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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 20th, 2008, 19:38 Posted By: wraggster
Atari800DC is an emulator for the Atari 8bit machines (400/800/600XL/800XL/etc.) on the Dreamcast by Christian Groessler
Heres whats new:
17-Aug-2008 atari800dc v0.78
* fix crash when loading state save file from ramdisk
* add screen position configuration ability
* default screen position can be set in the configuration file
(DISPLAY_X_ADJUST and DISPLAY_Y_ADJUST)
* adjust default PAL screen position by x=10, y=-8
* adjust default NTSC screen position by x=10, y=-8
* remove "Save configuration file" option in "Emulator
configuration" menu. Since the atari800.cfg file is on the CD
this option anyway never worked.
Download and Give feedback Via Comments
Thanks to dreamcast.es for the news tip
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August 20th, 2008, 19:33 Posted By: wraggster
News from Dciberia
Even though there has been a long time, the engine based on SDL for the Dreamcast Sonic Rebirth is already in its infancy and is in full development phase. There is still the rest of the team a little more work on the project because it is something big, but in some months will be able to see the first images Ingam and even some video.
I hope to have at least a beta or demo prepared for November on the anniversary of Dreamcast. The draft code will be free and will also serve as a tutorial for beginners programming Dreamcast and SDL.
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August 17th, 2008, 23:09 Posted By: JKKDARK
DUX, a new homebrew commercial game for Sega Dreamcast, was delayed again until September 28th.
This is the email amcdc79 received:
Dear customer,
as DUX needs more time to be finished then expected, the game will be released on the 28th September instead August this year. This release date should be more confident, given the overall progressing status of the game.
Thanks for your patience.
- HUCAST.net
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August 16th, 2008, 20:21 Posted By: Christuserloeser
OneThirty8 posted some interesting news regarding the status of his VC/DC project at DCEmulation.org:
Just another status update. Nothing to release yet. I still have a lot of stuff that I want to implement, but I will probably make a WIP release sometime soonish (if not in August, then probably September).
Here's what is wrong that I know of: - I'm thinking that I need to rethink my sound output code again. Although I do feel it works better than the 0.1a release, and is much better than the horrible 0.1 sound output module (seriously, what was I thinking back then?), it will occasionally stutter. I think it's a simple matter of not asking the sound hardware if it wants more sample data often enough, but I'm trying to figure out a decent solution.
- The GUI is still not quite good enough.
- Audio/video synch should be pretty good on VCD-quality films. The only issue that I'm really aware of there is that when the aforementioned audio hiccups occur, the sample data that has been decoded gets pushed back a bit due to the short period of repeated audio. It will pretty quickly drift back into synch.
Here is what will be new (that I can remember and find worth mentioning): - I stole a couple of functions from an old version of xine I happened to have in my home directory to handle resampling of audio when it drifts out of sync. It seems to do a pretty adequate job.
- To go along with that, I have some pretty ugly-looking but almost-adequate a/v sync code. It still needs some work and could probably be done much more efficiently, but it's doing a pretty good job.
- I believe that I mentioned that I was trying to add support for playback control (ie, menus and all that good stuff). There is some stuff I haven't tested (audio-only items, continuation segment play items, stuff like that) but most of that stuff should work well. I've figured a pretty adequate means of entering any of the remote control buttons that were described in the VCDImager source code, including numeric entries.
- I believe I also mentioned that I didn't think I could get extended playback control to work. The difference between that and regular playback control would be hot-spots in the menu items. I was wrong--that's working too.
- In order to get at the extended versions of the play sequence descriptor files, I had to be able to read the ISO-9660 filesystem in the first track of the CD, which I couldn't do with the standard ISO-9660 implementation in KOS. After a little head-scratching, I figured out how to make a modified version of this filesystem driver that will work with VCD (and only VCD, really). You should be able to browse your VCD and play the *.dat files, but I've screwed something up so these files end early. If I can figure out where the mistake is I will certainly fix it, but otherwise you'll want to be aware of this and just play your VCD as a VCD.
