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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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June 20th, 2008, 21:16 Posted By: wraggster
Chui posted 2 videos of new releases coming soon to the Dreamcast, heres both the videos:
The Alien game to me looks especially cool
Videos Via Comments
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June 20th, 2008, 21:12 Posted By: wraggster
News via Dreamcast.ES:
To celebrate the 25th anniversary of MSX and its consequent MadriSX to be held on Saturday June 28, he seized the time and fMSX of Marat Fayzullin has finished landing on Dreamcast.
A coder for Dreamcast (ltk666) conducted in 2005/2006 port of fMSX for Dreamcast, but not released at the time that the source was already ready for DC and he tenĂ*do to return to port.
In this case the emulator is now fully playable and manageable from the pad, and read DSK (Floppy images as well as ROMS).
At the moment does not read compressed files but if you need a keyboard just have to plug the Dreamcast and voila! MSX with a CD.
The end of the video is that I conteis speed as you see, in my opinion goes a Pelin faster than the Original MSX, but I have good even a full week ahead to debug and put more videos for those who controlais of MSX I echeis a hand with the timmings.
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June 20th, 2008, 20:48 Posted By: wraggster
Heres what could be one of the biggest releases for a while from the Dreamcast.ES Community, heres the translated info:
Tux Football DC (alpha 2)
Tired of bad football games for Dreamcast? Well, now you can have another chance with Tux Football!
Tux Football is a great football game in 2D for Windows and Linux! Trayéndote the old style of play back to the desktop with enhanced graphics! For people who remember these forgotten classics such as Kick Off the company Amco, or Sensible Soccer Sensible Software.
The gameplay is designed to be fast, intuitive and fun. Always will have control of the player closest to the ball. The ball is controlled by buttons for kicking 2: One to go, and another for throwing. After touching the ball you can make quick shots by pressing and holding the address where you wish to make the shot. If it points toward the opposite direction of where ducks, the ball will come out firing in the air, pointing in the same direction the ball will go directly to the ground.
Unfortunately, this game was forgotten in 2004 ... While it was a good game, has some bugs ... You are warned!
Website Author: http://tuxfootball.sourceforge.net
Version: 0.1.1 GNU
Current status:
Latest version Alpha 2:
* Added the original music of the game
* FIX 2 player controls that did not work.
* Fixed an important bug, which meant that the FPS drop suddenly when the cpu had the ball.
That this fact:
* Two teams
* Passes, ducks, header
* Detection Limits (ie, when it comes to the goal, goals, etc).
* Physical Realists in the ball, even when bounces in the goal.
* Subject Start with menu
* Sound & Music
* Players controlled by the machine
* 2 players
One of the greatest challenges to adapt this game, is RAM. Dreamcast only has 16MB of ram for everything (load the game and load objects). So, some things were removed in the Dreamcast version:
* The animations and shadows were eliminated (The players will always be in a position to foot). Only the size of all images PNG were 4 MB!
A couple of good things in the game:
* Resolution of 640x480.
* It should work with the Dreamcast keyboard.
* The menus are slowing, but in a game often walk by 20 FPS constantly.
Controls Player 1:
Arrows = Cruceta command: Move the player
Shift left Button B =: Tyre (PAT strong into the air)
Left Ctrl button = A: Skip (A soft pass, which will go directly to the player nearest the same team)
Enter / Enter = Start Button: Choose the menu options
Esc = trigger left: Quit Game
Controls Player 2:
k, j, h, l = Cruceta command: Move the player
f = Button B: Tyre (PAT strong into the air)
g = Button: Skip (A soft pass, which will go directly to the player nearest the same team)
Enter / Enter = Start Button: Choose the menu options
Esc = trigger left: Quit Game
Here you can download the source code for the Dreamcast version, an image. Bin and an image CDI ready to be recorded!
Download the Binary Version Via Comments and Give Feedback To download the CD Image please register (spanish site) at Dreamcast.es --> http://www.dreamcast.es/downloads.php?descarga=33
Simply Awesome Port guys
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June 20th, 2008, 20:40 Posted By: wraggster
Our Spanish friends over at the leading Dreamcast Site posted this article:
next November 27 sees the tenth anniversary of the commercialization of our favorite console.
To do so in Dreamcast.es we will hold for everything from high since 2004 and did not hold any party and only 100% dedicated to the Dreamcast, The occasion deserves it.
