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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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May 29th, 2008, 21:47 Posted By: wraggster
SX has released a new version of openbor for the Dreamcast, PSP, Gp2x and Xbox, heres the release news:
New Features:
Official OpenBOR Logo, Menu and Icons is now in place. Thank You Fightn Words!
All new Menu for Windows/Linux/PS3/GamePark (Other platforms will be upgraded too!).
Two Types of Window Releases (DLL linked executable and the new Single file executable).
Previews for Mods are now available within the menu!
Music playback for mods are now available within the menu!
Logfile Viewer is now available within the menu!
Auto detection for widescreen mode is now done for menu.
Auto detection for Windowed/Fullscreen mode is now done for menu.
Automated Build system now compiles every platform including XBOX!
Menu now automatically boots to mod if only one mod is found. (Great for mod creators!)
Updated Credits screen, to reflect Fightn Words contributions.
Bug Fixes:
Bilinear & Bilinear Plus Widescreen filters are now fixed.
Special Animation is now being checked properly (No longer a required animation).
Engine Crash while Switching filters during mid-level now FIXED!
Known Issues:
GP2X controls are screwed up! Need testers that provide quick feedback! Otherwise it remains broken!
New filters still need to be implemented officially into PSP, Dreamcast, XBOX and GP2X.
Switching filters in options does not update screen until I leave current menu (Only applies for MMX filters). Currently investigating
Probably a whole lot more I'm not aware of....lol
Notes:
Delete settings.sav prior to using it!!!
All developers can now resume working on SVN. I have finished all major rewrites!
http://www.lavalit.com/index.php?PHP...9&topic=1476.0
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May 29th, 2008, 02:11 Posted By: wraggster
The Sega Dreamcast has one of the most loyal followings of hardcore gamers and more than seven years after Sega announced the end of its hardware run, the Dreamcast is still slowly being supported by a handful of devoted developers. The latest game be announced is DUX, a new 2D shooter from the team at HUCAST.net.
Racketboy.com regular, HeavyMetalMe took some time to discuss this upcoming release with René Hellwig of HUCAST.net and was able to share some details about the game and many of the thoughts that went into designing this colorful game.
If you haven’t heard of this game just yet, you may want to check out the development blog and watch the gameplay trailer.
http://www.racketboy.com/retro/sega/...hmup-game.html
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May 28th, 2008, 19:30 Posted By: wraggster
News from Rons Blog:
He rescued an engine that once made Joshua Sutherland, based on the engine Yeti3D.
Derek John Evans, made a conversion DirectDraw to render in SDL, accordingly be ported to Dreamcast. Derek John Evans, made a conversion to render DirectDraw in SDL, accordingly be ported to Dreamcast. Actual should revise the OpenGL version, as recent experiments I've been doing with the Dreamcast and the driver Chui casts more than surprising results. Actual should revise the OpenGL version, as recent experiments I've been doing with the Dreamcast and the driver Chui casts more than surprising results.
http://209.85.171.104/translate_c?hl...dreamcast.html
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May 27th, 2008, 12:01 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for PC.
So I get back from vacation and discover that my main desktop has decided to commit suicide. On the bright side, its replacement has two important advantages. Firstly, it’s somewhat faster; and secondly it runs 64-bit code natively - in other words you can start to expect x86-64 to work at least as well as i386 does . Also it doesn’t overheat under a moderate load like the old one did either, which is nice.
Interestingly enough, on said new machine, the 64-bit version runs about 12% faster than the 32-bit version. That’s… pretty impressive actually.
On the Mac front, I’ve finally stumbled over the reason I couldn’t get it to work properly (It simply refused to become the active application, take key focus, etc) - apparently Cocoa really, _really_ wants to run inside an application bundle, and gets very unhappy when there isn’t one… At least now that that’s sorted I should be able to get the preliminary cocoa ui in real soon now.
So based on current scheduled items, you can probably expect 0.9 somewhere towards the end of July.
Changes
* Change FR bank handling to swap rather than using an index pointer. Actually slightly faster + simpler this way
* Fully integrate the SH4 instruction counting (enabled with ./configure –enable-sh4stats)
* Cleanup lots of compile warnings (not all yet, but getting there) that have been hanging around for a while
* Fix save states on x86-64 (and also fix compatibility with 32-bit saves)
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May 27th, 2008, 11:58 Posted By: JKKDARK
More progress on the upcoming homebrew game for Sega Dreamcast.
