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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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July 23rd, 2008, 23:41 Posted By: wraggster
Ron has released a new game for the Dreamcast, heres the translated details;
While the new libraries Allegro for Dreamcast covers by Chui finish cooking, we have been experimenting with games of the platform DOS / Windows / Linux and Mac.
Here is a quick port with the latest version in bookstores test / development Allegro for Dreamcast, based on the classic MSDOS and developed to operate under DJGPP. Fortunately for all, the Allegro of Chui and function perfectly compiled C + + and C.
Blaster is a classic game with scrolling, you must collect all hearts and remove your persecutors. It manages the crosshead and the B button to shoot.
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July 23rd, 2008, 23:38 Posted By: wraggster
Ron has released a new game for the Dreamcast, heres the translated details;
Following along the lines of Blaster, this is another game we have ported to Dreamcast. In this type of games that move sprites and possess scroll is easier to appreciate the fluidity with which they move once they are compiled for Dreamcast.
WizarDC is handled like Blaster. (Cruceta + buttons). It has enabled the keyboard emulation, but both WizarDC as Blaster can connect and play with the keyboard of the Dreamcast.
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July 22nd, 2008, 01:50 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for Linux.
Well, it’s become increasingly clear that I’m not going to have 0.9 ready in the next 2 weeks, or even in month after that. There’s two main reasons for this - I’m unfortunately finding much less time to work on lxdream of late than originally counted on, and the OS X work pretty much took a couple of months out of the schedule by itself. In any case, based on the remaining work and current rate of progress, I’m rescheduling 0.9 for October. We’ll see how that goes ^_^.
However having said that, there’s certainly enough changes to warrant a 0.8.4 interim release, especially for OS X and x86-64 users. I have a fairly short list of things remaining that need to go into that release, so that will be out in about 2 weeks. In the meantime, if anyone’s noticed any regressions relative to 0.8.3 or platform-specific bugs, please let me know as soon as possible so they can be fixed prior to release.
Changes
* Various automake fixes (eg out-of-tree builds and distcheck work now for the first time)
* Tag SVN binaries with the revision for ease of tracking/reporting
* Initial implementation of the sort-dma channel
* Fix alignment of 64-bit FMOVs
* Fix soft-reset from the emulator (lockup)
* Fix off-by-one in the translator recovery data (crash)
* Fix build when no translator is available
* Fix build against OS X 10.4 SDK
* General formatting and warnings cleanup
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July 21st, 2008, 19:04 Posted By: wraggster
Newly released today:
From Sega's official Chinese distributor AtGames comes another hot gadget that will bring all your fond memories of Sega's 16bit era back to life.
This official product contains twenty hot built-in Mega Drive games and in addition to this, the console is compatible with original Mega Drive Genesis games from Japan, USA and Europe.
This is made possible by the NTSC/PAL switch installed at the back of the console. Most US NTSC Genesis and Japanese Mega Drive games can be played via the consoles's NTSC mode, while European Games can be played in the PAL Mega Drive mode.
Please note that, however, newer titles which are region protected, such as Comix Zone are not compatible with the console and due to region encoding, incompatibility issues may also occur with some other titles.
Aside from your old collection, this console also plays so called RedKid catridges. These are specially designed carts, distributed by AtGames and fully licensed by Sega. New RedKid catridges and multi game compilations are currently being developed and will be made available in the near future.
The package contains two six-button joypads, an AV Mono cable, a multi voltage power supply as well as an instructions sheet.
The Twin Pad Player features standard Mega Drive joypad ports, so other official or third party pads can be connected in exchange of those ones that are supplied with this bundle.
Go back time and relive your fond memories. The Sega Mega Drive Twin Pad Player is in stock today, shipping for US$ 39.90 only in the following three colors:
Sega Mega Drive Twin Pad Player (Black) US$ 39.90
Sega Mega Drive Twin Pad Player (Blue) US$ 39.90
Sega Mega Drive Twin Pad Player (Green) US$ 39.90
List of built-in games:
Alien Storm
Alex Kidd in the Enchanted Castle
Altered Beast
Arrow Flash
Columns III
Crack Down
Decap Attack
Dr. Robotnik's Mean Bean Machine
Ecco
Ecco Jr.
