The contest has been extended to June 10, 2006. I have already recieved 3 entries from project-firestorm and qatmix, patbier and poche, and Imerion.
There are 2 entries in the works (I'm not sure if they want to be revealed or not).
The three submitted parties are free to continue their games until the 10th. I'm not home right now, so the FTP is down, but once I get back on the 5th, you're free to upload any changes to the FTP at any time.
Anyone else who would like to enter the contest, but didn't make themselves known due to lack of progress on their projects, or anyone who would like to challenge themselves and start now -*or anyone who has a project that is near completion and didn't intend to submit it to the contest, but would like to do so now, you've got plenty of time left. Just PM me after the 5th, and I'll get you guys set up with an FTP account.
Here comes some news about the Alice Dreams evolution.
For the Dream On Contest 3, we have developed a complete game starting from the mini game Dynamite Dreams.
At the present time, the game contains 8 different maps and a challenge mode. You certainly think that you have already seen too much bombermen, and that our DC already owns an excellent one, but we didn't stop there. Our game owns unique multiplayer modes. Especially one which needs a Vmu. No downloadable demo for the moment, but more details are coming in the following days.
Dont worry about Alice Dreams, we don't give it up !
Here is a little present. The title screen and our logo in wallpaper format.
S. Thompson of S+F Software (creators of published game Inhabitants), has posted at DCemulation.com
We're currently in the pre-production stages of a new S+F Software project hopefully released through the GOAT Store. However, we are in need of a pixel artist. Requirements include ability to emulate stylistics of both 16-bit era games and other artwork.
Following this story GOAT Store have revealed the 12 Dreamcast games they are going to release in 2006/2007:
1) Feet of Fury 2 - more features, more songs, more fun.
2) Donk - GOAT Store got the license for the CD-i game Donk. Cryptic Allusion is redoing the game from scratch.
3) GOAT Games - should be out this year.
4) DCastle - 3D Star Castle clone - completely redone from the ground up to be more graphically impressive.
5) Age of the Beast Special Edition - there will be both a freeware release and a commercial special edition release through GOAT Store.
6) Amnesia Adventure Game - travel inside the heads of people with amnesia in this graphic adventure game.
7) Adventure game from S+F Software - nothing else is known at this time.
8) R3K- Remake of a cancelled Lynx game from GOAT Store - shooter inspired by Tempest 2000.
9) Fighting game from Fragger - a 3D fighter using the Quake engine.
10) Samurai Warrior - a game using an enhanced BOR engine, where you are a female ninja.
11) Feuer Frei from project-firestorm
12) BlocksSquare - the game inspired by Lumines formerly known as BlockSmash. The commercial version will have more modes and more options, including a timed puzzle mode.
The guys at matchingservice.dcarena.de keep making improvements to their homebrew ranking system.
So far you can upload F355 and MSR saves. They have started working on Virtua Athlete, SF Rush 2049 and Daytona USA 2001. You can also register your nickname now.
On the other hand, lordnikon at Onlineconsoles and Luigi Auriemma have been working very hard during months to release homebrew server software to keep Starlancer online forever. This might also affect in the future other games such as Unreal Tournament or PBA Bowling.
The linux-sh cvs mailing list still appears to be down, so this is to
notify you all that I have added the Dreamcast sound support to the
linux-sh cvs.
Unfortunately I cannot post the patch directly to lkml as it contains
some text the majordomo automatically rejects. but those who want to see
the code can look here: http://linuxsh.cvs.sourceforge.net/linuxsh/linux/
I appreciate this really needs to get added to mainline via ALSA but I
wanted to store it all somewhere safer than my home network and I have
developer access to linux-sh, so that was the obvious place.
However, please note that it requires a patch to the linux-sh dma to
work. Paul has said he will add the patch but if he has it isn't yet
visible in the anon cvs. So the cvs code may not work at the moment.
So what does this mean? well Masta-G said:
Thanks to him I can play mp3 files with mpg123 from bash now
At DreamCon Goat Announced 12 Dreamcast games to be published for the year 2006/2007. So far details are sparse. Recently the team responsible for the upcoming game “Samurai Warrior” made a surprise appearance at out forum and enlightened us about the upcoming game.