Tileset 5 is here!
First results with it should show up end of this week, due to a minor health issue of the organizer, who is also doing the levels.
Desert-World Early-Mockup
Cave World - More Screenies
To help the raising german Dreamcast site http://www.dreamcast-germany.de we decided to give’em a bunch of screenshots from the cave world.
This time you can check them only there So head over to:
http://www.dreamcast-germany.de/2008...lusive-bilder/
Manual level converting…
…is a pain. The decision has been made to design newer levels from scratch. This is actually a LOT faster than adjusting old levels. It simply saves time and to be honest, it’s time for a release the next few weeks
More stuff:
* The bugtracker has been heavily filled tonight, mostly it’s just minor adjustment or detail workout, not any real bugs.
* The name for boss number one has been decided, unfortunatly it was not any of the given ideas in previous posts. Still thanks for all the suggestions, it was much appreciated.
* Set five (desert) was having a minor changes, our graphic artist is adjusting them the next days.
* There will be a sort of “semi-public” beta test for World 1 in a few weeks, for more details keep an eye on the blog. Only people who are trustworthy and followed the development for a while, will be qualified for this. Strangers who pop out of nothing now, wont have a chance to lay hand on it.
* world 5 / stage 1 and stage 2 are fully redesigned and ready for our official beta-tester
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May 25th, 2008, 15:23 Posted By: JKKDARK
From Schthack
Fragments of a Memory
Search for message
capsules left
in the Ruins.
Client: solider
Quest:
A message capsule thought
to be from the Pioneer 1
Military was discovered in
Ragol's underground Ruins.
We would like you to
search for more.
Reward: ??? Meseta
After a great deal of work, I'm pleased to say that this quest is finally done. You might wonder how hard it could be to make it be "done" when it was only in Japanese, but there was a lot that needed to be fixed. FoaM is now available for BB, GC, and for the first time, DC and PC. I believe this is another first for Schtserv quest development, a BB quest that has been made fully compatible with PSO Ver.2.
* Script changes made to allow the quest to function properly. JPBB quests are strangely coded... It seems likely that on JPBB the server interacts with the quest to allow the actual quest to be coded less fully. Thus, when you try to play the quest on a server without the extra crap on JPBB, it doesn't work. It could also be a problem with our editor, but either way the problems are fixed.
* A little debug junk left in the quest by Sega has been removed so the quest is a bit smaller.
* Spawn points of players and positions of the warpers in Ruins fixed to be in the correct positions.
* The solider next to the main teleporter was moved to the side so the green gem player isn't hugging him when returning to Pioneer 2. >_>;
* If you've played the quest on either BB or GC, you might be aware of the "missing warps" problem in Ruins 1 that occured on one version of the quest. After analysing the quest, it turns out that Sega intended to have a warp roulette in Ruins 1. The three warps which you see send you to different locations in Ruins 1 every time you play the quest. After a great deal of work, this has been fixed. Ironically, it took me trying to create my own, simpler roulette to figure out how to make Sega's work. Though a lot of work went down the drain, Sega's is far better anyway so it was worth it. It was easiest to get the roulette functioning on DC/PC, but making it work on GC/BB was a major pain. I was about ready to give up and release a somewhat crippled version of Ruins 1 for GC/BB so the stupid quest could finally come out, but thanks to Lee the roulette has been fixed on GC/BB as well. It only took a lot of head bashing, hex editing, and FTPing, lulz.
* Enemies. While testing the quest at one point, Shadowfox mentioned that the quest had only Dimenians. I hadn't noticed, but it was true. Why exactly this is, I don't know. If the quest has only Dimenians on JPBB, I also don't know. Considering how apparently quickly the quest was made due to the little tweaks necessary and the fact that every enemy type is used extensively (except for Bringers, boo), it seemed like perhaps either 1) Sega didn't code the Dimenians properly or 2) JPBB would make them La or So types through server interaction with the quest (assuming Sega didn't actually want no La or So Dimenians to appear in the quest...). Since we had no idea what the quest would be like properly, it seemed like greater variety was a better option and likely to be correct. However in case Sega did want you to be fighting the same type of enemy all the time, the enemies are divided by area. You'll fight Dimenians in Ruins 1, La Dimenians in Ruins 2, and So Dimenians in Ruins 3. (This was also the easiest to do from a development standpoint...).