- For good measure, I also created another modified version of fs_iso9660.c to allow you to play bin/cue VCD images. I didn't really want to bother parsing the cue sheet and figured an alternative means of finding track start points based on other information stored in a pre-defined location on the VCD, so the cue file isn't even needed.
- There's an ugly settings menu. You can turn off PBC so your VCD will play in order from first chapter to last chapter and skip over any still images (pretty much the way VC/DC 0.1a plays a VCD), try downsampling the audio to see if some movie files will play back a bit better (they probably won't, but that's why that option is there)... stuff like that. There's not much in there, really.
- I took Bero's sh4 version of the dct64 for mpglib from DCMovie Player. It works well.
- I updated libmpeg2 to version 0.5.1, although I didn't bother updating libvo since the code I use (the DC video driver) obviously only changes when I change my code.
- There's a theme template for DCDivX floating around somewhere. I used this basic design for the upcoming VC/DC GUI. The buttons aren't all the same as for DCDivX (playback buttons had to be mapped differently--fast-forward is now triggered with the analog stick, for example, so that the D-Pad can be used for navigation by chapter) but the menu buttons should be fairly similar.
I forget what else. It's been the last several weeks that I've been really working on this a lot, but I've been tinkering on and off since last year's release.
Source: DCEmulation.org
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August 15th, 2008, 15:59 Posted By: wraggster
News via DCIberia
Rui Caridade is working on the first Java Dreamcast Emulator for WIndows.


Heres his explanation;
Heres more of an explanation of the project:
Hello. My name is Rui Caridade and i'm a student at the University of Evora in Portugal. This project aims to study the implementation of a Sh4 (1) software simulator in the Java programming language and is the basis for my master thesis. The final goal will be to use that simulator in a dreamcast emulator, capable of running complex software like NetBSD or Linux at acceptable speeds.
As shown by other projects
- http://www-jpc.physics.ox.ac.uk/ - http://sourceforge.net/projects/jpsx/
Emulation of complex systems is possible in Java, using dynamic recompilation techniques, having the JVM as the compilation backend. I will study several approaches to how this can be done in Java,present the benefits of each approach, and its performance in several JVM implementations. As such Sh4 to JVM assembler is the main focus of my thesis, and will be the area which will receive the most work. The aim of this project is not to create a full working dreamcast emulator in Java (2), but to use the dreamcast's environment as a testing ground for my implementation of a Sh4 simulator.
(1) - The Sh4 is a 32 bit RISC cpu developed by Renesas( result of Hitachi and Mitsubishi semiconductor groups merging) used in several embedded systems besides the dreamcast. The dreamcast environment was chosen as there is more documentation for it (KallitiOS) and is a system i am familiarised with.
(2) - The PowerVR graphics chip present on the dreamcast is a rather complex piece of hardware and a complete implementation of it falls out of the scope of this project, at least till i present my thesis to evaluation.For other projects which aim to fully emulate the Sega Dreamcast console, look at the Links section below
Why Java?
I am sure most of you are probably asking why would someone consider Java for such a project? Well the JVM has one of the worlds most advanced just in time compilers, which can very likely take better advantage of the underlying platform than a hand written just in time compiler. An amazing result of this approach was already shown by the projects stated above.So how can this project innovate and have some academic importance? At the time this document is being written the Dreamcast and the Sh4 is the most advanced platform which has been attempted to emulate on a java environment.Moreover, it will study several dynamic recompilation approaches which can target different systems, and hopefully will be used in projects which dynamic recompilation is a must have feature.
Details
There is no source available at this time as i'm trying to have a more or less working prototype, without dynamic recompilation, before i upload the source.Also there will not be a source release with the dynamic recompilation engine before i present my thesis for reasons i believe can be easily understandable.However i plan to do be binary releases meanwhile, so more people can test this software, and contribute to a more complete performance analysis.
