ScummVM continues to leap forward in a leap year, and we are pleased to announce the next shiny bugfix release of the project.
As usual, it holds a number of improvements, it's more stable, and it should bring you even more fun than 0.11.0.
We fixed the digital iMUSE system (better COMI experience), King's Quest 4 bugs were squashed, and support for fanmade AGI games has been improved; Lure of the Temptress, Inherit the Earth and I Have no Mouth all work better since we fixed several crashes, lock-ups and all such buzzwords.
As a special bonus we are glad to announce the return of the BeOS port and the deeply missed Playstation 2 port.
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the games, allowing you to play them on systems for which they were never designed!
Some of the adventures ScummVM supports include Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins; Westwood Studios' The Legend of Kyrandia and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system such as Monkey Island, Day of the Tentacle, Sam and Max and more.
Heres whats new:
Ports:
- Revived the PS2 port.
- Revived the BeOS port.
SCUMM:
- Improvements for Digital iMUSE subsystem. This fixes several glitches in The Curse of Monkey Island.
- Fixes for cursors in HE games.
AGI:
- Fix for zombies in King's Quest 4.
- Fix for changing palettes in fanmade games using AGIPAL.
Lure:
- Fixed some conversation crashes in the German version.
- Fixed operation of the optional copy protection dialog in the German version.
- Added saving of conversation flags as to whether a particular conversation option had been previously selected or not.
- Fixed glitch that could cause transformation sparkle to happen a second time.
- Fixed behavior of Goewin when you rejoin her after meeting the dragon.
SAGA:
- Fix for rat maze bug in Inherit the Earth which made game not completable.
- Fixes for Inherit the Earth and I Have no Mouth game startup on a number of platforms.
- Reduced the number of simultaneous open files in I Have no Mouth, to allow it to run on platforms that can keep a limited amount of files open (e.g. on the PSP).
- Fixed graphics glitch in Inherit the Earth with simultaneous speech.
- Fixed palette glitch in Inherit the Earth when looking at the map while at the docks.
Download the Dreamcast Version and Give Feedback Via Comments
Seems someone gained the permission for an official Giana’s Sister PC sequel,
which brings up the question if the word of the trademark owner is still vaild
and we can still release Giana’s Return. In worst case, we just rename the 2 girls
and change the titlescreen musix remix.
Sega console fans rejoice, as an extremely rare item has just appeared on Shop Goodwill. A brand new Sega Dreamcast with an extra controller are among the latest lots on the charity auction site run by Goodwill Industries. Everything was factory sealed upon arrival, and Goodwill employees at the Indianapolis store where the items are located only opened the boxes to ensure everything was inside and completely sealed. The opening price for the lot was $3, and that has since risen to $30.36.
This is a phenomenal deal. The Dreamcast was originally released in 1998, and this brand new item is not only a pristine collector’s piece, but also a fully functional console. All you need to do is then find some games. Fortunately enough, there are five different lots of Dreamcast games available on Shop Goodwill.
This is a great deal, and I wish I could bid. However I know I’d be outbid on this beauty. This collector’s item is worth far more than $30, and I’m sure some loving fan is going to scrape together the funds to procure this piece of gaming history. The auction began February 29, 2008 and is set to end on March 7, 2008.
- AICA cleanup: done
- Puru Puru Pack (vibration) support: done
- Render to texture: done
- Fixed (again, and for good I hope) missing sound in Project Justice
- Spent 4 hours playing Elemental Gimmick Gear on Makaron
Force feedback was tested on Soul Reaver and seems to work. Did I ever mention this game is one of the reasons I moved from simple SH4 recompiler project to full-blow Dreamcast emulator? I simply adore whole series.
Now this is actually Saturn conversion, that's why the graphics look a bit dated. Don't let it fool you into thinking it's old and boring - it's quite the opposite. Runs rock solid too, I've played it on full screen and never had a single problem whatsoever.
And this isn't a game at all, just a movie demo disc - GD though, so Dreamcast exclusive. Kinda sucks they didn't remove the interlace - looks pretty bad on PC monitors. Nothing can be done about that now, it's MPEG stream.
And this apparently is Makaron exclusive for now I've only played Interlude for several minutes (can't read kanji, so...) but I've noticed there's lots of nice backgrounds. Plenty of spoken dialogues as well. It's 2003 game so I guess quality is higher compared to similar games for Dreamcast (why, even compressed the image is still almost 1,2G).
I just have ported OpenTyrian to Dreamcast, and here I publish my first "alpha" version.
OpenTyrian 0.1 DC (alpha)
- From svn revision 719 classic.
- Game is "playable", I think it goes a little slow.
- Pad, mouse and keyboard should work.
Known problems:
- Instruccions section doesn't work and produce a crash...