# Minor script changes to accomodate GC scripting differences.
# Meseta. For some reason, Sega changed the quest reward system on BB to give miniscule amounts of Meseta. Why they did this, I don't really know since they already admitted Meseta's uselessness by creating Photon Drops. Regardless, the rewards have been scaled by difficulty again on the original Meseta stat system. The quest has multiple rewards depending on what you do
# Significant script changes to accomodate Ver.2's different script system. Thankfully, this quest does not have any elements significant to the quest's gameplay that are unsupported by Ver.2. All changes made are, I believe, merely aesthetic.
# The Pioneer 2 map was imported from a Dreamcast quest and modified to be mostly the same as the GC/BB Pioneer 2. (I didn't edit a few of the NPCs IIRC, like the Tekker lady.) Ver.2 doesn't like BB Pioneer 2, when you talk to the bank and shop NPCs the camera zooms to the wrong location, and if you talk to the Guild you RSOD. tongue.gif Using a Dreamcast Pioneer 2 fixes these problems.
# The scrolling timer messages in Ruins 2 have been removed. While it might be possible to create similar messages, I don't know how and it wasn't really worth figuring it out.
# The "AWOOGA" siren in Ruins 2 has been replaced with the "Uneasiness" Symbol Chat sound since the sound used on GC/BB doesn't exist. The delays were slightly adjusted to make the triple sound effect sound better.
# The fancy failure message box for the timer in Ruins 2 has been replaced with a normal message box.
# Oodles of script was added to make the quest behave properly when you fail in Ruins 2. Players who are already on Pioneer 2 will be sent to the Guild, while players who are in Ruins 2 appear by the main teleporter. The script might not have been needed, but it works so oh well. tongue.gif
# The client's behaviour was changed slightly. On GC/BB if you talk to him when you fail the quest or if you choose to quit early, you get immediately sent to the lobby. This doesn't work on Ver.2, so he will ask you to cancel the quest at the Guild Counter instead.
# Protection has been added to prevent players from quitting the quest and then continuing since they are not immediately sent to the lobby.
# Minor changes were made to the ghosts in Ruins 3 to make them work on Ver.2. Thankfully, they seem to behave exactly the same as they do on GC/BB.
# The method of generating the sparklies used for capsules was changed to make them work properly.
*NOTE FOR DREAMCAST USERS*
The new sparkly creation method has decreased the visual range of the capsules, i.e. you must be close to them before they appear. I don't think this is a bug; it's probably related to the Dreamcast's low clipping distance compared to PSO PC. It's possible that the visual range on PC is also low if high-end clipping is not selected, but I haven't tried. Regardless, just know that the capsules are there, you just have to get close to them before they appear.
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May 25th, 2008, 13:29 Posted By: wraggster
Fackue has posted an update to his App for the Dreamcast:
What's new:
GUI version:
2.0.4
- Couple small changes
- Fixed Check for Update
- Source cleanup
Command line version:
- katana, wince, naomi, elf detection
- source cleanup
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May 25th, 2008, 13:26 Posted By: wraggster
News/release from Guaripolo:
This is the first version we got the port of this remake for the Dreamcast. It is a ALPHA, so do not expect great things. From what I can expect NOT mention:
-- The game is NOT presentation (on grounds of saving memory).
-- The game is NOT music (but if they are).
-- Controls are configured (accelerates with X)-I do not remember if they are configured for the player 2 --
Source
CDI
Note: If the game needed compiling data files of the original game. They can download it from HERE
Comments, suggestions, complaints, put, jokes Germans or a coin to buy a coca-cola can contact us at baigosoft [at sign] hotmail.com
Appropriations:
-- Guaripolo (Gabriel Cabral): port
-- Baig (Jorge Cabral): Graphics
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May 25th, 2008, 12:17 Posted By: wraggster
Fackue has released a new version of Wolfenstein 3D for the Dreamcast, heres whats new:
- Mouse support
- Weapon switch support
- Controllers with C & Z button support
- Command line parameters via 'params.txt' support
- SOD mission pack support via menu
- Commercial CD-ROM swap support
The rather massive amount of different downloads can be accessed at his site here --> http://dchelp.dcemulation.org/?Wolf4SDL%5CDC
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May 24th, 2008, 21:04 Posted By: wraggster
Christian Groessler has returned with a new release of his Atari 800 emulator for the Dreamcast:
Heres whats new:
* enable basic R: device emulation with the DC Coder's Cable (no modem controls; fixed to 8n1; baud rates 300 - 9600)
* use Atari800 2.0.3 code base
* use KOS svn code base version 560
* add possibility to switch X and Y axes of controller input
* ability to disable either the D-Pad or the Joystick of the controllers (in "Controller Configuration" menu)
* ability to disable or enable Bienias' sound improvements. They are too heavy for the DC and therefore disabled by default. 0.75 had them disabled, 0.76 had them enabled, now it's selectable.
