming device in its own right, with the Visual Memory Unit able to download mini-games, swap data with friends and act as a rudimentary battery-guzzling personal organiser.
It's true that Electronic Arts opted not to support the system, denying the Dreamcast the guaranteed sales that brands like Madden provided, but contrary to what the conspiracy theorists will tell you the Dreamcast software line-up managed just fine thanks to the SEGA Sports label. SEGA's own NFL 2K1, marketed as the first football game with online play, even outsold the official Madden game during its first weeks on the market. Away from the sports field, the games were just as popular. Exclusive titles like Sonic Adventure and Power Stone showcased SEGA's bright and bold aesthetic, while nigh-perfect arcade ports like Soul Calibur and Crazy Taxi put the aging PlayStation to shame.
But there was already a fly in the ointment, and the fly was called Sony. In March 1999, realising that SEGA was about to leapfrog a hardware generation and get its next-gen machine on the shelves first, Sony had publicly unveiled PlayStation 2 - then still a year away from release. The prospect of the successor to the world-conquering PlayStation was enough to cut the already wobbly legs off the Dreamcast in Japan, with most gamers opting to wait for the sure-to-be-awesome PS2, with its mysterious "emotion engine" and games that would literally emerge from the screen and fellate you senseless.
Even in the west, as the PlayStation 2 drew closer the Dreamcast lost momentum. It was at this point that the legacy of SEGA's worthless Megadrive expansions and the fumbled Saturn came back to haunt the company. In what would become a grim self-fulfilling prophecy, many punters were understandably quicker to put their cash towards the established and widely loved PlayStation brand rather than risk ending up with another SEGA system with few games and no long-term future.
In the face of such competition, the Dreamcast's technical features proved of little value. SEGA, arguably about five years ahead of its time, had gambled on the importance of online play but console gamers in 2000 were a lot less interested in networked games than their PC counterparts. Back then, MMORPG was just a really bad handful of Scrabble tiles, so a pioneering effort like Phantasy Star Online just wasn't what joypad lovers were looking for. With the PlayStation 2 doubling as a DVD player, a desirable technology that had just tipped over into mass-market must-have status, the ability to play Chu Chu Rocket over the internet wasn't likely to turn the tide in Dreamcast's favour.
As the PS2 sold more and more on its epic ten-year journey to become the world's best-selling games console, Dreamcast sales dried up. In March 2001, a mere two years after the Dreamcast's impressive US launch, SEGA announced that not only was it discontinuing production on the console, but it was withdrawing from the hardware side of the industry altogether. The words "end of an era" don't even begin to cover it.
One of the DC's best, but by now it was too late.
If you want a snapshot of how fast the Dreamcast died then consider the fact that in June 2001, only a few months after becoming a software-only publisher, SEGA released Crazy Taxi for the PS2. By Christmas you could pick up a brand new Dreamcast, plus a game, for less than GBP 70. And in June 2003, SEGA finally switched off almost all the Dreamcast servers, with only Phantasy Star Online kept alive on digital life support. It seemed that the last embers of SEGA's hardware empire had finally sputtered out.
The story doesn't quite end there though. Despite being pronounced dead, the Dreamcast lived on in Japan - the nation so underwhelmed by it at launch - long past its official expiration date. Shops still sold the console until as recently as 2006, and new software is still being produced today by the indie community - albeit sporadically. For reasons that may never be fully understood, the Japanese shoot-'em-up fraternity decided that the Dreamcast was the place to be, giving the system a stay of execution with cult favourites like Ikaruga hitting in 2002 and Triggerheart Exelica in 2007. It's not exactly a new lease of life, but it's certainly a testament to the appeal of the sleek white brick.
At least SEGA the console maker went out on a high - in critical terms if not commercial. It was petite, stylish and many of the ideas it pioneered have since become standard features for the current console generation. SEGA was certainly visionary in its championing of an online future, while the connectivity between the Dreamcast and its VMU was but a taster of the cross-platform content sharing now at the heart of the PS3 and PSP, and the Wii and DS. For Japanese gamers, the Dreamcast was the first console to have its own digital camera, and the first to feature a karaoke game with microphone peripherals. With the separate VGA adaptor and 60Hz PAL capability it was even, technically speaking, one of the first HD consoles, even if it could only muster 480p resolution. So much of what the Dreamcast offered forms the core of the console wars today, and yet at the time nobody seemed bothered.
Off the hook.
The Dreamcast was arguably the right console at the wrong time, but who struck the killer blow? Probably not Sony, although it's hard to begrudge Dreamcast fans their lingering resentment that a technologically inferior console with a fairly dire line-up of early titles was able to so easily steamroller their beloved box just on the basis of brand loyalty. Sony certainly did its best to spoil the Dreamcast launch with its carefully timed PS2 announcement, and can therefore perhaps take a hefty chunk of the blame for the console's limp performance in Japan, but to say that Sony killed the Dreamcast would be a gross overstatement.
Ditto for Electronic Arts. Its lack of support for the system was merely a symptom of the real problem rather than the cause. The Dreamcast simply came too late in SEGA's hardware decline to reverse a long-running downward trend. For all its technological innovations and excellent games, SEGA's misadventures during the 1990s had left both gamers and publishers wary of any new platform bearing its name. Confidence in any new SEGA console was low, and with the PlayStation brand in the ascendancy such trepidation was enough to ensure that the Dreamcast would always struggle to maintain its early momentum in the face of stiff competition. Even if it had shipped with a champagne fountain and a nozzle that fired a constant stream of chocolate and diamonds into the player's lap, it seems likely that many potential owners would still have adopted a "wait and see" attitude.