For this reason, Chui, Neoblast, Melovampire and whom he writes, we believe that we are in a good time to organize commemorative event and we have all, it is important to know your views and tastes. As always an event requires all and as we organize it is necessary to know whether or take the summer we hope to November in order to find a date consistent with everyone's needs.
We thought that the bridges of November and December dates are very close to conclusion and that would be more convenient. We are happy to read all your ideas and opinions on the territory where it would be ideal to celebrate and especially if there is desire.
We still have to propose to our European counterparts the idea webs, and as Spain is one of the engines Scene DC and a country that always like to visit, nothing better to do with the participation of all. A joint European festival in Spain. If someone thinks the party could well be a big party for at least two days in which everyone could meet and share our enthusiasm for the console and its scene.
Regarding announcements we can not announce now that may be getting plenty of CD's for everything that is going to leave this year, the Scene will be present and may be left on a formal see something, although we are partidiarios no illusions as to date has not been revealed absolutely nothing.
Now that all sabeis we are going to organise a good event, it's time to get down to work, this takes time and all the support and assistance is always little. We all hope and we need your ideas and comments. Would you apunta?
http://www.dreamcast.es/news.php?readmore=93
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June 20th, 2008, 20:33 Posted By: wraggster
Chui as always is one of the Dreamcast Scenes most active coders has released Allegro Humphrey Preview on his site, heres the news :
My new Allegro drivers for Dreamcast make good progress, i want to share a fast port of Humphrey Remake for Dreamcast. Download HERE.
Check out the screenshot --> http://chui.dcemu.co.uk/
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June 16th, 2008, 17:04 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for PC.
I found and squashed a bug in new GD code. Not only Elemental Gimmick Gear boots again but it also cured Street Fighter Zero 3, which now seems to work just fine.
http://pics.livejournal.com/dknute/p...c6ch0/s320x240
http://pics.livejournal.com/dknute/p...c7x1p/s320x240
I've also devised a tweak to GD-DMA code for that accursed MPEG library. It interferes with SH4 main loop, effectively causing a temporary slowdown. This should not be a problem and is only visible during CD boot sequence, as BIOS decrypts the executable on the fly using thousands of 32-byte reads. As a side effect it fixes (or so it seems) those MIL-CDs that required SH4 speed to be reduced in order to load properly. One of these days I'll have to try and verify that on hardware, to see just how much of a slowdown G1 bus DMA transfer in background really is.
However, this is not yet the final solution to the problem. Sofdec library still expects some reads to start in close to zero time and I can't figure out why - still not conviced any code could be that braindead, so I'm not ruling out a bug on my side. For the time being I try to detect situations where DMA is started before GD buffer has anything in it, but every now and then this too fails. It looks awfully suspicious so I'll be investigating this next.
In the meantime, all Dream Preview GDs from Yuki boot now and here's a proof:
http://pics.livejournal.com/dknute/p...c847w/s320x240
http://pics.livejournal.com/dknute/p...c9e20/s320x240
http://pics.livejournal.com/dknute/p...cag06/s320x240
http://pics.livejournal.com/dknute/p...cbs5k/s320x240
http://pics.livejournal.com/dknute/p...cccwp/s320x240
http://pics.livejournal.com/dknute/p...cdp6t/s320x240
And as special bonus, an extra episode of How It's Made: Dreamcast by SEGA
http://pics.livejournal.com/dknute/p...ce961/s320x240
http://pics.livejournal.com/dknute/p...cf8qf/s320x240
http://pics.livejournal.com/dknute/p...cg6cg/s320x240
http://pics.livejournal.com/dknute/p...ch0ba/s320x240
http://pics.livejournal.com/dknute/p...ckxqx/s320x240
http://pics.livejournal.com/dknute/p...cp1pe/s320x240
By the way, there are games shown here I've never even heard of before...
http://pics.livejournal.com/dknute/p...cqh58/s320x240
http://pics.livejournal.com/dknute/p...crqaf/s320x240
More to follow soon.
http://pics.livejournal.com/dknute/p...d6pkf/s320x240
http://pics.livejournal.com/dknute/p...d7wc4/s320x240
Too bad WinCE games are so slow, but cheap 3GHz C2D are around the corner now
Also, some of the titles above require modem and ISP settings stored in the FLASH. Modem is not exactly on the top of my TO DO list.
Okay, last batch for today:
http://pics.livejournal.com/dknute/p...de7dy/s320x240
http://pics.livejournal.com/dknute/p...dfz7d/s320x240
Ever seen VMU-compatible cell phones?