Current Status
Below is a percentage of what is already done in Esoteric
CPU Modules
Sh4 Cpu Interpreter - 80%. All the opcodes are emulated, but there may be some bugs and the MMU, necessary to run Linux, is not yet implemented. Sh4 Timer Unit - 80%. mostly done Sh4 Interrupt Unit - 60% still trying to figure out to correct implement this one. Sh4 DMAC (DMA Controller) - 10%. Needs alot more work.
The remaining sub systems of the Sh4 processor are not emulated at all.
PowerVR Modules
A framebuffer implementation, using opengl is rather complete, but there are some timing issues to consider.
AICA Modules
At the moment there is no sound chip and ARM emulation. This is not an area i'm really focusing, as it is rather complex and beyond the scope of this project.
Additional Considerations
To be able to access and read cd images(.iso,.bin,.nrg) and cds there is a native library,written in C, which uses libcdio to provide a portable way of accessing those image formats.
Awesome news for the Dreamcast Community 
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August 13th, 2008, 01:09 Posted By: JKKDARK
New release of the Sega Dreamcast emulator for Windows.
And now for something completely different: DEmul WIP. There are so many changes compared to previous release so let`s describe only key points:
- alpha naomi support
- better compatibility
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August 12th, 2008, 18:47 Posted By: JKKDARK
http://www.psilocybindreams.com/pc/index.php
After a very long hiatus I'm very happy to announce an 08-08-08 release of the latest and probably final XDP. It is now available after being uploaded on my agonizing connection speed of less than 1KB/s. Links are now clickable on the download page. This one features some nice graphical changes as well as having the VMU loading bug fixed. Keep in mind that the version available for download is the smaller version, (to be friendly with my dialup and webhost). The full 700MB version with extra browsers and features on a printed CD with DVD case will be available via mail-order for now, (until I get better internet).
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August 12th, 2008, 17:50 Posted By: JKKDARK
New version of the Sega Saturn emulator for PC.
Changelog:
VDP2 revolution of the draw was fixed
VDP2 cycle pattern specified process to correct mistakes
You become a little heavier, but most software直っends in the area are supposed to be
State data saved version has been changed
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August 11th, 2008, 22:51 Posted By: wraggster
News via insert credit:
I finally got to talk to the newest head of SoA, and the discussion was very interesting. I've long been of the mind that Sega is transforming into a company not at all like the old Sega, but a company for good games, at the least. There's a much higher focus on quality coming out of the third party titles Sega publishes (Condemned, Universe at War, Total War). The idea to partner with BioWar was certainly interesting, and Sonic Unleashed actually looks pretty enjoyable. Then there's the Platinum Games deal, with MadWorld, Infinite Line, Bayonetta (well, I don't actually care about that one), and the unannounced Mikami game.
Sega president Simon Jeffery is very honest about pretty much everything in this interview - saying he'd prefer for Sega not to be known as the Sonic company, and stating, definitively, that the company will not be making another console. There's also the fact that Yu Suziki is no longer a direct Sega employee, which I was not aware of. Sega is much more American-led now, which is not surprising when you look at these figures - specifically this sentence: "Overall the company reported 6,890,000 unit sales of software during the quarter, of which 3,160,000 units were in U.S., 2,890,000 in Europe and 830,000 units in Japan." Japan consumers have basically all but given up on Sega! All the company's success comes from the West. So if you want to see what the next era of Sega will be about, this interview might be good to read!
http://www.insertcredit.com/archives/002484.html
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August 6th, 2008, 22:48 Posted By: Christuserloeser
lordnikon of OnlineConsoles.com posted about an interesting article published by edge-online.com a few days ago:
I would call this the most complete synopsis of SGGG's development cycle available. This is a must read for any sega fan.