* when saving or restoring state display a "please wait" since accessing the VMU is very slow. This was already in 0.75 but got lost in 0.76.
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May 24th, 2008, 01:23 Posted By: JKKDARK
Progress on the Sega Dreamcast emulator for PC.
I was unable to figure out any "smart" method of dumping E-VMU BIOS, so I still need to find the correct entry point to the BIOS procedure I want. Unfortunatelly the only way to do this is a brute-force exhaustive search of all 16384 combinations. Trust me, I've tried out quite a few and the conclusion is: the code in English-based VMUs has been shuffled by the linker and it's layout is completly different from any J-VMU I've seen.
Long story short, if you people hope to get English BIOS for VMU emulation (AFAIK noone has ever dumped it) you better help me I will continue my search anyway but it'll take weeks to months. It's not really required you know, Japanese BIOS will work just fine, but without it the simulator would appear somehow... incomplete.
Here's a list of things you need to have to help:
(1) Dreamcast
It's only required for the initial VMU programming. You might need it few more times if the VMU becomes corrupted, but that's it. Any region console will do.
(2) Spare E-VMU
It's a VMU that uses English to communicate via it's LCD. I'm not aware of any other types of VMU but J- and E- ones, but if you know better please tell me.
Important note: that VMU will be completly erased. Backup it first if it contains mini-game or saves you'll want to use in future.
(3) CR2032 button cells
You'll need some of those to power the VMU in standalone mode. Actually, if you have two able hands you can just connect two wires to the contacts (using sticky tape for example) and power it from external battery pack or even power supply. That's what I'm doing. Anything from 5V to 9V is fine, so a 4-pack of AA or AAA cells or one 9F22 battery will do. There is a diode inside the VMU to protect it in case you get the polarity wrong but be careful about that. And in case you decide on a power supply, make sure it's a quality one. The cheap "wall cubes" with unregulated output have a strong ripple which can go as high as twice the nominal voltage!
(4) Free time and some patience
This whole process is quite boring, really. You'll be repeating the same thing hundreds of times and it's important that you do it throughly. Good news is you can pause and continue at any time.
Interested? If so, please download this small package and follow the instructions below. It contains CDI ready to be burned and a binary file for people who would rather use a serial cable or BBA for uploading executables.
- I'm assuming you know how to burn CD-Rs for your Dreamcast to boot. Google it if you don't. The CDI in the archive is self-bootable, but I've also included the unscrambled binary file in case you'd want to make your own CD with a proper dummy file.
- Boot the disc, or upload it via cable, whatever works for you. Your console should be hooked up to a TV, PAL/NTSC mode will be autodetected. In case you need to override this, keep X pressed during boot/upload to force PAL, or Y to force NTSC. VGA box is another story - I'm pretty sure it'll detect and use proper mode but in case it doesn't use X+Y together. Keep in mind this will not work if normal TV cable is attached.
- You should be using standard Dreamcast controller, although anything that has VMU slot will probably do. Any port will do but I'd stick to Port A and slot 1 just in case. After the application starts you should see this:
VMU blind dialer 1.0
Press A to begin, or B to quit
- If you haven't already, insert a VMU into your controller and press A button. Let me repeat this one more time: AT THIS POINT YOUR VMU WILL BE COMPLETLY ERASED. The screen will change and eventually read like this:
Detecting... found VMU @A1
[Version 1.005,1999/10/26,315-6208-05,SEGA Visual Mem
ory System BIOS Produced by ]
Writing to VMU FLASH memory, please wait...
Processing block 256/256
Done
Take note of the version being displayed. If you have VMU version below 1.004 please contact me, as there's a chance it's different from newer models.
- Once you see "Done" you can pull the VMU out. This procedure is so straightforward that you don't even need to use the TV; just wait a few seconds for the CD to boot and keep pressing A until the exclamation (!) icon on VMU LCD shows up. Then wait for it to go away and it's ready.