- Sound and music work, but also they play badly. It would be great to implement an optimized sound routine (like gp2x version). Any ideas?
- Load and save doesn't work yet (have to implement vmu routines).
Controls:
- Analogic or digital stick to move spaceship.
- Start: Like enter button
- A: Fire
- X: Fires left secondary weapon.
- B: Fires two secondary weapons.
- L: Like escape button
Updated the CD-Rom image code to handle the various read modes (Bug #59), including raw reads (using libedc to generate the EDC/ECC data on the fly), as opposed to the old code which really only handled mode 1 and mode 2 form 1 sectors - CD-Roms are much more complicated beasties than one typically imagines. I haven’t validated it yet, but I don’t think I’ve broken any of the cases that previously worked either *crosses fingers*.
In other news bhaal22 has contributed an ALSA sound driver which is now in svn, along with some initial (long overdue) work towards tidying up the audio subsystem.
We want to keep it short - we need a Pixel Graphics Artist for Giana’s Return to get things finished. We can not pay anything, we can only offer you fame (aka credits) and donations shares (if there will be any). Please keep in mind that this project is HOBBY & FUN for the team, nevertheless we want to see it in good condition and fully finished the next few weeks.
Your job would be:
* Cleaning Pixel Graphics
* Drawing minor objects
* Adjusting GFX Sets to match a theme
* Able to deal with color limitations
As the engine is already done, you wont have too much freedom (but a bit).
If you want to help, please write an email to the project organizer at shahzad(DOT)sahaib(AT)web(DOT)de - preferable with some sample work, or a link with sample work.
Im a few weeks late with this but im stunned to hear the very sad news that Heliophobe who was one of the nicest and most talented coders to hit the Dreamcast scene died a few weeks ago.
We regret to inform you, that
Nick Warren, aka Heliophobe, long time member and supporter of our community, passed away on thursday, january 29 at the age of 29.
Despite being active here, Nick was sick since a few months, and went to the hospital in january. You'll probably remember him for the quality, intelligence and sense of humor in his contributions. Additionnally, it isn't a well known fact but Nick generously handled hosting fees of the site for many years, which permitted our community to stay alive all this time.
More important parts of Nick's life are unknown to us, and I'm certain that his friends and family have more and better reasons to miss him. Our sincere thoughts goes to them.
His close friend Genevieve has setup a simple remembrance page here (page closed by Genevieve since then).
Shall I add some of the things that he created:
Nine Pixels (2006),
SMS Power 7 (2004),
Copyright Violation (2002),
SMEG (SMS Emulator for Dreamcast) (2001) + Interview,
Damiana (Y2Kode 2001 competition),
Tetracycline (2000),
Good Advice (2000),
Sprite (2000).
RIP.
This is very sad news for the Whole Homebrew Community and my tears go out to his friends and family. To die at such a young age is heartbreaking.
What's new:
- A few new checks to make sure everything isn't missing before uploading (CDFS redir)
- Uses CodeBlock's console runner to keep the console open after dc-tool closes
- A few other things that I can't remember
Interview: Cryptic Allusion on Keeping the Dream(cast) Alive by Howard Wen, 4 Mar 2008 3:11 pm
The Dreamcast was the best and last console Sega ever made. Its short life of less than three years on the market (originally released in November 1998) was marked by good reviews for the console itself and many of its games. None of this was enough to make a difference, especially against the onslaught of the PlayStation 2.
In the aftermath, a cult following for the Dreamcast grew, and rapidly alongside it came a homebrew development scene determined to give this still technically powerful console a second life.
Cryptic Allusion helped pioneer and foster the Dreamcast homebrew scene. The founder of this firm, Dan Potter, was influential in creating KallistiOS, an unofficial toolkit that helps programmers write code for the game console. (Today, KallistiOS is maintained as an open-source, free software project by a team of volunteers.)
In 2001, months after Sega officially stopped selling the Dreamcast, Cryptic Allusion put together a disc of Dreamcast games and demos created by themselves and other homebrew developers. This disc, titled DC Tonic, was given away at that year's E3 to critical acclaim.
In 2003, Cryptic Allusion released the game for which they became best known: Feet of Fury, a Dance Dance Revolution clone developed with KallistiOS. Its professional-level production values helped to extend interest in the Dreamcast's afterlife among the homebrew community.
image
But from that point on, Cryptic Allusion gradually shifted away from the Dreamcast. Activity within the entire Dreamcast homebrew scene was declining, as well. Though Cryptic Allusion is still presently working on a new Dreamcast title, a remake of an Amiga platformer featuring a Samurai duck called Donk!, they have been focusing more on making games for the Mac and Windows. Apparently, developing for dead game consoles isn't that profitable.
Potter runs Cryptic Allusion from Austin, Texas, with his business partner, Roddy Toomim, as an independent game development company that comprises of just the two of them.