ESWAT: City Under Siege
Flicky
Gain Ground
Golden Axe
Jewel Master
Kid Chameleon
Shadow Dancer
Shinobi III: Return of the Ninja Master
Sonic and Knuckles
Sonic Spinball
Last but not least, check out further interesting product released by AtGames.
Sega Mega Drive Portable Video Game Player US US$ 39.90
Sega Mega Drive Play TV Twin Pad US US$ 14.90
Sega Mega Drive Classics Play TV US US$ 19.90
http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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July 19th, 2008, 17:07 Posted By: JKKDARK
New version of the Sega Dreamcast emulator for Windows.
Information:
Well, this isn't the surprise I was talking about but it's still better than nothing.
Makaron Test 10/1 is out. You know the drill.
T9/4 and T10 were rather unstable but this time around I'm more happy with both GD and DMA code. It's not just bugfixes though, there are several new features in this version:
- support for VMU sounds
- improved Z-buffering
- fully functional DSP
- experimental anisotropic filtering
DSP is enabled by default. It might slow down things a bit, though (as usual) if you have a fast C2D you won't notice it. I'm really considering running whole AICA on separate thread now by the way, so it should improve in future for multi-core systems.
Please note that there's a slight slowdown noticable (in audio) when sequenced music is being played, in all Makaron versions released so far. This is sort of design flaw (and due to rather demanding hardware setup) and will be someday corrected.
Anisotropic filtering is too enabled by default, to 8x - it will be scaled down if your card can't support such mode. This will only be a problem for those cheap cards that support AFx8 but are very slow at it, in this case you might get quite a performance drop.
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July 17th, 2008, 16:00 Posted By: Darksaviour69
Speaking with SEGA of America president Simon Jeffery earlier today he noted that the iPhone is about as powerful as the publisher's console the Dreamcast. Jeffery said the company is delighted with how their iPhone version of Super Monkey Ball has been received by the phones many owners and detailed how the developer plans to take advantage of what he calls an upcoming and potentially major new platform for gaming.
via Kotaku
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July 17th, 2008, 15:55 Posted By: Darksaviour69
Posted at Gianas-Return blog
The coder is on vacation soon, after that the project organizer is on vacation. The project will be delayed by 12 weeks. Release Q4/2008 or Q1/2009. This might be the last news before release anyway.
So that's that for now.
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July 15th, 2008, 19:59 Posted By: wraggster
Play Asia are having a massive sale of all their in stock items starting from 25% up to 75% off some games/accessories:
as of writing the sale lasts for another 4 days
Heres a selection they posted:
Misc. Classics & Dreamcast:
Akumajo Dracula X: Gekka no Yasoukyoku (PSOne Books) JPN US$ 18.67
Chrono Cross (Greatest Hits) US US$ 24.90
Dreamcast Controller EUR US$ 7.43
Dreamcast Visual Memory Card VMS/VMU EUR US$ 5.18
Dreamcast Visual Memory Card VMS/VMU (clear blue) US US$ 7.43
Dreamcast Visual Memory Card VMS/VMU (clear green) US US$ 7.43
Fatal Fury First Contact [loose] US US$ 3.68
Front Mission 2 (Ultimate Hits) JPN US$ 8.18
Galactic Pinball JPN US$ 14.93
Giant Gram 2000: All-Japan Pro Wrestling 3 JPN US$ 14.93
Grabbed by the Ghoulies ASIA US$ 3.68
Gradius Gaiden (PSOne Books) JPN N/A
Hello Kitty: Mission Rescue ASIA US$ 3.68
Jack Bros. no Airo de Hiihoo JPN US$ 37.42
Jet Set Radio EUR US$ 7.43
MSR: Metropolis Street Racer EUR US$ 7.43
Mario's Tennis JPN US$ 29.92
Neo Derby Champ JPN US$ 5.18
Nishijin Pachinko 3 JPN US$ 1.49
Panic Bomber JPN US$ 14.93
Sega Mega Drive Portable Video Game Player US US$ 29.92
Shenmue Chapter 1: Yokosuka JPN US$ 11.18
Super Donkey Kong 3: Dixie Kong's Double Trouble JPN US$ 14.93
T&E Virtual Golf JPN US$ 11.18
Teleroboxer JPN US$ 22.42
Tobal No. 1 (Legendary Hits) JPN US$ 11.18
Virtua Fighter 3tb EUR US$ 7.43
Virtua Tennis 2 EUR US$ 7.43
More details etc ---> http://www.play-asia.com/SOap-23-83-...9-en-84-n.html
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July 15th, 2008, 17:49 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for Windows.