That covers priming the VMU. You can produce more then one, give it to family/friends
Now, for the important (and boring) part:
- Turn on the VMU
- Set up date/time if you're asked to
- Select mini-game mode, press A to run
- This will appear on LCD:
There are 4 hexadecimal digits here. The one blinking is the one selected and up/down on D-pad will increment or decrement it. There is no wrap or carry/borrow, so the lowest you can go is zero, the highest is F.
Left/right on the D-pad will select a different digit for you to play with. You need to set all four to get a unique address. This is why it's called "a dialer" - you pick up numbers to try out. Simple. Each and every possible combination from 0x0000 to 0x3fff has to be tested.
Once all digits are set, press A to test your combination.
At this point several things can happen:
- VMU will freeze. Reset it via hole on it's back or cut and re-apply power.
- VMU will reset itself. Saves you the trouble.
- Control will actually return to the mini-game program - this is rare, though. You'll see something like this:
Every time the VMU doesn't die, the program will test the buffer to see what's in it. If it's not interesting, it'll say "BAD" and print out a value. NOW PAY ATTENTION, THIS IS IMPORTANT: if the value is "77", ignore it and keep trying with different address. If it's "FF", write down the address and once you're done with testing for the time being, send me a list of those addresses. If you see any other number, especially if you see "2A" and/or "BAD" does not show up with the number, tell me about it ASAP. That's what we're looking for.
- On a very rare occasion a small group of addresses will execute BIOS built-in FLASH write routine. This will most likely corrupt the VMU and you'll need to flash it again via Dreamcast. Happens.
That's about it. Don't go over 0x4000, no point. If you want to help, contact me first via mail or comments - I will ask you about your VMU version and will assign you a range of numbers that needs to be tested in the first place. This way we won't have several people doing the same thing in vain.
Footnotes:
- Yes, each and every address has to be tested. No skipping. We're hunting for 3 or 4 values out of 16384, we can't afford even smallest gaps in the search pattern.
- Once you set a number, you can press B once and it will be stored in the FLASH and recalled after reset. "FB" will appear on the screen to tell you it has happened. DO NOT USE THIS TOO OFTEN, for FLASH memory can only be written 1000-10000 times before it stops working. I use it every 64 numbers (0x40 in hex) to keep track of my progress.
- Keep notes. If you make a pause and forget what was the last number you've tried, go back to the number you're sure about. Or else you risk skipping something important.
- Because 95% attempts end up in hang or reset, this is really slow and boring thing to do. But if 20 or so people were to help out, we could cover all range in just few days.
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May 23rd, 2008, 15:26 Posted By: wraggster
Roland F.B. has slipped a release by our noses but thankfully dreamcast.es spotted it and posted news of his release for the Dreamcast and also GP32:
Is a game based on the traditional Pacman of NAMCO, this version is a little
different from the original one from 80's since the player cannot touch the
walls of the levels so that him minimized its levels of power and their lives
in the game, must escape of all the ghosts and to advance until I complete
level to win in the game.
SYSTEMS
This game run in:
· DreamCast
· Microsoft Windows 98, Me, 2000, XP Home Edition, XP Professional.
· Linux Suse, Red Hat
· Mac OS X
· BeOS
· GP32
With power to the fenix ports. 0.84 version.
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May 23rd, 2008, 00:16 Posted By: JKKDARK
More progress on the upcoming homebrew game for Sega Dreamcast.
Minor status update!
* Our coder is ironing out bugs and also codes a bunch of enhancements for the game.
* Our pixel graphician is (still/again) busy with his paid job - he promised to have the tileset for the desert world done by friday.
* Our musician alex is currently finetuning his tracks and composing a few new ones, as the soundtrack is yet not fully complete.
* The organizer is frustrated, due to slow graphic artists
* The beta-tester is bored, as he doesn’t have anything to do…
World 1 - Boss enhancement!
Our coder has tweaked the first endboss this night. Overall it’s slightly more difficult than before, but considering there are dozens of chances to gain extra lifes before, it should not hurt too much.
Concerning some critism from Fusion_Power about the “layout” of the boss area, we have adjusted it. A before after check will be posted the next days. It’s really just a MINOR change, but it was probably really required.