The Escapist: What are your technical backgrounds? What do you guys do for a living?
Roddy Toomim: I'm a techie by nature, but I couldn't code my way out of a wet paper bag in a Gulf Coast rainstorm. Dan's the man behind the code, but we've taken on a couple of coder interns in recent months to help us complete Donk!, as well as a couple of art interns.
In real life, I'm a software tester for a company that creates and markets slot machines. I suppose that puts me in the "gaming" business, but not exactly where I want to be just yet.
Dan Potter: I began working with computers when I was about 6, when my dad brought home the "first pieces" from the TI employee store. I haven't really stopped since then; I've been working in the industry professionally for about 14 years now.
My current job is in the transport and analysis of flight data for commercial carriers - think "black boxes" - for accident prevention and procedural improvements [like] more comfortable flights, less fuel usage, etc.
TE: What's the appeal of the Dreamcast for you guys? Basically, why have you even bothered with making games for this dead system that wasn't all too popular to begin with?
RT: [It's] the last Sega-made console. Ever. It's got too much appeal as a piece of gaming history to just let it die, you know?
Dan was mostly responsible for the reverse engineering of the machine. He likes to tell people that he had minimal involvement in the project to figure out the guts of the Dreamcast, but he's a smart guy. Smarter than me by far. At least as far as math/code goes. Don't let him tell you different!
DP: Let's not distort the record here. I actually had very little to do with the reverse engineering part of it. I tried really hard on a few areas and just didn't really get anywhere. There are some even smarter guys, mostly in Sweden, who did most of that. I helped nudge it along in a few places - by friendly competition, if nothing else. But they did the bulk of the work. My main contribution was to put it all together in one place and make a friendly package to let people get in there and use the knowledge. After awhile, I was really only stewarding that effort.
The most modern version of KallistiOS includes a lot of code from my hands, but I'd bet about half of it was contributed by [others in] the community. If you include all the add-on libraries, my contribution shrinks even further.
RT: I may have to butt heads with you here about the popularity of the system. I believe it was successfully marketed to a burgeoning demographic of core gamers. In that sense, it was a great console and a successful launch, which was only helped by being released almost a year prior to the PlayStation 2.
Sega's focus on the hardcore player made them a failure in the general marketplace, though, so most people see the console as a complete flop. I suppose that means it depends on how you view the console's place in the genealogy of gaming to determine its position in the grand scheme of multimedia. I won't go into this any further; I feel like I'll be talking politics, attempting to defend something that doesn't really need to be defended. The Dreamcast can just "be" for now, and I'll be OK with it.
TE: How would you describe the current state of the Dreamcast homebrew scene?
RT: I'm a little embarrassed to answer this question: I don't really keep up with the homebrew scene. That's Dan's job! I just focus on what needs to be done to complete our projects, and if we need to communicate with people, I take care of keeping those lines open.
DP: I don't particularly keep up with it either. As far as I can tell, though, there's not a whole lot left of it these days. The most active discussion goes on with some of the forums like DCEmu, but I don't know how much practical output those produce. Most of the more hardcore discussion takes place on mailing lists, like the KOS Development List, and there's just not a whole lot of life there these days. A few questions pop up now and then, but it's not like it used to be.
TE: So how much access to the Dreamcast hardware did this community manage to figure out? Can you guys pretty much program a game that is as technically good as the kind that commercial developers made for the system?
DP: In some ways we are more advanced than the commercial development kits, but given my limited knowledge of what they can do, I can't answer too definitively. Someone inside Sega once told me some of the Dreamcast engineers had looked at the [KallistiOS] code and were pretty impressed with it.
I think there's certainly enough low-level tools to do a decent game now. But it comes down to the normal bottlenecks for developers on any platform: access to resources and just using the tools to push something out.
TE: What tools do you guys use in homebrewing for the Dreamcast?
DP: These days, we actually make a lot of use of standard PC development tools - Visual Studio on the PC side of things, Xcode on the Mac. Most of the code work is done with a toolkit called Tiki, which is the result of factoring out a lot of pieces of Feet of Fury and porting them to be more modern C++ and focused more on a PC-ish environment. I had written this thing to port Feet of Fury actually, and someone ported it back to the Dreamcast, so now we use that for most things. It's much easier to develop and debug on a PC.
When we actually build for the Dreamcast, we use a free software tool chain from GNU along with KallistiOS, which includes a ton of ported extras, like Xiph's Ogg Vorbis libraries.
Tiki has actually been picked up and ported to a lot of platforms now, including the Dreamcast, GP32, Nintendo DS, Windows, Linux, Mac. It's worth looking at if you're looking for something simple to get going, because it serves the purpose of something like SDL, but without a lot of the bureaucratic overhead I think of when I think of SDL.