Evolution will not boot (black screen right after SEGA logo) if there is less than 8 free blocks on Port A/Slot 1 VMU. It's not a bug in Makaron, it does exactly that on my Dreamcast too. Interestingly if you remove the VMU completly at this point it'll unfreeze and show a warning (about there not being enough space to save) and let you continue. On Makaron the only way to avoid this situation is to make sure there's enough space left on VMU before you launch the game.
If you get that Skies of Arcadia bug where it hangs once you leave the in-game menu, it's probably damaged FLASH. Unfortunately Makaron can damage this file as well - this is a bit complicated and so I'll spare you the boring details. Point is, if that happens you need to replace it with a good dump. I consider FLASH image safe if it's not been used with any emulator, so there's no chance it got corrupted. You might still need to set the date & time, mind you, but that's normal and should work from there on.
By the way - I'm always talking GDI images, unless otherwise noted. In this particular case I'd like to remind you people that there are various problems with Echelon's rip of SoA on Dreamcast, and that stays true for Makaron as well. It's not as bad, as Makaron GD emulation is still faster than the real hardware, but you should expects random lags (like those in intro sequence), maybe broken sound and even more graphics glitches.
I've been playing SoA for several hours (and not just me) and not a single hang Right now I'm trying to implement VMU sounds - if there's anyone out there who could explain to me where exactly SoA makes use of that, it'd be great. A save file would be even better.
And one more thing - if everything goes well there will be something interesing to show at the end of this week. Stay tuned
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July 9th, 2008, 01:59 Posted By: wraggster
DKnute posted this news:
This one is actually WinCE game but should work reasonably well on systems slower then my E6600 - there isn't that much processing going on. It gave me some trouble as the Sort-DMA needs to handled in a special way to get correct visuals - but I've managed to make it work.
What's interesting, the USA version screen mask (borders around play area) seems to be somewhat simplified when compared to Japanese original. Well, maybe this depends on the character you choose to play with - but that caught my eye.
I've tweaked my GD code even more and now it seems stable at last. There was also a race condition (found by sheer luck BTW) in the cyclic buffer I use for GD data transfers. I tried to make it safe for one producer/consumer pair but it didn't work out that well, so now it's just blocked via critical sections where necessary.
ARM7 recompiler got fixed too. It was long due, I simply forgot to carry the changes from interpreter and, as luck would have it, I've compiled T10 to use the broken code
Oh, by the way - I found out that Evolution does not boot if there's less then some 11 blocks free on VMU at PAS1. Curious. I'll have to see how my DC will handle situation like this.
UPDATE: Seems like all WinCE games report VMUs as having 0 space left. More work for me I guess...
I still got over 200 GDs form Yuki to sort through, so I'm not going to post screenshots from each and every one - but here's a few, I know you like them :P
Screens and more info --> http://dknute.livejournal.com/
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July 8th, 2008, 19:09 Posted By: wraggster
via aep emulation
DEMUL is a new Sega Dreamcast and Sega Naomi Emulator for Windows and was released in a new beta version today.
Quote:
Sound now almost perfect.
Emulation speed much slower in this build especially on slow machines.
