This DCEvolution release features a special edition of Final Fight: The Last Round, Mr.Q's OpenBoR update to his Hyper Final Fight series:
>>The true way that Hyper Final Fight was going to be back then, I just didn't have the amazing features that OpenBoR has now, heh.<< - Mr.Q, 11/2005
The special Dreamcast edition features three nice variants of the game - one being a brand new version with all playable Street Fighter characters from Hyper Final Fight 1 & 2 and full 4 player support!
'Last Round' - Features:
* 4 different game modes + extra modes
* 3 classic bonus stages
* Tons of Final Fight music
* Unique wide screen effect
'Last Round Special Edition' - Features:
* Mr.Q's latest BoR mod - now finally 100% Dreamcast compatible!
* The full game without long loading times
* For 1 - 4 Players (thanks to Kirby2000 and Tails for the 4 player support)
* Sound bug fixed (thanks to CGRemakes for that!)
* 'Final Fight III' game mode unlocked by default
* NEW soundtrack for 'Final Fight III' game mode!
* Three different versions: FF1&2, FF3 & Street Fighter! with a total of 15 playable characters!
You can get the CD image download, CD covers, and additional info on the DC Evolution site page here:
Fackue aka LyingWake released BootDreams v1.0 a few days ago.
BootDreams is by far the *BEST* program to create and burn Dreamcast CDs - and on top of that it's FREE !
Changes: - now uses my own IP.BIN writer code
- now uses my own MR logo code
- rewrote the select CD writer code (should be a little faster)
- rewrote the code that gets the msinfo for Audio/Data CDs
- uses a modifed version of cdi2nero
- merged all shell execution related code
- added a save file dialog
- new look
- rewrote the dummy file code
- included the Nero ASPI
For all those who have not yet got a copy of the world's first Dreamcast diskmag, you'll be glad to know that it's now got a new permanent home at DC Evolution, you can get the CD image download from here:
This is the port of Marfitude, a totally awesome cool game that you want to play. It's based off a game called Amplitude for the Playstation 2, which is totally awesomer and cooler, so you should play that first. But this game is cool too because it uses MOD files, which make anything rockin'. http://www.erestar.net/games/marfitude/
The game is playable with the keyboard and controller
U - Left laser
I - Middle Laser
O - Right Laser
Joystick and Curser keys - move back and forth
start button or ESC brings up the logo and enter brings up the menu, but the text is missing.
Add your mod files to the music folder, for quicker access create the wam files with the pc version of marfitude and put them in the wam folder Selfboot the include files. Enjoy.
This is the port of Marfitude, a totally awesome cool game that you want to play. It's based off a game called Amplitude for the Playstation 2, which is totally awesomer and cooler, so you should play that first. But this game is cool too because it uses MOD files, which make anything rockin'. http://www.erestar.net/games/marfitude/
The game is playable with the keyboard and controller
U - Left laser
I - Middle Laser
O - Right Laser
Joystick and Curser keys - move back and forth
start button or ESC brings up the logo and enter brings up the menu, but the text is missing.
Add your mod files to the music folder, for quicker access create the wam files with the pc version of marfitude and put them in the wam folder Selfboot the include files. Enjoy.
After realizing how bad "fackue" looked in the url, I decided to change the page to "dchelp". This was pointed out by a friend of mine who had mentioned he gave a EB Games employee the url and didn't look so good when they saw "fackue".
Play Asia the Hong Kong Games store have posted a new update to their weekly update of collectable games for all classic systems, this week they posted they had these NEW games in stock:
Dreamcast™:
BikkuriMan 2000 Viva! Festival! JPN
Culdcept Second JPN
Eternal Arcadia JPN
Eve Zero: The Ark of the Matter JPN
Gakkyuu O Yamazaki JPN
Godzilla Generations JPN
Jaaman JPN
NBA 2K1 JPN
Nakoruru: Ano Hito Kara no Okurimono JPN US
Ookami Ichio Funtouki: Sakura Taisen Kayou Show - Benitokage Yori JPN
Ready 2 Rumble Boxing JPN
Sakura Taisen 3 JPN
Seaman (w/ Microphone and VMU) JPN
Seventh Cross JPN
Utau * Tumbling Dice
DCEvolution is proud to anounce that we now host a true Dreamcast classic from the early years of Dreamcast freeware:
Delicious by Yodel is a very impressive piece of art with some incredible looking visual effects and an awesome soundtrack, running on the Dreamcast hardware in real time.
Printable covers and a full DCEvolution webpage for BattleToads will follow this weekend. Big thanks to Samurai X for updating the Dreamcast port to OpenBoR v2.0047
After many months of work, SegaKatana.com is finally here!
What is SegaKatana.com?
SegaKatana.com serves as an information database on Sega development hardware and software, mostly the Sega Dreamcast, as well as other Sega rarities. Unfortunately a lot of information has already been lost. We focus on preserving what remains. In the message boards, you will find discussion on official and unofficial Sega development as well as general gaming discussion.
Sections:
Hardware - Official hardware used in Sega Dreamcast development.
Software - Official software (Katana and Windows CE) used in Sega Dreamcast development.
Alphas-Betas - Authentic alpha, beta, or prototype Dreamcast content.
Unreleased - Authentic unreleased Dreamcast games.
Documents - Official documentation from the Katana and Windows CE for Dreamcast SDKs.
Multimedia - Various multimedia (audio, movies, and/or prototype footage) related to the Sega Dreamcast.
How can I help?
The Alphas-Betas section is pretty empty. If you would like to contribute more info and to help this section grow, please visit this page for more information. Any help would be greatly appreciated!
Everyone is welcome to SegaKatana.com! I hope you have a great time there and in the forums!