TE: What do you think is the biggest challenge about programming the Dreamcast?
DP: The biggest challenge these days is, oddly enough, acquiring parts. The best tools to work with are a brand-new Dreamcast and a broadband adapter. Both are nearly impossible to obtain these days. Thankfully, I have a big stack of Dreamcasts to cannibalize as pieces if others die. [The Dreamcast] was a neat little machine, but - I hate to say it - not very durable in the long run.
At one time, I had built a "Frankenstein Dreamcast" with flash ROM, an IDE interface, and hooks for an ISA network adapter, though I never quite got around to building all the logic for that. It was a really neat project, but it just got to be too much of a time sink for me to really justify it for its own sake, especially as how I doubt anyone would've picked it up and mass-produced it for other developers.
From a technical standpoint, it's a pretty powerful machine with some great tools out there now, but if you're not up to par on your debugging and other hackery, you won't get very far.
TE: Could you share some advice - technical or otherwise - with others who are interested in homebrewing for the Dreamcast?
RT: Learn C++!
DP: Yeah, that and, really, just get in there and do it. There's no amount of book learning or studying that is going to prepare you for it. The more experience you have outside the cushy sandbox that is modern PCs, the better.
TE: What do you think is needed now to help advance the homebrew scene for the Dreamcast?
RT: I don't see the homebrew scene really opening up unless Sega decided to get involved with KallistiOS to help it along, filling in the gaps and, in the process, recreating it as a true dev-kit. I don't see this happening in the near future, but I suppose an old Dreamcast engineer could pop up somewhere. I want to point out that I do not know of anyone out there even considering this. Don't think of it as a rumor.
DP: I don't think even Sega getting involved with KallistiOS would help much. What would advance the homebrew scene for the Dreamcast would be a revival of the Dreamcast itself, and I don't see that happening for another 10 years or so. At that point, it'll be retro and, thus, cool again.
Most people who are interested in hacking on consoles just to hack on consoles have long since moved on to other things.
TE: So would you like to see Sega return to the hardware scene, or see the Dreamcast return in some form?
RT: I would personally love to see Sega return to hardware, but I don't think that will happen for another two or three generations, if at all.
The Dreamcast is technically still "out there" in the few arcades that still exist in this country: You'll find classics like Crazy Taxi, Capcom vs. SNK, and tons more. The NAOMI is the arcade version of the Dreamcast, and it's just a souped-up version of the home hardware. This was Sega's biggest missed opportunity, in my opinion. They could have done what Nintendo was attempting with the Mario Kart arcade game, or Sony's Tekken series, when taking into consideration arcade/home connectivity.
DP: Sega is no good at marketing hardware anymore. Sorry, guys, it's true. The Saturn was a total flop outside Japan, and, while the Dreamcast did pretty good, it got trounced by Sony's PlayStation 2 marketing.
Old consoles had a lot of very custom hardware in them, and you really had to re-learn how to code in a lot of instances. Look at today's console lineup: basically, all PPC cell processors with various combinations of off-the-shelf video hardware and such. Modern arcade boards are more or less just a consumer console crammed into a JAMMA form factor.
So, in that sense, no, I don't expect nor would I like to see Sega return to the hardware scene. I like them doing what they did during the Dreamcast era: making fun games. Hardware is just not all that interesting anymore.
We want to keep it short - we need a Pixel Graphics Artist for Giana’s Return to get things finished. We can not pay anything, we can only offer you fame (aka credits) and donations shares (if there will be any). Please keep in mind that this project is HOBBY & FUN for the team, nevertheless we want to see it in good condition and fully finished the next few weeks.
Your job would be:
* Cleaning Pixel Graphics
* Drawing minor objects
* Adjusting GFX Sets to match a theme
* Able to deal with color limitations
As the engine is already done, you wont have too much freedom (but a bit).
If you want to help, please write an email to the project organizer at shahzad(DOT)sahaib(AT)web(DOT)de - preferable with some sample work, or a link with sample work.
March 8th, 2008, 08:00 Posted By: Christuserloeser
UPDATE - PROVEN TO BE A SCAM.
Sadly Sega dont own the domain and the company that does have affiliate links and are using the domain to get your emails and more, check via comments for all the detailed information, lets hope Sega Kick their arses. Do not give your email to these people.
It seems that SEGA of Japan just updated their Dreamcast website at Dreamcast.com
By clicking on this image, you'll be taken to dreamcast.com/apps/ucp.php
Dreamcast users can register there with a user account for their console's serial number and will get an account @user.dreamcast.com.
The image linked to above is called "dc_promo_2008" which obviously hints to the fact that SEGA might be celebrating the 10th birthday of the Dreamcast this year.
If you ever wanted to show SEGA that you are still out there playing your Dreamcast, now is the time!