Yesterday was corrected sound, now all semply and music should be on the ground wherever they were not. FREE advise you to use integrated pomoschnee because the kernel in the current build slowed on weaker machines may stall before stuttering sound. We want to hear about those games in which not Heard (Heard bad) any sounds that were at drime or other emulsion, as well as those in which music plays incorrectly - set incoherence sounds. Stuttering and infinite loop of sound may be, if you have a machine with a weaker Core2Duo.
The error in opkode NEGC rekompilyatora. Ready2Rumble Round 2 shows a normal screen copyright. This may be correct errors in other games.
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July 7th, 2008, 01:53 Posted By: wraggster
News from Nathan Keynes
I’ve ended up spending a lot longer on the OS X port than I would have liked - the worst culprit lately has been the native CD-Rom support (but that’s a rant for another day). The only major bit outstanding now for OS X is the preferences dialog, which I’ll get back to shortly after I spend some time on other things.
Changes
Add CoreAudio support (OS X dependencies are now down to glib + gettext)
Finish making the OS X bundles self-contained (ie distributable)
Get the OS X native cdrom drive to a ‘mostly working’ state.
Fix a couple of minor translator buffer issues
http://www.lxdream.org/news/archives/47
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July 5th, 2008, 00:44 Posted By: wraggster
When you arrive at the Japanese headquarters of one of the world’s leading games companies, you half-expect to be assaulted by employees wearing primary colours and bouncing off the ceiling. The first sight of Sega’s Tokyo HQ is encouraging: in the lobby there’s a statue of Sonic the Hedgehog, the company’s emblem since 1991, when he first appeared as the “cool” rival to Nintendo’s lovable Mario.
When I first came here, in 1992, Sonic was at the peak of his popularity. The first game had sold 4 million copies worldwide, and the sequel would go on to sell 6 million. I remember meeting the people who were then designing the games I would play a year later with something approaching awe. They mirrored this with embarrassment. Their office was just an office, they explained to me, no different from the one I worked in. The workers came in, did their job and went home. It was like banking.
These days, there’s more of a sense of a mission around the building. The interior decor is still a functional beige, but the basement now features a relaxation room, alongside a smoking area set beside an inclined Japanese garden. The intervening years have not been kind to Sega. In the 1990s it sought to capitalise on the booming home games market by releasing a slew of new machines without decent games to support them. In 2001, it withdrew from the console market, leaving the field to Nintendo, Microsoft and Sony. These days, Sega makes games for all three of its once-deadly rivals.
“I think the entrance of Sony and Microsoft changed everything,” says Masanao Maeda, Sega’s corporate director. “But in a good way. We were the first company to offer a portable colour video console, the first to bring 16-bit graphics, the first to offer internet play on a console, but I think we did new things a bit too early. We now have an advantage in software in that we develop all over the world for the international market.”
The big game under hush-hush development today is Sonic Unleashed, which will be released on high-definition consoles later this year. In these drab offices, the walls piled high with computer equipment, a small team led by a remarkably cheerful Yoshihisa Hashimoto has been reimagining Sega’s blue mascot in 3D in adventures that will take him across the world. The pressure must be on? “Well, I was really happy to get the chance to reimagine the game in the way I want,” he says, “but as the news comes out that you’re in charge, the pressure mounts as you realise how many people are hoping you do a good job.”
As the deadline approaches, work on a game can involve days or even weeks of sleeping in the office (there are bunks for the purpose), followed by several months off as a reward. “I work so hard at this because it’s also my hobby,” Hashimoto says with a smile. I do hope he’s still smiling in four months.
http://technology.timesonline.co.uk/...cle4254651.ece
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July 4th, 2008, 16:43 Posted By: JKKDARK
http://www.hucast.net/shop/catalog/d...ram=aid%3D3%26
Pixel perfect port with typical Dreamcast features such as VMU, Joypad and Arcade Stick support. Production: Offset printed traycard, offset printed booklet, spinecard, jewel case, professional CD pressing, full colour 12 page booklet
Weight 0,10 kg
Pricing EUR 32,95
+ EUR 3,05 Shipping
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