World 1 - Boss enhancement - Comparison
Old:
New:
The silver pipe has disappeard and everything is a bit more matching now. There is another significant change, the boss has an energy bar now, so you can see how long you need to fight.
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May 21st, 2008, 20:40 Posted By: wraggster
Phantom has released a new version of FreeSCI for the Dreamcast Console, heres the release details:
I did not have enough time to fix savegames on DC, so this release has no savegame support. There are also other issues such as random hangs that will need to be investigated (these kinds of issues may not be DC-specific).
For SCI0 games FreeSCI 0.3.5 is still your best bet. If you want test some early SCI1 games (SQ1VGA, SQ4, LSL1VGA etc), then you could try this new binary.
It might not be very useful without savegame support, but I decided to release it anyway, as some people may want to try it out regardless.
Download: http://www.retrovg.com/freesci/freesci-0.6.4-dc.zip
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via phantom
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May 21st, 2008, 20:36 Posted By: wraggster
A site i started originally and then was handed over to people far better than me in that field have released a new version of their website:
In preparation for the new Web site, we have once again upgraded DC Evolution to use the latest design we are using on the development server. In addition, we have updated the installation of CAGCMS to include many minor feature additions and bug fixes.
We should be unveiling the new Web site, with many of our popular downloads and releases, very, very soon. Keep your eyes out for all of the new content.
http://www.dcevolution.net/
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May 21st, 2008, 04:56 Posted By: JKKDARK
Progress on the upcoming homebrew game for Sega Dreamcast.
Most of the comments show up that a spoken storyline would not be accepted. The idea is completly dropped and we will not pick it up again. Thanks for everyone who left his/her thoughts!
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May 18th, 2008, 11:06 Posted By: wraggster
The Spanish folks at Dreamcast ES are again keeping the whole scene going
Heres another release to play with:
Browsing the immensity of my backups development for Dreamcast, I found something that caught my attention:
Developed in principle by Storm Studios, this is an engine based on God Altered engine / Simple Video Game Library David Piotta. It is an engine type Diablo. You can move and direct the character where you indiqueis with the pointer.
Things have been updated as detection and collisions, you can also select from Pal / NTSC. It's at 640 X 480 and is fully compatible with the engine selection few days ago that integrated the demo Trolleol.
Works with PAD, the B button is used to select the point where the character and move the button And terminareis the demo.
Now we begin to compile and run things well, with these engines can begin to prepare things, we hope your comments.
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May 18th, 2008, 10:57 Posted By: wraggster
Ron posted a great article on his Blog which deserves to be translated and posted here, heres the english version in full.
In computer language, however, emulation means rebuilding another operating system of a computer or a console on another system, as an example, rebuilding a Nintendo system in your Sega Dreamcast so you can operate a ROM or play classic arcade games or simply recreate any of the computers and consoles 8, 16 and 32 bit that had been part of the history of video games.
Certainly, neither Nintendo or Sega nor any of the manufacturers have built their systems to be used for such purposes, as in this case is emulation.
The obvious utility software emulation is not prohibited from users greater and better compatibility and more freedom. So have you thinking that software emulation is a threat to manufacturers of systems?
Read my article on emulation and please leave your comments because it is a serious issue and interesting
This article is not a guide to emulation. If you really want to learn how to emulate any computer or on your Dreamcast console, Pasat by Dreamcast.es you find a lot of information would be helpful and useful.
What I mean by this article is why, as promoters of free software and concerned citizens should care in general these issues.
Well, I will endeavour to show that the emulation is not just play the last game for PS2 in your PC or even more, is also to enable new players to have access to titles from other generations. It is above all the freedom to run the software you want on the hardware you want.
The threat of emulation
We must be aware that often in the computer industry, emulation involves a clash between private and public interests. The interest of most major corporate software and hardware that option is close to blocking users. If you want to play a game of Nintendo, the first thing you want Nintendo is buying a Nintendo console. If you want to play a Mario on your Dreamcast, Nintendo hopes that you own or at least the version you buy "legal" in whatever system which has been edited.
As an example you say that it is complicated to find a Mario Dreamcast, since it has never been officially given this opportunity, therefore I am compelled to play Mario on the platforms that Nintendo has had or which holds currently supporting Mario. So if my wish is to play Mario de la NES, I think it will be very difficult to find both the console as the cartridge. The same goes for SNES titles and not the same thing happens to discuss with Master System, Megadrive, etc. ....