Dont Worry if you see anything strange on our DC News (thats the Dreamcast Site to viewers on the DCEmu Main Portal) im working on updating the site to the new design and bringing back the pages of emulators and homebrew and finally ditching that godaweful files download system that has caused us grief for too long.
- Update -
Just went through 2 years of releases and added the links to the site, was quite a nice experiance to go over all the releases
Next job on my agenda is to bring all of DC Homebrews releases to this site.
From Now on we will be back to having Dreamcast News as it appears. lets show the other homebrew scenes that the Dreamcast is still the best console homebrew scene.
First.... must be given a lot of applauses (which are not sufficient) for Melovampire and Neoblast, the New and better components of spanish Dreamcast Scene.
What a Great level could be seen , so I am deeply proud and thankful and it goes without saying that their work, dignifies the spirit of all Dreamer with a lot of passion with the right professionalism and dedication which they have done things
BRAVO by Iber DC DEV TEAM!
DO as much as you can, applause... and so quite possible the illusion the commitment, stamina and professionalism with which they have raised the level of the Dreamcast to levels unimagined, goes for Melovampire and Neoblast with our greatest appreciation for the fact that often they have done refresher with the DC ...
Thank you very much, with all my heart. It has been an honour to wear the Tshirt with you!
Also thanks go by Chui, Fox68K, Timofonic, Talfi. Dr. Apocalipsis and many others who made the journey was so intense and enjoyable.
One more thing: When Mr. Miguel Ángel Montejo and Jaime G. Soriano, greater appreciation and devotion to helping both the scene of the Dreamcast.
List already collecting. WADs for nxDOOM, most have been tested but can always be surprises, whoever wants to test the down, are 4 files. Rar (150 MB).
NOTE: To be able to play this compilation is needed DOOM2.WAD file, which comes with the game ID Soft. DOOM 2: HELL ON EARTH PC.
Quote:
Welcome to the greatest PERDICIÓN ever known, DOOM, running through nxDOOM Dreamcast. NxDOOM is a port of DOOM engine that allows play to the best FPS of history in our DC nxDOOM also allows loading maps and modifications of the game ID Soft.
NxDOOM vs. Scene DOOM:
(Collection of maps for nxDOOM)
The scene DOOM will be hard put to nxDOOM with more than 100 PWADs. The compilation includes:
-- BlackAura's nxDOOM port.
+20 MEGAWADS. New full-length episodes, more than 30 levels.
+15 TOTAL MODS. Overall graphics, sound, weapons, maps ...
SEVERAL +25 MODS. WADS that add several amendments to DOOM.
+50 MAPS. Episodes short, 1 or more new levels.
DIRECTIONS FOR USE:
NOTE: To be able to play this compilation is needed DOOM2.WAD file, included in the game DOOM 2: HELL ON EARTH PC.
1 Descargate the eighth. RAR (4 parts) and decompresses.
2 º DOOM2.WAD Copy your file within the folder PERDICION / DOOM /
With 3 eighth BOOTDREAMS select the directory and creates an image. Cdi (DISCJUGGLER).
Burn 4 th image with 120 ALCOHOL selecting RAW DAO.
CREDITS:
- BlackAura and nxDOOM.
- The scene mapera of DOOM. (Doomworld.com / arcades3d.com / tournament maps cabro / doomzone / forum realtime pcmania)
- John Carmack, John Romero and ID Software.
ODOBRITEV COMPILADO:
Puch666-and retro-tone for dciberia.net
Tyne is still working on his rather awesome QUake Mod for the Dreamcast called The Ascension Of Vigil, but calling it a Quake Mod doesnt do it justice its more of a game in its own rights.
He has posted a new screen which ive mirrrored via comments, check it out.
Fenix: Actual runtime for Dreamcast used with Babaliba and Camelot Warriors remakes. Available runtime binaries, runtime source code and toolkit for Windows and GNU/Linux.
SDL: Full OpenGL integration and fixed little problems.
OpenGL: Based on KGLX and used with Neverball port and DreamEDGE and DreamPlaces 3D engine ports.
I am proud to announce the first release of the excellent Gens emulator to the Dreamcast. Chui, Stef and I have been working on this port about a year and a lot of assembly code had been translated into C. It is been a great effort but i really think it is worth it. At last, you can see all our finest in one shot.
The project is intented to bring high quality genesis emulation to the DC, not to mention game compatibility.
At the moment, this alpha version features the following:
- Two SH4 assembly engines especially design for the DC.
* FAME: Very fast M68000 emulation core written 100% in SH-4 assembly code.
* FAZE: Z80 emulation core written 100% in SH-4 assembly code.
- Raw binary (.bin) and interleaved (.smd) ROM format support.