Hey everyone! Actually Samurai Warrior is officially named as "Yumi: Samurai Warrior" and that is my game ^^. Basically I asked Roel from Senile Team permission to use BoR as a basis for an original game using a very enhanced engine of "BoRHED" first coded off of Openbor by Kirby2000 and carried over by Lord Ball. Fugue, SamuraiX and Lord Ball will be the primary "builders" of this new engine.
The game is based on a very ancient 12th century japanese samurai named Tomoe Gozen. Her life itself is in mystery but what I've "deciphered" so far is that she comes into life like a fast wind and leaves just as fast. That leaves me alot of room to work with.
I "ceremonially" introduced myself at the show to "Mr. Dan" with these graphics on my custom t-shirt that I made.
I'm not sure if my introduction at the show was a laugh or...odd or whatever but it was cool to actually introduce the mod myself Of course, Dan would probably have it that way since I kind of threw the idea at him fast but now that I have the official approval from GOAT, I'm rolling with it!
Basically Yumi (the samurai in this game) will introduce herself early on as an assassin and in the first level I'm going to try to throw in alot of new elements from the get go, especially the stealth system I talked about at the show. The game will then throw Yumi into the legendary Genpai war; that'll choose the first Shogun of Japan.
The art style I'm going to go for is going to be similar to Okami (if you're familiar with the Flash game on the clover studios website) and if you look at any ancient woodblock painting or wallscroll, that's what I'd like to go for as well. Slighty anime-ish.
Like I said over at BoR Rev, I'll post an offical thread about the game later hopefully with wip screenshots and things to show you guys just how original I want to make this game. I might refer to this game as a bor mod, but when I'm done, I hope that the notion of this game still being based on BoR will be a small memory.
The fourth annual Dream On Contest starts today. The rules are the same as the last contest. There are two tiers, all games must be your own work, unless you have explicit permission from the original author. Entries can be made in C, C++, ASM, Fenix, or any other language that can be ran on a Dreamcast.
1) Professional Game Development - Develop a professional game to be published by The GOAT Store. You can submit the game to the GOAT Store for publishing at any time, and still submit it to the contest later (provided that the game has not already been published).
2) MiniGame - Create a mini-game to be included on a professionally pressed CD.
The prizes are not yet solidified, but the contest is beginning today (June 10, 2006) to give you enough time to finish the entries before the deadline (December 31, 2006).
The master library for NesterDC SE has now been mirrored on both of DCEvo's servers.
Now, when using the NesterDC SE CD Builder from Scherzo's web site, you can input one of the addresses below for the master library, rather than using up Scherzo's bandwidth with the default setting.
In addition, if you would like to mirror the library on your own server, or you would like to keep the entire library on your own computer, you can download a package of the entire library at http://dcevolution.net/cgi-bin/downl...=ndcse_library
included is a scrambled binary, place your neogeo pocket roms on the root of the cd and burn the 1st_read.bin in what ever method you need to make a bootable cd.
this uses the menu from KOS's GhettoPlay examples by Dan Potter.
June 18th, 2006, 12:46 Posted By: Christuserloeser
A few days ago, GPF released a new NeoGeo Pocket Color emu for Dreamcast: RACE!DC
The name stands for '(R)ather (A) (C)ardfighter (E)mulator (!)'. RACE! is based on Judge_'s MHE (Multiple Handheld Emulator) code. Additional credits go to a looong list of people: Please check the readme.txt that comes with your download for more info.
Included is a scrambled binary, place your NGPC ROMs on the root of the CD and burn the 1st_read.bin in what ever method you need to make a bootable CD.
This uses the menu from KOS's GhettoPlay examples by Dan Potter.
June 21st, 2006, 13:19 Posted By: Christuserloeser
Scherzo released a PC demo of his Dreamscript engine used in NesterDC SE:
Over the past few days I've been using my free time to attempt a PC port of the current state of the Dreamscript engine. I've managed to make progress and just wanted to show it off a little.