UPDATE: Oops, I've uploaded more images, but forgot to post them here. Here I brag about WinCE games and Biohazard 2 screens are missing... Fixed now :P
http://pics.livejournal.com/dknute/p...cs8qg/s320x240
http://pics.livejournal.com/dknute/p...ctk7z/s320x240
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June 9th, 2008, 20:25 Posted By: JKKDARK
Progress on the upcoming homebrew game for Sega Dreamcast.
Considering we recieve a new beta from our coder Monday night, our Beta-Tester Mulle will do few new videos on Tuesday. If everything goes straight everything should be up by Wednesday.
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June 6th, 2008, 18:14 Posted By: JKKDARK
http://rbelmont.mameworld.info/
A dump of an internal Sega diagnostic cartridge for the Saturn was recently made available, so I added ROM cartridge support to the MESS driver. The cart boots but you canât control it yet for some reason. Hopefully once itâs controllable this cartridge will lead to improvements in the emulation for both Saturn and ST-V in MAME and MESS.
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June 5th, 2008, 19:48 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for PC.
I've finally completed the new GD-ROM module, though ultimately it turned out to be very similar in design to the last one. With the new code I can freely choose what ATA/ATAPI commands are to be executed immediately and what can be offloaded to helper thread.
Unfortunately a thread is not a very good substitute for a real-time device. In typical multitasking OS there's a sheduler that decides when things will happen, there's no guarantee that the helper will start processing given request right away. Simply put, it can start immediately or only after some tens of miliseconds has passed. I could run the code in a tight loop to reduce this lag but that would waste too much CPU power, always needed elsewhere. Not to mention OS can (and eventually will at some point) interrupt any running process if it's required, so this approach would not solve the problem completly, just reduce the odds of ecountering it. Same thing goes for messing with thread priorities - that's not exactly foolproof and is also very inelegant.
Now, why would mere miliseconds ever pose a problem? In a well-designed system the consumer would just wait a bit for the producer to come up with data and occasional lag wouldn't even be noticable. Some Dreamcast software however (BIOS including) doesn't really check if the data has arrived, rather assume it must be so after a certain amount of time has passed.
This isn't that much of a problem for GD-ROM commands that return small amounts of redily available data - those can be simply executed at the moment they arrive, so there is no lag. Disk reads are another story though, those take time to complete and the whole idea was to run them concurrently so that virtual CPU would not be stalled waiting in the first place.
It gets more interesting at this point. A real Dreamcast GD is not anywhere near as fast as modern hard drives, so why doesn't it work in emulator if it works on an inferior system? The answer, again, is timing. It's simply very crucial to get it right - and you can have accurate emulator, or fast emulator, but not both. And you've guessed it right, I'm aiming for fast at this point. It has to be noted that should the original GD/CD media become too scratched or the laser detoriates beyond certain point, the problems I'm having will manifest themselves on Dreamcast as well - so I still say it's simply bad coding on games part.
What are the options... For starters, I will continue to play with the DMA code and try to mimic Dreamcast behaviour as closely as possible. And if all else fails, there's still the "ideal" DMA mode, that is to make transfers always block to be sure the virtual CPU always gets all the data it asks for. This of course causes jerkiness and audio stuttering, mostly to be felt in games using sequenced music or sound effects very closely timed to video.
This whole re-write took quite some time and didn't really help as much I hoped, but thanks to all that work I'm now much more aware of what has to be done yet. I've a few ideas, it's just that every attempt at fixing one thing breaks other stuff. Sometimes very badly I still need to figure out what upsets so much the MPEG library used on demo GDs and some MIL-CDs.
PS. Why didn't anyone tell me Giana's Return got broken with the addition of MMU-capable recompiler?!
PPS. I'm SOOO behing with testing Yuki's stuff now... I'm going to capture & post few screenshots later today. If I get the games to work with the new GD code that is
UPDATE:
No screens yet. I had a bug that prevented most of the images from booting properly, that's fixed now. But there's a bigger problem - the new module is actually even less compatible, timing-wise, than the old one. I'll have to run more tests but now I'm beginning to suspect that some games require GD DMA processing to be done way more often. Which is bad because it seriously affects emulation speed.
At this point one begins to wonder what exactly is good about this new code Well, it is more reliable now. I was hoping that alone would be enough but apparently I was too optimistic...
UPDATE 2:
A bit closer, still not there.
http://pics.livejournal.com/dknute/pic/000c4ef9
http://pics.livejournal.com/dknute/pic/000c5bed
This is starting to seriously annoy me. DMA changes helped with some tiles but not all of them. Then I inserted a few debug statements into the code and even though it reduced emulation speed, it actually made things more stable. And this is the only lead I have so far...