- GZip, Zip and 7-Zip compressed file format support.
- YM2612 emulation core by Stef.
- PSG emulation.
- SDL Dreamcast implementation by Chui.
- The sound is being emulated but not output yet, though.
- On-screen menu.
Finally, I would like to thank Chui and Stef for everything they have accomplished to make this a reality.
The sources and binary for the DC can be found here:
Well over a year and a half ago i handed over the Dreamcast Site to DS69 to run but recently with the great man being away in Australia (lucky Bast) and the major problems with the file archive and server probs etc, Our Dreamcast site has been rotting away.
A few weeks ago i made the decision when i had time to finally sort out the Dreamcast Site and get it all back up to scratch, first on the agenda was to ditch the old design which is nice but problematic to work with, the new template needs some work but im hoping some of the more gifted graphical people will sort that for me.
But anyway most of the site is back to being perfect apart from files that were originally on the now dead DC Homebrew Site which im uploading when i get time.
The reason for this news and its on all the Network of Sites is to let you all know that DC News - DCEmus Dreamcast site is back and not only that but the Dreamcast Scene is going through a major resurgence with the releases of a New Genesis emulator, New Games, a new compilation and much more. If you have a Dreamcast rotting away at home or can pick one up cheap then you could be enjoying one of the best console homebrew scenes.
SEGA Japan has urged Dreamcast owners not to supply their email addresses and console serial numbers to Dreamcast.com as the site is a phoney.
The publisher confirmed it did not own the the domain to Japanese site Mainichi (translated by Joystiq), claiming the logos displayed were being used illegally. Even the dreamcast.com domain registration was fraudulent, apparently.
SEGA Japan will be taking "appropriate measures".
News emerged at the weekend that the site was offering @user.dreamcast.com email accounts to anyone supplying a console serial number.
SEGA Europe avoided commenting on the issue yesterday, which suggested something fishy was going on.
- ZX-Spectrum 48K, Plus/64K, 128K, Plus2 and Plus3 models.
- Assembler RACE/FACE Z80 core.
- Joystick emulated: Kempston, Sinclair1, Sinclair2 and Cursor joystick.
- Filemanager with subdirectories access.
- SNA and Z80 snapshots support.
- TZX and TAP tape images support.
- Fast loading tape time.
- Virtual keyboard and virtual tape
- Under PAL dreamcasts ask 60-50Hz selection.
- GNU/Linux and Windows video scaled and TV filter using hardware.
In the show came a sr. With the source of the Abbey of Crime for PS2, this in C, SDL and the Vigasoco strip.
As remarked, we wanted to pile it on Dreamcast, as always thanks to the divine hand GPF we already have the source that compiles perfectly. I hope that what mireis and together with the Abadia.DSK what pongais underway:
To be honest I'm not even sure where to start on this one... this release most importantly has Insight and GDB included. I've been using it for the last month or two and it's a real treat using it. I've included a tutorial on how to use it. Lets go through the changelog. KallistiOS has been updated. The old SDL patches Bero posted to KOS' SourceForge page are applied, lets not forget the timer changes OneThirty8 posted here. More so, SDL headers and libs are finally organized. dc-load IP and Serial have been updated also with a tutorial on compiling it yourself. dc-tool can be used in your Makefile with $(DCTOOL_SERIAL) and $(DCTOOL_IP). Hopefully the people who had problems with "make" in the past don't have the issues anymore since I've added the package to Cygwin. The new GL port by chui has been included however it's lib has been renamed to glx and it's headers are in GLX to prevent the default GL from being overwritten. The toolchain has also been recompiled using the newlib patch KOS provides - more information about that here. And finally, the DreamInducer theme was fixed. No more purple loading screen, no more cut off text and no more load screen fading in\out to speed up the loading time a little. There so many changes I couldn't keep track of, I'm sure there's more like new version of tools in the extras folder, more tools, and some exclusive tools I've made like an VMU LCD image converter and the Chankast BIN loader that's been in the last few releases.
- GDB and Insight included for Debugging
- KallistiOS 1.3 updated to svn 561
- dc-load IP\Serial 1.0.4 updated to svn 556
- dc-tool IP\Serial 1.0.4 included in /kos/utils/dctool
- scramble included in /kos/utils/scramble
- SGE (SDL Graphics Extensions) lib by BlueCrab
- SDL examples by Chui included
- More tutorials (Insight, Updating dc-tool)
- Links to most DC related sites
- "make" package in Cygwin problems hopefully fixed
- Default SDL has been patched to work right
- SDL sources and headers reorganized
- libGLX by Chui and updated SDL libs
- toolchain rebuilt with the fixed newlib patch
- DreamInducer theme fixed
Thanks for the few guys who were trying to help with graphics, unfortunatly some of them did not reply to an answer, but maybe that’s comming (affected people, make sure you check your spam folder too).