It's built in Java and uses the Rhino Javascript engine and JOGL.
There's still a lot to implement but the hardest stuff is out of the way. This demo faithfully duplicates the animated intro character circle from NesterDC SE. That's all it does for now but expect more in the near future.
Once this is done, just about anybody will be able to develop a game on their PC and know that it will run exactly the same on their DC. *knock on wood*
Get the demo here. As long as you have a fairly recent Java runtime, you can start this demo by double clicking on the DreamscriptDemo.jar file. Enjoy.
June 21st, 2006, 19:56 Posted By: Christuserloeser
This probably is old news to some people, but maybe it still deserves some attention...
I've posted info on how to easily achieve a full 20% speed improvement on SNES emulation on slow emulators or low spec hardware.
While I posted it for DreamSNES, a very nice SNES emulator for SEGA Dreamcast, this info might also be useful for everyone that would like to play SNES games on DS, PSP, GP32, other portables or dated hardware like PlayStation 2 with SNES emulators available that currently do not run your favorite SNES games at full speed.
The key to gain that much speed is simply to use European 50Hz PAL releases of your games instead of Japanese and American 60Hz NTSC versions.
Head over to this topic at our forums to learn why.
Following the Midwest Gaming Classic 2006, we got a chance to sit down with Dan Loosen of GOAT Store Publishing and discuss some of the trials his company has faced, a little bit about the business model of being the last active North American Dreamcast publisher, and of course the 12 new games they announced at the show.
It has been almost 8 months since we started to work on the 0.9.x code branch and today we're pleased to announce the release of ScummVM 0.9.0 "The OmniBrain loves you".
Many things are waiting for you, one of the most noticeable is the new and improved GUI. We also added support for 2 completely new games — The Legend of Kyrandia and The Feeble Files.
Other important changes include:
* Reworked detection code for SCUMM games. Now all your fan translations will work out of the box
* Added subtitle configuration controls to the options dialog
* New official Atari/MiNT port
* Much improved WinCE port
* Numerous bugfixes in the SCUMM, SAGA, Simon, Broken Sword 2 and BASS engines
I was going to wait until I had a webpage for this, but since my ftp access at Storm!Studios doesn't seem to exist at the moment, I'll just release it here.
This is an MPEG player I've been working on for a while, based on libmpeg2 and mpglib. Check the Readme file in the download for more extensive credits. It also uses Dan Potter's GhettoPlay menu, a few pieces borrowed from DCDivX for disc swap support, and a fair amount of code based on information found in the vcdimager documentation and souce code, and La Cible's video and audio drivers for lvfdc.
It should play most MPEG 1 and MPEG 2 program streams as long as they're not some insane size (anything more than 1024 pixels wide or 512 pixels high is guarunteed not to work, and I haven't tested with anything nearly that large) and elementary streams--m1v, m2v, mp1, mp2, mp3. If your video stream has audio content that the player doesn't recognize, such as ac3 audio or Playstation2 *.pss files, it should still play the video.
Most of the cool features of VCD 2.0 and SVCD aren't implemented--no menus or MPEG stills. When the player realizes it is dealing with a (S)VCD, it will look for the first 'Entry,' or first chapter. As it plays the movie, it will keep track of which chapter it is currently playing, so you can skip forward/backward by chapter using the X and B buttons on your controller. This only works with VideoCD, not with regular MPEG files.
Fast-forward is implemented, but honestly isn't too much faster than playing. Press right on your D-pad. This works with VCD and MPEG video files. Pressing A will pause or resume. Pressing Y will stop and bring you back to the menu.
When watching a movie, if you forget what the controls are, just take a look at your VMU screen.
The menu is fairly straight-forward. Pressing Y will add stuff to a 'playlist.' Pressing A will play the currently selected file, or your playlist if you created one. Navigate using UP/DOWN on the D-Pad.
Download vcdc-0.1-bin.zip, extract, and burn 1st_read.bin and vcdc.png using whatever tool you use to create selfbooting discs. I haven't provided an ip.bin, but one from just about any homebrew should work.
Source code is in vcdc-0.1-src.zip for anyone interested.