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March 2nd, 2009, 02:05 Posted By: wraggster
The ScummVM Team have released a new version of ScummVM for nearly every system released, heres the details and whats new etc:
Information about scummvm
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.
Todays release news:
As we turned to a 6 months release cycle, here is our newest and best ScummVM version for you!
A couple of new engines were added, and besides 2 Humongous Entertainment titles, we now support The 7th Guest and Bud Tucker in Double Trouble.
Among other notable things there is a completely new vector-based GUI, which is a merged work of our last year GSoC student Vicent Marti, as well as a General Main Menu which adds a common save/load interface to most of our engines, adding the much awaited Return to Launcher feature along the way. It was the work of another successful student, Chris Page.
release notes
Notes:
0.13.0 (2009-02-28)
General:
- Added MIDI driver for Atari ST / FreeMint.
- Added a 'Load' button to the Launcher (not supported by all engines).
- Added a new global main menu (GMM) dialog usable from all engines.
- Added the ability to return to the launcher from running games (via the GMM).
- Rewrote GUI renderer to use an vector based approach.
- Rewrote GUI configuration to use XML.
New Games:
- Added support for Blue's 123 Time Activities.
- Added support for Blue's ABC Time Activities.
- Added support for Bud Tucker in Double Trouble.
- Added support for The 7th Guest.
KYRA:
- Added support for Auto-save feature.
- Added support for MIDI music.
SCUMM:
- Implemented radio-chatter effect in The DIG.
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March 3rd, 2009, 22:53 Posted By: wraggster
All of the Sega Genesis collections show Sega isn’t ashamed to profit of their history. Sega isn’t afraid to license their history to third party companies like Blaze either. A Taiwanese bus company got in on the action and put Genesis ROMs like Sonic & Knuckles, Golden Axe 2, and Alien Storm in their on board entertainment console.
Why a bus? If you travel outside Taipei the trip can be hours long and handhelds just aren’t that popular over there. To alleviate boredom some buses have entertainment devices with movies. One company includes Sonic the Hedgehog as part of the package.
Here’s a list of games shown in the advert. Wish I rode the bus to see what other stuff Sega managed to sneak on the device.
Alien Storm
Sonic & Knuckles
Sonic Spinball
Ecco
Golden Axe 2
Alex Kidd and the Enchanted Castle
Gain Ground
Arrow Flash
Fatal Labyrinth
Golden Axe
http://www.siliconera.com/2009/03/03...n-bus-company/
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March 5th, 2009, 22:25 Posted By: wraggster

We always thought the Sega Master System's stealth-black Light Phaser was cooler than our blaze orange NES Zapper, but we never thought it could actually mistaken for a real weapon -- it's pretty obviously plastic, after all. Yeah, we were wrong: a Brazilian man apparently held a 60-year old woman hostage at, uh, phaserpoint for 10 hours until surrendering to police. Next time? He's taking down a bank with a Super Scope.
http://www.engadget.com/2009/03/04/m...ega-light-gun/
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March 6th, 2009, 20:36 Posted By: ojdon
Taxman, from Retro Sonic fame has announced today that he is porting his latest project, RSXG to the Dreamcast. Even though the port is coming later than the PC/Mac and Wii version, it is still very exciting for Dreamcast users!
Source: SFGHQ Forums
Ok, for all the Dreamcast fans/nuts out there, I've decided to go ahead with a DC port for RSXG. It won't be out the same time as the PC/Mac/Wii version though since it requires more tweaking than a Vanilla port.
As with the previous DC port, I have to retool the graphics to use hardware rendering instead of my own software library in order to get the full 60fps speed, and there will probably be minor graphics differences as a result. But hey think of it like Earthworm Jim 2, the graphics for that game looked different between Megadrive/Snes/Saturn etc.
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March 6th, 2009, 22:43 Posted By: wraggster
Nick D has released a new Beats of Rage Mod called Final Fantasy I
Heres some info:
I made this, why? Because I love the original NES Final Fantasy! It was so unique for its time, and is a very deep game despite its simplicity. Plus, it is also started a worldwide famous video game franchise, that has produced some of the greatest gaming experiences made thus far. So, I made this for two reasons: 1) as a tribute to the origin of the series and 2) because I just plain have an addiction to making these things !