So if I have a cartridge with the Nes rom of Mari, because I understand that my private copying Volcan allow me so that I can continue to enjoy that game, the only difference is that the hardware that will run is not the original Without an emulator. Another typical example that has brought many comments has been operating software Amiga, you will need an Amiga or roms original, and without a company called Cloanto demandarte will have no problems if you do not pay the privilege to emulate the friend in your PC. Strategies for Microsoft to drive out and get rid of users of GNU / Linux or to impose Internet Explorer with people surfing the network are well known. The emulation is a threat to corporations that thrive in the exclusivity of its software and hardware.
Who and What is the division of the pie? Who monitors so that you can not emulate other systems on your PC or console?
The most obvious reason is probably the convenience. For someone who is dedicated to investigate history of the game and software, is neither desirable nor economically viable possess all hardware needed to operate and much less software. The legal conflict to find old games or operating systems remains a vacuum, abandonware is not legal mostly except for one who has been licensed by their manufacturers or licensees to use public non-profit.
You can enumenrar many similarities, but mostly it is well known by all the current situation and is not committed to repairing this article in each and every one of the owners and legal licenses.
Is the threat emulation corporations that thrive in the exclusivity of its software and hardware?
If an emulator would be beneficial for a company, while not generate a conflict with its lines of business, there would be no "threat" of emulation. Each corporation you would probably welcome and develop the emulators themselves. Look for Sony PSX emulating in its PS2 and now Nintendo with its Wii. The emulation is not really a business, is a seam and now corporations have realized that this is income and that besides all that old software has also pull and copyright.
While the software emulation will continue to schedule "at home" and being stored under corporate control, is a jewel in its crown. The problem is that it is very easy for a competitor from taking advantage of emulation software, which can become a powerful weapon and double-edged, in fact SET would happen if a company is relying on the exclusivity of its software to maintain its share market.
Known cases are the "adapter Atari 2600" ColecoVision, launched in 1982, which gave the owners ColecoVision freedom to select an games from two libraries that were competition in the market and also incompatible. There was no reason to buy iron Atari, knowing that having a Coleco titles available on both platforms.
There is also some concern that the emulation can be bad for existing hardware; ensure the retro-compatibility may limit a system or bring it to burst their manufacturing costs. Commodore for example made no serious effort to promote the emulation of the C-64 when it launched the new line Amiga and even did not include support 5 "¼ in any of the commercial strategies as it had done with the C-128, could change among three modes: C-128, C-64 and C / PM. The decision by Sony to incorporate retro-compatibility of the PS1 at its PS2 was seen by some as a concession to consumers, but by others as a strategy to tap the vast library of games for its new console (there were better games in the PSX 3 or 4 titles submitted for PS2 on the day of launch).
Another very important part is the economic, having to go shopping as Peripherals game pads, mice or expansions. If I have those of my system, because I can not take for all emulators available. The incompatibility between peripherals is another of the handicaps.
The exclusivity
It's current tactic seek exclusive. It is not necessary to set an example but used with mario should serve as an analogy because it just looks at teams and not Nintendo as the Sonic Sega shown up in the Tamagotchis.
If a console is "gambling" and we can not live without. Is Strategy?
The console manufacturers and developers of games and systems know that if a program or game is very popular, the software will be available only for that single platform. A very simple example could put in Mario or in the Grand Tourism. Consumers will buy no matter what the sophistication of another machine. Right now we have a very clear example with the 360, then we'll see what happens with Sony and Nintendo, exclusive games have always been tempting for users. Nobody knows this better than Nintendo, which has squeezed all their "licenses" to the point of reaching limits of absurdity.
In 80 years, dozens of incompatible computer systems on the market inconvenienced consumers often. For tastes and colors that users commodore 64, Tandy TRS-80 and Apple II, Sinclair Spectrum and others, including competing wildly and taking consumers to split, there were those who became often fiercely aggressive in defending the brand that it bought and is still today. Companies that dared to produce "clones" owners of these machines were carried courts and most mired in misery. The money was paid to their owners and what Microsoft is not shared wisely. The war continued in the era of "16-bit", and is still easy to find in their diehards still aferrarndose ordenat and their consoles, such as Amiga or Atari despite its obsolescence alleged. When you are asked to learn another operating system, it is amazing how the spirit of your old system superior feel.
http://rondreamcast.blogspot.com/200...-emulacin.html
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