The Dreamcast died and, perversely, in doing so it may have sealed its reputation as one of the greatest consoles ever. Nothing builds a cult like a tragic demise, especially when so much potential is left unfulfilled. There's a reason why few people get misty-eyed for the Saturn, but are inspired to passionate defence and blissful nostalgia by the Dreamcast. It's not the technology, or even the brand. It's the games. With that in mind, we've come up with a rundown of the best of the bunch, and of course our own Dreamcast Cult Classics.
http://www.eurogamer.net/articles/dr...article?page=2
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January 26th, 2009, 01:08 Posted By: wraggster
Today we thank our spanish friends for more reasons to own a dreamcast, DreamcastES have posted more releases for the Dreamcast Scene, heres the details:
Trailblazer is a version of the classic Commodore and Sinclair Spectrum "Trailblazer" written in SDL.
Is to guide a ball along the track until the final hole to avoid, in a pseudo 3D terrain using a scroll.
Author: Paul Robson (author of DeathChase or Foosball)
License: GPL
NOTE: There are at least two other versions ported to Dreamcast. One of LTK and other I.M.R. Unlike those two, this version has full support for the PAD to play!
Download the binary and source in the same file.
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January 26th, 2009, 01:03 Posted By: wraggster
Today we thank our spanish friends for more reasons to own a dreamcast, DreamcastES have posted more releases for the Dreamcast Scene, heres the details:
Enjoy completing Sudokus now on your Dreamcast! SDL SudokuDC sudokus offers 15 different difficulty to enter your neurons.
You can play keyboard + mouse combination (choose the box and type the number), or using only the PAD!
In addition, you can edit and add new sudokus so easy without having to touch the source code, only two files of text editing.
Author: M. Morgan
Web: Oxosphère
License: GPL
Thank rum and the initial contribution by the end Indiket.
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January 26th, 2009, 01:00 Posted By: wraggster
Today we thank our spanish friends for more reasons to own a dreamcast, DreamcastES have posted more releases for the Dreamcast Scene, heres the details:
Pacman is an isometric CrazeeMan programmed into SDL. Although the ghosts of the AI is not very good, you can spend time entertaining.
Author: Cloudsprinter Software
Web: Cloudsprinter Software
It is playable with keyboard and pad, includes the source code and binary.
To thank Ron for the support to do the initial and Indiket functional DC.
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January 26th, 2009, 00:52 Posted By: wraggster
Over at DreamcastES they have posted new versions of releases by ron, heres the release details:
THE PREY is a DC port BARRAGAN, Linux on the game to be pointing a gun war on everything that moves, tanks, jeeps and soldiers.
Cuidadito to kill civilians and other creatures, as far as the stages go by rounds of 3 minutes and the instructions are in the game. It is very easy, nice and going to throw you some laughs.
In this version resubida has added support for the PAD. It is advisable to use a mouse, but if you do not have no problem with playing with the pad
You have the binary and source code
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January 26th, 2009, 00:49 Posted By: wraggster
Over at DreamcastES they have posted new versions of releases by ron, heres the release details:
Game German Eier (Egg) that his full name is Sarah-Maries Eierjagd.
Under which Curra holiday on a farm and has a hangover, you have to collect the eggs that fall from the sky.
This version has the added resubida support pad and keyboard. As always, includes binary and source
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January 26th, 2009, 00:47 Posted By: wraggster
Over at DreamcastES they have posted new versions of releases by ron, heres the release details:
Defenguins, Linux game in which we must protect a gang of penguins confused an invasion of aliens willing to abducirles.
This version is the port but Ron has been corrected a bug which prevented play for more than a game. There are at least two different ports of this game (Quzar and NewbreedSoftware).
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January 26th, 2009, 00:41 Posted By: wraggster
Over at DreamcastES they have posted new versions of releases by ron, heres the release details:
BallOtron Convey is a port, Linux game in which we must guide a ball through a bumpy journey, full of holes and options.
The game is addictive, because of its difficulty and we must be very precise and the games until you spend at least the first phase not stop ....
This version resubida rum has been added to support the pad, so enjoy
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January 24th, 2009, 16:25 Posted By: wraggster
news via aep
Over at Emurussia 2 new versions of the Dreamcast Emulator for Windows have been released, heres the translation:
0.5.0
- The new GPU, automatic sorting, modifiers.
- New SPU, sound still can sputter and every port, work in progress.
- Fixed some errors multi-mode, should work more stable.
- Added automatic limiting staff.
- Now and native 64-bit version for owners of 64-bit operatsionok.
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January 24th, 2009, 13:09 Posted By: zx80user
Dear all, I develop on the Dreamcast in Linux and I know others use KOS and some BSD. Back in the day we had one email list that allowed developers to swap tips and hints across different platforms but that has been gone for a while. But I started a new, platform neutral, list. Not to replace this excellent forum or the various IRC channels etc, but to bring *developers* together. Please think about subscribing:
http://transpero.net/cgi-bin/mailman...o/dreamcastdev
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