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June 4th, 2008, 00:42 Posted By: wraggster
News/release via Dreamcast ES
Indiket and Neoblast of IBERDC DEV TEAM just finished the first version of this classic game DOS (now SDL) which includes support for 2 players with command and keyboard. It works with a solid 30 fps
The sequel to Cyberdogs, C-Dogs, improves the formula of the original Cyberdogs. The game (shooter) you choose your character engages in missions where a 2D view from above will have to move by firing at all levels with a full arsenal that can be purchased pre-mission
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June 3rd, 2008, 17:33 Posted By: BlueCrab
Today, I bring you the release of CrabEmu 0.1.7. This release contains far too many bug fixes and code cleanups to mention, but here's a selection of some of the bigger changes:
- Modified sound output to remove branches from the code.
- Fixed a Dreamcast GUI issue where CrabEmu would crash after loading about 7 roms.
- Made the Dreamcast port only show the portion of the screen that would actually be visible on the Game Gear.
- Added a mapper detection function for certain games to detect use of special mappers by the two checksums on the rom.
- Enabled sound output on the Dreamcast port.
- Added support for the EEPROM used in certain Game Gear baseball games.
- Added support for the extra RAM in the Ernie Els Golf cartridge.
- Added support for the extra RAM in the SG-1000 game The Castle.
Enjoy the release, and be sure to report any bugs that you may happen to find.
To download, visit the sourceforge download page for CrabEmu.
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June 3rd, 2008, 01:53 Posted By: JKKDARK
Progress on the upcoming homebrew game for Sega Dreamcast.
Desert World completed!
⊠our beta tester Mulle will lay hands on it during the next week. We are waiting to have the recent changed integrated into a new beta. He also might do a video, depending on his schedule.
All 8 levels of the âDesert Worldâ are of medium to high difficulty, you need to do a lot of careful jumps and overall everything is adjusting difficulty wise.
Soundtrack CD work has started!
Our music artist Alexander Oldemeier (Op3rator) has completly declared two tracks as final, this means that those two tracks are going to our mastering guy Scythoior. He will mix the tracks into radio-lengt tracks, means the track will be time extended to match the lenght of commercial music
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June 2nd, 2008, 03:38 Posted By: wraggster
News from Dreamcast ES
Hello again!
Although lately I've been very bundled, between spare time he made a quick port of this Japanese card game (Hanafuda). SDLHana in SDL is a game based on Hanafuda. Hanafuda is a Japanese card game that is played widely in Japan and Korea, also known as "T'u-Hwa" in Korea.
For more details of Hanafuda and how they played in the Wikipedia: Link
As in poker, there are many ways to play with Hanafuda. This program currently supports two forms: Koi-Koi, a Japanese game, and Go-Stop, a Korean game. There is also a variant of Koi-Koi ls mostly played in slot machines, described as "Koi-Koi [BET]" in the options game, which is played with 6 letters instead of 8 letters.
The original game Web Link
The version of the port: CVS 20060723
This version works well with the pad and mouse. Using the analog move the pointer, we confirmed with the B and went with the L.
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June 1st, 2008, 21:30 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for PC.
The first version of the cocoa UI is in subversion now, and enabled by default if youâre building on Mac. Youâll need to do âmake bundleâ, which will give you lxdream.app which should (hopefully) launch normally. Currently itâs missing the configuration dialogs and a couple of other things, but itâs mostly there - anyone want to try it out and let me know if it works for them? (Especially curious as to whether or not it runs on 10.4).
To get the GTK interface instead, configure with âwith-gtk.
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June 1st, 2008, 11:05 Posted By: wraggster
Awesome news from our spanish friends and personally what will be a masssive release for the Dreamcast , Check out this video of whats to come when its released
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May 29th, 2008, 21:53 Posted By: wraggster
On the issue CD-ROM of the known Retro-PC/Konsolen-Magazins "Retro" is, according to the official website of the magazine an exclusive demo of the new Dreamcast game "Wind and Water". This CD-ROM is directly on a Dreamcast started, but also works in any PC or Mac. Approximately 5 hours of game you should with this demo. It is said the demonstration shows a development of about 80%.
The retro # 8 will be released on 6.6.2008 and can be used on retro-magazin.de pre-order.
http://www.dreamcast-germany.de/2008...f-der-retro-8/
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