~Game Modes~
-Story Mode (Classic): Play through the story of Final Fantasy! Features the original NES music for all stages (and WonderSwan music for boss battles)!
-Story Mode (Arranged): The exact same thing as (Classic) mode, only this one features the PSX remixes for all stages!
-Arcade Mode: For quick play. Fight through the main villains of Final Fantasy, arcade style!
~Controls~
This is a ONE BUTTONED MOD! Meaning that you'll play with only ONE BUTTON! And that button is: the Attack button. Of course you still move around with the directional keys, but, that's a given really.
There are 6 playable characters, and they are divided into two groups: close-range and long-range. Close-range characters actually have to walk up to an enemy and attack it to defeat it, but there is little to no lag inbetween their attacks. Long-range characters can attack from farther away but have much more lag inbetween their attacks, so are more vulnerable to being hit.
Push up or down in the Character Select screen to scroll through multiple colors for your character.
~Close-range Characters~
(All close-range characters can attack up to 3 consecutive hits)
-Fighter: The "default" character. You can't go wrong using this guy.
-Thief: Has shorter range than a Fighter, but moves a lot quicker.
-Red Mage: Practically the same as Fighter.
-Black Belt: Practically the same as Fighter.
~Long-range Characters~
(All long-range characters can attack up to 2 consecutive hits)
-Black Mage: Launches a fireball that goes a good distance then disappears. Because of this, he can kill multiple enemies in a row as his fireball travels, but he cannot move until it disappears.
-White Mage: He can attack just as far as Black Mage can, but his magic is a set distance. What I mean is, it doesn't travel like the BM's fireball. Because of this, it may make him the harder character to play as you have to "aim" with him, but what he has over the Black Mage is shorter attack time, meaning he could almost attack twice in the time it takes the BM to attack once.
~Items~
-Orb: Pick this up to automatically kill all enemies on the screen.
-Crystal: Pick this up to fully heal the player that picked it up.
~OpenBOR Version~
I personally tested this on OpenBOR 2.2038... however, this mod doesn't use many new commands, so it may even work on previous versions (NOTE: This mod does NOT use the Jump button, so pressing the Jump button on older versions may make the game crash). But really, you should always use the latest version available, can't go wrong with that.
Now, contrary to what I've recently been releasing, you will not find fancy-shmancy combos here. Nope, this a very simple mod... every character has one attack, and all normal non-boss enemies die in one hit. I recommend playing with 2 or more players!
Download Here
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March 6th, 2009, 22:57 Posted By: wraggster
News from Runik:
VDP2 cache debugging wasn't that easy : I had to redesign the way threads were handled in order to get it working, as you can't share a rendering context between OpenGL and Windows. I decided to use Boost for those too, as I don't need something complicated. Now it works the way I wanted, ie you can display backgrounds by priority.
Bitmaps and cell mode now work using the cache, I used similar functions than for the VDP1 in order to handle cached textures.
I also used the block transfer mode from OpenGL, in order to speed up transfers to the graphic card memory. The results are interesting, as during the logo assembly of the bios the speed is over 70 fps, and around 45 fps (with bitmaps enabled) ) in the cd player.
I still have to convert all the display modes from the VDP2 to the cache system, and when it's done I'll move on (there's still plenty of stuff to do )
http://runik.free.fr/comments/display.php?id=24
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March 7th, 2009, 10:24 Posted By: wraggster
Given DUX is receiving many delays since its first release date announced at april 2008, I'd like to explain a bit how these delays have been occurred and how its all for the good of the game.
Originally DUX has been intended just to be side-project with only 5 stages and simple scoring system. During the development our quality bar to meet has been increased from time to time, so upgrading and expanding is what we're using the delays for. Now the game is a full-scale project with 6 instead 5 stages. Additionally, most stages are longer and featuring way more enemy types then before. The game also now features a more advanced scoring system, given the bullet soaking ability of your pod. The difficulty settings are more balanced as well, to make the game a fair but still challenging experience. All in all the game has a lot of advantages from its extra time given, which is of course a good thing for players.