I particularly love this translated part from the game:
“Games are nothing more than mere products!” exclaims a member of Sega’s management team. “You examine popular market trends, churn out nearly identical titles, and then you rake in the dough! Imitate our competitor’s top-sellers: that’s the golden rule! Throw away your emotions and become a mindless machine. This is how you make successful games.”
“But I want to make totally innovative games that nobody has ever seen before,” your character pleads.
“Innovation? How foolish! Who will take responsibility if the game flops?”
Also, I find it fascinating that they had a limited budget of 30,000 yen to promote the game (roughly $300 dollars). He invested $200.00 into a wrestling mask, made by a real professional wrestler and wore that around to promote SGGG.
Source: OnlineConsoles.com and edge-online.com
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August 6th, 2008, 22:34 Posted By: Christuserloeser
In a recent post at their forums, Cryptic Allusion's DJGeki asks the community for help on their commercial Dreamcast game Donk: Samurai Duck
We've got some contractual stuff we need to deal with before we keep tantalizing you with screenshots/video. As soon as we've gotten through that, and found someone to either take over coding or help Dan significantly, I'll be happy to post some new screens. Until then, we're all sort of biding our time.
On a related note: if anyone out there is wiling to help us out with Donk (we need sound engine code help), or you know someone that would like to help, please send me an email or PM. I want to continue development while we're waiting on the legal stuff to go through, and Dan's time is extremely limited.
[...] Dan is just too swamped with life in general right now to deal with the project in its current state, and I'm having "other" difficulties dealing specifically with the game. I can't go into the circumstances, but do know that I am actively attempting to work through them. If I had a DC programmer at my fingertips (locally...I want hands-on access if I need it) we'd be done in short order. Don't know exactly how long it would take, but it wouldn't be long.
Source: Cryptic Allusion Forums
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August 6th, 2008, 20:57 Posted By: Christuserloeser
Wind-Water.net was updated and now has some useful information about the Dreamcast port of Wind&Water.
Here's a quick overview of what's new in the Dreamcast version:
For those familiar with the original GP2X version, we've added tons of new features for the Dreamcast version, including: the new Mr. VMU character and dialogues, the new Danger Break system, faster and more accurate gameplay, new Computer Difficulty Levels, fully dual-language packaging and game software (English and Japanese), new artwork and design for the Manual and Packaging, a new ending, rebalanced 2-player battles, tons of new graphics, high-quality CD Soundtrack music with new songs, arcade stick support for the Dreamcast, and much more (but we don't want to spoil everything)!
You also have the ability to send in your own sprites to the developers so they can feature you in the game. This luxury costs 15$ (or around 10 euros).
You can preorder Wind&Water in a couple of days at redspotgames.com. The price for the actual game is 25,95 euros (around 40$).
Source: DCEmulation.org
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August 6th, 2008, 20:45 Posted By: Christuserloeser
OneThirty8 posted some news about his VC/DC player at DCEmulation.org:
Nothing too noteworthy, but I posted a small news item on my homepage. I'm not really sure when a new version will be ready since the code is still pretty messy, but progress is being made.
August 3, 2008 - It's been over a year since the last update here. In that time, I've found a new job, started a band, and have recently found time to work on my programming projects again. I hope to have a new version of VC/DC out this year. Progress is going well. I currently have support for most of the features of VideoCD 2.0 and SuperVideoCD. Playback quality is much improved, although on certain streams there is a bit of an audio latency problem. Right now, I have really good video synch code, but need to work on synchronizing the audio to the vide
Source: DCEmulation.org
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August 5th, 2008, 20:01 Posted By: wraggster
News from DCFrance - Crap google translation follows:
Bouz announced that the pilot audio on which he worked, would take responsibility for reading stereo S3M files directly by the AICA (the chip audio of the Dreamcast).
Currently, the pilot uses the SH4 KOS (proc. of the Dreamcast) for audio processing and balance the co-processor IAIS.
So it just provides a demo of his driver.
Download Here --> http://www.dc-france.com/
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