We now have three potential pixel artists who want to help out, let’s see if the detail talk will scare them off or not.
Heres a guide to get Dev-C++ to do things that would make it compatible with the Dreamcast file type. Im working from the old R2 guide, but im just making adjustments to bring it up to date.
This is my first guide, so please be easy on it, unlike whats happened to the other guides, I will do my best to keep things updated and answer and questions you may have.
Some minor knowledge in Computer Science will help ALOT.
Note: This guide assumes the directory that Cygwin is installed in is c:\cygwin, for the sake of simplicity please install it in the default directory.
1) Setting up the compiler
a) Go to Tools Menu -> Compiler options
b) Create a new compiler, name it Dreamcast
c) Add this to the compiler commands : -O2 -DFRAME_POINTERS -ml -m4-single-only -fno-optimize-sibling-calls -D_arch_dreamcast -D_arch_sub_pristine -Wall-g -fno-builtin -fno-strict-aliasing -ml -m4-single-only -Wl,-Ttext=0x8c010000-nostartfiles -nostdlib
d) Add this to the linker commands : -g -fno-builtin -fno-strict-aliasing -ml -m4-single-only -Wl,-Ttext=0x8c010000 -nostartfiles -nostdlib -Wall-g C:\cygwin\usr\local\dc\kos\kos\kernel\arch\dreamca st\kernel\startup.o -lstdc++ -Wl,--start-group -lkallisti -lc -lgcc -Wl,--end-group
Note: Notice the -Wall-g command in both of the commands above, depending on the program you are using, it may require a space ex: -Wall -g, the hello world program show below will not, however other programs probably will, so be on the look out for it.
2) Setting up the directories
a) Directories Tab
b) Binaries Sub-Tab
c) Add the following:
c:\cygwin\bin
c:\cygwin\usr\local\dc\sh-elf\bin
d) Libraries Sub-Tab
e) Add the following directories:
c:\cygwin\usr\local\dc\kos\kos\lib\dreamcast
c:\cygwin\usr\local\dc\kos\kos\addons\lib\dreamcas t
c:\cygwin\usr\local\dc\sh-elf
f) C Includes Sub-Tab
g) Add the following directories:
c:\cygwin\usr\local\dc\kos\kos\include
c:\cygwin\usr\local\dc\kos\kos-ports\include
c:\cygwin\usr\local\dc\kos\kos\kernel\arch\dreamca st\include
c:\cygwin\usr\local\dc\kos\kos\addons\include
c:\cygwin\usr\local\dc\sh-elf\sh-elf\include
h) C++ Includes Sub-Tab
i) Add the following directories:
c:\cygwin\usr\local\dc\kos\kos\include
c:\cygwin\usr\local\dc\kos\kos-ports\include
c:\cygwin\usr\local\dc\kos\kos\kernel\arch\dreamca st\include
c:\cygwin\usr\local\dc\kos\kos\addons\include
c:\cygwin\usr\local\dc\sh-elf\sh-elf\include
c:\cygwin\usr\local\dc\sh-elf\include\c++\3.4.6
3) Linking programs
a) Go To The Programs Tab
b) Set the following programs to these:
gcc -> sh-elf-gcc.exe
g++ -> sh-elf-g++.exe
gprof -> sh-elf-gprof.exe
4) The Hello World Test
a) File -> New -> Project
b) Empty Project
c) Project -> Project Options
d) Compiler Tab
e) Select the Dreamcast compiler, then go to build options, at the bottom check the override box and change the extension to .elf ex: project1.exe -> project1.elf
f) Click OK
g) Project -> New File
h) Type the following:
i) File -> Save
j) Save as main.c
k) Execute -> Compile
You should know have a .elf file in the folder you saved your project too. You can upload it to your Dreamcast via Dctool OR convert the file and run it in a emulator OR using Bootdreams to burn it to a disc. (Don't ask me how to convert because I don't know how either)
So what do you think? If you liked it then please visit my blog (link is in my signature), if you have any questions please leave them below.
As of this release I'm no longer releasing the dependent configurator or the manual tutorial separately as I will include it in future releases of DC Dev ISO.
Here is the list of changes.
- GDB is setup and working
- bin2o program (located in the "Tools" menu)
- MinGW 3.4.6 toolchain
- KOS updated to revision 561
- KOS built in MinGW
- dc-tool IP and Serial included and built in MinGW (/kos/utils/dc-tool)
- scramble has been included (/kos/utils/scramble)
- SDL headers and lib issues has been resolved
- Option to compress the toolchain using UPX
This is working with the official February 08 release (8.02) of CodeBlocks, so if you're still using the nightlies then now is the perfect time upgrade I think.