To give an exact release date is currently hardly possible, because this depends on very hard to estimate factors. From now on I'll report how thing going with the release of this game once a week, so more on this in the next week.
http://www.blog.hucast.net/
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March 7th, 2009, 10:28 Posted By: wraggster
thanks to Christuserloeser for this news:
via http://www.redspotgames.com
Quote:
Yuan Works and redspotgames are happy to present you the new “Wind and Water: Puzzle Battles†website!
Same URL, same game, yet it has new content about the game system, story, packaging and even reveals extras such as wallpapers or a music medley.
To give you a deeper insight into the gameplay, a new promotion trailer has been uploaded to the website and YouTube, too.
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March 8th, 2009, 11:07 Posted By: wraggster
The Sega Saturn Emulator for Windows has been updated, heres whats new:
- improved emulation of VDP2;
- added option to display semitransparent sprites;
- improved BIOS emulation.
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thanks emurussia for the news.
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March 9th, 2009, 19:15 Posted By: wraggster
Hi all from now on this Sega Saturn site will also feature all retro Sega news ie for consoles 32x/genesis/mega system and any emulators/homebrew that are released for it from now on.
the next update of the site will have new sections for each console.
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March 9th, 2009, 19:19 Posted By: wraggster

JLF65 has released a new beta of Wolfenstein3d for 32X, heres the release notes:
Okay, here's beta 3. This is a pretty major update, adding FM sound effects and Load/Save game ability. You only get one save. The Load/Save menu still shows ten, but they all just do the same thing. There's only room in the SRAM for one save game. Since there's no keyboard and I don't want to make the effort to add an on-screen keyboard, the save tag is set to the map name automatically. That way you can at least tell what level you saved on. START + X is now Quick Load, and START + Y is Quick Save. For three button controllers, just use the menu to load/save.
The FM sound effects are synthesized before compiling using the MAME YM3812 OPL emulation. That is the way FM sound effects are played in most ports of Wolf3D, they just do it on the fly. There is a bug in the OPL emulation. Have you seen reports on the PSP version of Wolf3D that certain FM sound effects are missing? They're not missing, just very VERY quiet due to a bug in the OPL emulation. I scale certain sounds while they're being generated so that they are audible in Wolf32X. The volume is probably wrong, but I think they sound like they should. I'll be looking into this more.
Next up, music!
Download at the release thread here at DCEmu --> http://www.dcemu.co.uk/vbulletin/sho...d.php?t=184776
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March 9th, 2009, 21:20 Posted By: wraggster
A new beats of rage game has been released that should be compatible with PSP/gp2x/dreamcast.
The girlfriend of Billy was kidnapped and the Lee brothers will rescue her from the hands of the villain ..
This mod follows the same story of the original, but with the style of SNK. A mod made for fans from fan ...
I hope you enjoy!
Download over at lavalit: http://lavalit.com:8080/index.php?action=tpmod;dl
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March 12th, 2009, 23:36 Posted By: wraggster
The Sega Mega Dive is set to return to the shops, courtesy of a super-slim redesign by the same company that introduced the handheld version last year.
The "Blaze" Sega Mega Drive features a new slim design complete with two control pads and yes - even a cartridge slot.
15 Sega oldies including Sonic & Knuckles, Altered Beast, Golden Axe and Columns come built-in to the console, but the good news is you'll also be able to stick your old, non-first-party Mega Drive games into the box. It's multi-region as well.
It sounds like a pretty attractive purchase for Sega fans then. It's out on April 24 for £39.99, according to Play. Thanks to CVG reader Ewan for the spot.
http://www.computerandvideogames.com....php?id=210507
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March 16th, 2009, 18:59 Posted By: wraggster
News from the Senile Team:
As some people rightfully pointed out already, it's been a while since the last news post. Which begs the question, what's going on? Well, if you remember that last post you'll know that we had performed our tests on a PC instead of a Dreamcast. That's because we were having some problems on the Dreamcast end of things. Problems that took time to solve, like for example replacing the entire sound engine.
But I can now happily announce that the Dreamcast port is purring like a kitten. A kitten that still needs some tweaks and optimisations, but at least it's got all its vital organs.
http://www.senileteam.com/
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March 18th, 2009, 17:30 Posted By: Eric
I am going to start releasing single game dosbox packages. This is using an unreleased version of Dosbox from GPF. I am sure there is no saving for any game released. I am not sure that controller can be used. I dont have my Dreamcast currently hooked up so i dont know if any of the games run fullspeed or close to fullspeed but i do know that you can change the FPS with F11 and F12 if i am correct the same keys you use to change the FPS for the DOSbox on PC.