GDB is working. However, after you run the debugger (by pressing the "Debug / Continue" button) do not push it again or push the "Run to cursor" button as they will reset your DC. Hopefully someone will convince the CodeBlocks guys to pass "continue" to GDB rather than "run," or at least the option to change this behavior.
To build a romdisk:
Goto Tools, genromfs (indep).
Then Tools, bin2o (indep).
Open romdisk.img and save it as romdisk.o.
I recommend you also grab dc-tool GUI and extract it to a permanent home and add it as one of the tools.
Don't forget to check "Start GDB server" in the settings of dc-tool GUI if you want to use GDB.
First Kiss Story can't be fixed because it's not a bug that it doesn't show overlayed text and images properly. It's simply another case of 32-bit float to 24-bit integer Z-buffer resolution loss. Fortunately it can be worked around - so now sorting mode can be switched to 'alternate' for games that require that. I'm trying to determine if this can be made default setting, or will it break other games.
Something for soccer fans. Now, these games have some ugly sorting/priority issues but nothing can be done about that right now. Hey, at least they boot and play.
A flight simulator where you don't get to shoot anything down. Now where is the fun in that? Anyway, due to slight FPU inaccuracies the plane slowly loses altitude during training mission and might crash before tutorial is over. Should be playable though, because during normal gameplay you have full control and can simply level if necessary.
Baldr Force EXE had same screen size problem as Chocolat. In addition to that there were some DMA issues that caused texture corruption. Fixed.
I've yet to test if this does anything for those unstable Windows CE games.
By the way, vibration works in this game as well. I don't really test for this, but in this case it was obvious since it's used very early in the game and is pretty hard to miss.
Yet another sim - I've got quite a few of those. You'd think those are the easiest to emulate, just some simple 2D/3D. Most of them are like that, true, but some are pretty tough cases
Our good friends at DCIberia who id say are the most ardent Dreamcast fans anywhere posted this news on their site
heres the rough google translation:
A quite sure that many of our supporters and fans, this year has turned them round. Speaking of circles that is our feeling ... Has been a year cargadito news, Made in Spain as made outside our borders.
DCEmu as always keeps a rigorous testimony to the scene, but we produce an enormous amount of things for the Dreamcast, and of course Spain is a power Dreamcast, only to have people in our ranks as Chui or Fox68K, he rose to the spirit either.
It has been 5 years since we held the first and only MadriDC then tuvímos the opportunity to embebernos in MadriSX & Retro desenbocando in traca final which saw the last edition of March 8.
In the end it is not surprising to see that we descend any day of the four thousand-odd ... Visits and we haceis you. New faces, new developers, new spirit ... That is what was needed. We have moments of authentic famine DeCera and we have managed to survive. In the harsh and to mature.
These are times of change and regeneration. The new entities guarantee continuity and sustainability. From a self-critical look backwards doing a retrospective of what happened, without forgetting the old guard of the DC, which has been predominantly which has thrown the car without miramientos. (Such Kupra, LTK, Juarrox, KorteX, Josemci, Adrian, Timo and many others ...)
Therefore: We have no other thing to thank each other stay alive, but remembering that this community does not live in the air. We have hosting costs, we have costs of organizing events ... I ask that you ayudeis survive or we will have to go in thinking move to something more discreet and wash the face of all this. SIX million-odd ... Visits make it clear that this site is followed by many, but the tap is dry. Apart from the people who contribute their time, few or very few are involved.
In any way we say that is fine a website where I can download tons of things for my blanquita from Sega, but of course, playing for the pin and not even thank not benefit at all continuity.
Do not know why anyone contributes even giving thanks, we have the same problem years ago ... This does not stand alone and sometimes we must consider renew or die.
We invite you to the banner useis Paypal and any way to guarantee the continuity of this site and events.
It is in your hands, I invite you to do the commentaries on this matter, the decision is yours.
Our good friends at DCEvolution posted this news update a few days ago:
Unfortunately, a collection of problems has delayed the unveiling of our completed new Web site a while longer than we anticipated. We are still experiencing serious issues with the Web server on which DC Evolution and its network sites are hosted. To combat this problem, we have purchased a new server package and have begun the process of moving our network sites to the new server. If the new server works well enough, we will eventually move DC Evolution to the new server, as well.
In addition, I have had no Internet connectivity at home for almost a month. Most likely, it will still not be restored until near the end of this month.
Finally, a minor bug within the developers' beta release of CAGCMS, which is the content management system we are using as the backend of the new Web site, has temporarily stopped us in our tracks regarding adding new content to the site. As soon as my Internet connectivity is restored, I will fix the bug in the software and we will begin rolling toward the new Web site again.
Thank you all for your continued support and patience. We will be back! I promise you that.
Curtiss Grymala
PS: Until DCEvolution is back, you can download most of our releases via