This also contains the source to Dosbox the latest release. I also have permission from GPF to release single game packages. The game i have here is a personal fav i used to play when i was a kid called Leaper its a clone to Frogger. Again i have no clue how fast this game is and again you can change the FPS with F11 or F12 if this will make the game near fullspeed.
Dont bother GPF about the updating the Dosbox for Dreamcast he has done all he can with it and i dont think there is much more that can be done.
BTW if this one doesnt work i know how to get it to work i have to play the game atleast once on the PC so it can make a cfg file i believe for Highscores again the Highscores cant be saved but it must be with the game in order to run so i hope this will not be an error for the Dreamcast.
To change FPS hold CTRL and press F11 to decrease and F12 to increase.
Thanks
Eric
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March 19th, 2009, 19:24 Posted By: Eric
Hello
I am bringing again another Single Game Dosbox release this time its called Jetman. Its a clone of Jetpac where you must build your ship pick up fuel and parts. I have edited the config file this time and i think i have made this game run pretty fast but i havent seen in game only the main menu.
As follows from previous game no saving,i dont know if controller can be used. Once again if you need to up the FPS then hold ctrl and press F11 for decrease or F12 for increase. I may also re-release Leaper with the updated config though i have no clue if this is going to be any faster but i would like to know how fast these games are so please comment then i know what i can release and what i cant.
Thanks Again
Eric
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March 22nd, 2009, 02:39 Posted By: chui
During Retromadrid 2009, we showed our projects advances. Some project are public release for now:
DCaSTaway (AtariST emulator for Dreamcast and others systems):
- Latest FAME Motorola 68000 core.
- Fixed ikbd/joy/control bugs.
- Fixed compressed load disk bug.
- MacOS/X target (PPC and i386).
- TV filter using OpenGL (not for Dreamcast).
ZX4ALL (ZX-Spectrum emulator):
- Latest FAZE Zilog Z80 core.
- Accurate timming.
- Fixed a lot of small bugs.
- MacOS/X target (PPC and i386).
Download and more info at Chui's homepage.
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March 23rd, 2009, 10:33 Posted By: chui
IberDC Dev Team (the developer group of dreamcast.es) have released on Retromadrid 2009 an autoboot cdrom image with a lot of homebrew games for Dreamcast. It has a simple menu ordered by type/section with a short description of each game.
   
Download at dreamcast.es or HERE.
The list of games: Apple Drop, Apricots, Babaliba, BallOTron, BETILED!, Blaster, BlastUp, BlockRage, Camaleon, Camelot Warriors, CANNON BUBBLE, Cars, C-Dogs, Circus, COLUMNS, Crazeeman, DeathChase 3D, DEEP SCAN, Defender, Deflektor X4, DreamChess, Eier, Fighter, Foosball, FreeCNC, GALAXY FIGHTER, Gemz, Hana, Humphrey, ILOGICALL, INFILTRADO 2, INSERT COINS, ISOTOPIA, JINJ, JUDGE MORRY VS. BALDO MIDGET, Lame, La presa, Lunar Lander, Mahjong, MARIANO THE DRAGON, MOGGY, Mousetrap, NANAKO IN CLASSIC JAPANESE MONSTER CSTL, Noid, Noiz2sa, OpenTyrian, Pacman, PacoMan, PANDEMIA, Paraca, PHANTOMASA II, PHANTOMAS SAGA: INFINITY, PITFALL-ZX, RAGNABLOCK, REVELADOS, RUN BILL RUN, Shuttle Lander, SOKOBAN, Steroid, Street Fighter 2 Pong, Sudoku, TrailBlazer, Tsim, Tunnel, TuxFootball, Viaje al centro de la tierra, Vorton, Wizard, Zelda, ZX-COLUMNS, ZX-MINES 2, and ZX-POKER.
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March 25th, 2009, 21:43 Posted By: wraggster
DJGameFreakTheIguana has posted a new BOR game that should be compatible with Dreamcast,GP2x/PSP:


Shortly after the release of the Chaotix Rage and Cosmic Damage demos, I started on this, an arcade version of my sega mod, and by arcade, i mean you play this to get to the end, but to play for the fun of it, like repeatdidly playing Multiplayer in something like Super Smash Bros. or Onimusha Blade warriors because it was fun.
anyway I find myself Playing it this more than working on it so I'll doing the final touches on it and releasing the demo. it will be Updated with new levels and chars frequently and won't be a full mod, it will end at some point in the final Mod. this is also to basicly plan ahead, like how the mod will be set up, and what scripts I'll need, I also learned that Enemies will actually use combos like players, but sometimes(mostly the Battletaods) will repeadidly smack you around, so i'll use the follow command to stop that from happening. these are erlier Shots of the mod, I've got a bigger roster now.
http://lavalit.com:8080/index.php/topic,2575.0.html
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March 25th, 2009, 21:47 Posted By: wraggster
DJGameFreakTheIguana has posted a new BOR game that should be compatible with Dreamcast,GP2x/PSP:
Well here it is, my Cosmic Damage Demo. After much testing for any problems, It's ready to be released.
-4 Players, and 4 chars(for now)
Megaman Zero - Uses combos and freespecials
Stealth Owl - Uses combos and freespecials
Max - Summons, throws and Kick bombs at enimies
Fusion Samus - Uses all projectiles
-The Zip file comes with a controls txt file called Cosmic Controls
-You start the game will a little less than half of your life, I forgot to set it AT half before I paked it, but Some Enemies have health you can pick yp if you kill'em.
-no Grabs
-4 2-Part stages, which is about half the game.
-no boss fights yet, but there's a spoiler in the levels.txt file for those who use Paxplode
-Enemies can hit eachother
-this is a futuristic type game so there are many different type of Enemies
-Let me know about what you think about the Moving Frontpanal, with the green lines and such.
-Uses OpenBOR version 2.2000 - 2.2036(the latest won't work on my Computer )
- Don't burn this for your dreamcast, there's a colour problem in it for some reason.
-Go to the options menu and change your comtrols, this demo uses all attacks
-Stage 4 music by MixerProductions on youtube, Check his Mash-ups cause they're the Sh*t.
http://lavalit.com:8080/index.php/topic,2479.0.html
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March 29th, 2009, 18:37 Posted By: wraggster
Indiket has posted a nice pang game for the Dreamcast, heres the release news:
PixPang is another clone of the famous Pang follow a style. It is written with language Fenix and pixel is the author of this game (http://www.pixjuegos.com).
This version is an improvement of 2.0 that appears on the web for Dreamcast and GP32. Unfortunately, the version of the web does not work on the Dreamcast and it is the reason for this reissue.
It has been rewritten and optimized many parts of the code, in addition to changing the music to work on the Dreamcast: D
The game is for one player, is in 4 languages (Catalan, Castilian, French and English) and has two modes (tour mode and panic mode).
Some notes to consider:
- This version runs with the latest version of the Fenix 0.84b Chui.
- In the real DC takes a while to load (at least using the BBA itself).
- Operates in NullDC but not Makaron.
- The slides are cleared. Not activated in the menu since the game freezes!
- Surely after several minutes to hang because of memory: (
Controls:
D-Pad: Move Pix (the Protocol)
A: Shoot
Start: Pause
At the start screen, press Y to view the credits.
You can also play with the keyboard and turn some tricks ... but I have not said anything
The download is ready to test it and it is included in the original source code and optimized. Found in the Downloads -> IberDC.
Puch666 to thank for helping to create music files from your port: D
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March 29th, 2009, 18:48 Posted By: wraggster
Chui our good friend who has a site hosted here at DCEmu posted news over at our spanish friends Dreamcast.es of a new SD Card Adapter thats coming soon for the Dreamcast, this could be the best thing homebrew wise to happen to the Dreamcast scene in years and makes you wonder if the SD cards can be used to play emulators and games that werent prevoiusly doable by using the additional space on the SD Cards, firstly heres a pic of the adapter:

Heres a translation of the Spanish Article
After turning several months, we've assembled an adapter to connect an SD card for the Dreamcast port of the link. The truth is that the speed is amazing and we already have a library to use. More info on our wiki.
But for the production of a few adapters and selling, we need to know how many people would be interested. Cost about 20 € with shipping to SPAIN (+10 € for some foreign countries) and sent with a CD with a program that will be able to exchange files with VMU BINS and launch from the SD card.
EDIT: The prices have been changed to make them accessible to the world, remember that this is not done for profit but for the common good. For this reason we have reset the price originally agreed to cover costs of materials, and assembly time.
Later we will use the library and implemented quickly to a pager for the big games of AES4ALL, load / save snapshots DCaSTaway all emulators and ROMS can be loaded from the SD card.
Are you interested? Book your already adapted in this thread!
-------------------------------------------------- -------------
Reason for development
The Dreamcast has support CD / GD, and visual memory card (VMU). The first one is read-only, and the latter has clear shortcomings: transmission speed and size. For this reason, are always looking for an alternative storage unit that saves the main support (save states) and other files, such as the configuration in our emulators. For a time it was speculated that the port expansion (G2) where the currently connected network adapter (or modem) is ideal for access via the new peripherals. But unfortunately, its architecture and requirements are far beyond our reach. Therefore, the serial port of an alternative that, while not enjoying all the privileges of the port allows for expansion if the most part, our wishes for a new carrier additional capacity and speed. This port allows us to use an SD card adapter that are usually used in mobile devices such as phones, MP3 players, etc..
-------------------------------------------------- -------------
Key Features
* Good transfer rate in both reading and writing (about 500 KBytes / s).
* Very low average access time for reading (a few milliseconds).
* Support for cards up to 2 GBytes of SDS (not tested with larger cards).
* Loading binary from the card as a backup utility dcload and to / from VMU.
-------------------------------------------------- -------------
Driver software
Obviously the hardware is always in the hands of the software, otherwise their use is limited to decorate our desktop (because of the undesirable characteristics of the housing), so our first task was to create a driver / library to allow us to comfortably using our adapter. These are some of its features:
* Library FatFs by Chan: Support for file systems FAT12, FAT16 and FAT32. Directory Management (basic operations and navigation in trees).
* Control CRC32 Cyclic Redundancy Error.
* Extremely light: less than 30KBytes code.
-------------------------------------------------- -------------
Use and objectives
Primarily used to store saved games (save states), configuration files and read-only memories (ROMs). Is scheduled for implementation in the following emulators:
* AES4All: It will allow a better performance of the MMU, making it virtually emulation is fluid, without needing to access the CD reader, which produces a constant slowdown.
* DCastaway: We will use the saved game. Can store items not currently on a permanent basis.
* Gens4all: Items stored and load ROMs.
Sounds Excellent, those interested should either reply here or at Dreamcast.ES and be amongst the first to enjoy a storage medium on the Dreamcast that Sega never got around to do.
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March 31st, 2009, 01:26 Posted By: wraggster
via insert credit

What with the XBLA release of Virtual On Oratorio Tangram (M.S.B.S. 5.66) looming, some Japanese players have had to do the inevitable; mod Saturn and Dreamcast sticks to work on the 360. This is possible down to the leaked button configs that use the face buttons and d-pad as the stick base (as per the setup seen in Virtual On Marz and the more recent SEGA AGES port). The only difference here is that the sticks have to be hacked up more to fit in all the extra 360 pad functionality (such as the central guide button and Live headset stuff).
Seeing modded Saturn twinsticks is unfortunate but bearable (as I own a pair already for the PlayStation 2 ports) but the Dreamcast stick hackery is actually heartbreaking. These were beautiful peripherals that afforded pin-point precision on a near perfect port. Seeing them butchered like this is like watching an apprentice at plastic surgery practice on your mother's face.
SEGA for the love of God, release an official pair of twinsticks before more innocent Dreamcast peripherals are needlessly sacrificed!
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March 31st, 2009, 22:22 Posted By: Shrygue
via Kotaku

I'm not normally hot for console mods, as they're often ugly, pointless or both. But this Dreamcast one catches my eyes because, well, it's so damn eye-catching.
Not only does it give you a Dreamcast that's practically all screen, but it can run on batteries (with 3-3.5 hours of game time) and gives you a sexy, ejecting CD drive as well.
Oh, and it has AV out, so if you like, you can use it as a normal Dreamcast and plug it into your TV. If that doesn't make it the perfect Sega home console in your misty, Sega-loving eyes, well, your standards are too high.
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