CGRemakes released OpenBoR v2.0047 some days ago. It includes many bugfixes and is the latest stable version.
Finally, Samurai X has released his fresh Dreamcast port of OpenBoR v2.0047 yesterday:
Version 0.1 By SamuraiX
Based on Neill Corlett's original Beats of Rage Port.
Thank You:
SenileTeam for the great engine!
Dreamcast Toolchain by L@Cible
Powered by OpenBoR team
It features all fixes from Openbor v2.0047 and also removes the slowdown bug in previous Dreamcast releases. One of the major new implementations is the merge of both previous Dreamcast versions: The one using Neill Corlett's memory handling, and the one with Roel's memory saving code. It's selectable from the Options Menu now:
Enabling Memory Save will allow ANY mod to work on Dreamcast!
How To Burn: Use 1ST_READ.BIN from the NTSC (for US/JP users) or PAL (for EU users) folder and download your mod from e.g. BoRGeneration.com. Your mod's PAK file needs to be named "bor.pak"!
- Use Bootdreams v0.61 and point it to the folder containing your PAK and the 1st_read.bin to create & burn your DC image.
NOTE: Hell Knights no longer drop armor shards, that idea is SCRAPPED!, you must load the village map and buy armor from the Blacksmith when you have enough gold.
- Flying swallow is performed by the attack button now instead of jump button
- Vigil now only ledge grabs while in the air
- New map "popaov" by pope!
- New HUD graphics
- Village is nearly completed, however more town folk need to be added and clip brushes
- New NPC system added including buying products and talking to people
- Many bugs fixed and tweaks done
- An arrow points Vigil's location when he cannot be seen, darkplaces only
- Rain effects added
- The camera is far superior as it attempts to stay out of walls!
- Updated a lot of the maps
- All new physics
- Vigil can be smacked into walls now
- Rewrote a lot of code, thus optimizing TAoV even more
- Vigil's ledge grab is a bit more accurate, you no longer have to fight between wall grabbing and ledge grabbing
- Air combos are easier to perform as an auto enemy tracking system has been added
- Brand new animation on Vigil
- Uppercut Slice is now blockable
- Enemy AI has once again improved
- Enemies may now air block increasing the skill threshold, especially on hard difficulty!
- Added "guard breaking", powerful attacks will disrupt Vigil's blocking!
- Added binds from insert to page down on the keyboard for easy map switching access!
- Enemies tweaked for new gameplay aspects
This is a huge gameplay increase from the last version, I suggest using magic more often now as it no longer plays second fiddle to sword play. This version is harder then the last overall but NOT in any cheap aspects, it's only increased in skill threshold! Enjoy.
Between August the 23rd to 27th (2006) the annual Games Convention, the largest and most important European videogame exhibition, will take place again in Leipzig, Germany.
Yet again we try hard to get there with an own booth after 2003 and 2005 and want to be prepared as best as we can. We need _YOUR_ support to let DCS grow and have an awesome Dreamcast presentation at the Games Convention.
We need help in following points:
* You are a good writer or editor and have fun to share your ideas, stories and reviews with others? Then send us your article to scenedicateNO_SPAM@dreamcast-scene.NO_SPAM.com (please delete the NO_SPAM and the second dot!)
* You have a large Dreamcast collection with rarities or D.I.Y. stuff? Please be so kind and borrow it us for the Games Convention booth for a couple of days. Of course you will get a present for your efforts. See http://www.dreamcast-scene.com/commu...pic.php?p=7484
* You know a lot about PHP, SSL, RSS and XML? Perfect! Please be so kind and contact me at maxNO_SPAM@dreamcast-scene.NO_SPAM.com if you think you could help us.
* You know a lot about Dreamcast and have pretty images laying around on your harddisk? Share it with others and submit new articles on the Dreamcast-Scene website or edit it to make it comlete.
The whole DCS team wants to thank all of you the best we can in advance for your efforts!
Have a great summer day!
Cheers,
Max
As Max mentioned, please have a look at this topic to see what they already got and to post what you could contribute maybe.
Ok, it's been a long time between drinks... but the Retro-Sonic website has finally been updated/redesigned with new info and screens
removed due to it's usage of WinCE libs
Big News? Retro-Sonic's engine is pretty close to completion, I've finally started doing the levels again... and Retro-Sonic has been successfully ported to Dreamcast! I've decided to release the Dreamcast version on July 8/9th due to popular demand... it's a proof of concept thing rather than a demo... there'll be around 3 zone tests to play. I'm saving the PC version for the proper demo (with complete original levels) that's due out a bit later (this will be released on DC too)
So yeah... have a look and tell me what you think
P.S. Here's the Dreamcast Proof of Concept Build!! It's not perfect, but it's quite groovy, the levels are ordered in terms of completion... so expect the gameplay to get very beta-esque as you go on lol
Download via comments
It's a Nero Image, just burn and play (it's self boot)
You may have to take the data out of the image file, burn it onto a disc and use a bootloader, but apparently Taxman fixed this. Great work!
The new version of CDI4DC, a new Dreamcast Selfboot tool, was released today.
Changes :
- If the iso doesn't exists, cdi4dc don't create an empty CDI file. (Thx Fackue)
- Fixed a problem with CD Labels with spaces (Thx Fackue)
- Checks if the ISO is a veritable 11702 iso.
dreamcast.dcemu.co.uk, will be going though a revamp soon, and a part of that is a new system for the downloads. But with so many releases (100s? ) we would like some volunteers, that are experienced with the Dreamcast scene, to help upload, write descriptions for each release.
July 13th, 2006, 20:08 Posted By: Christuserloeser
Atari is back with a website covering technical details on coding for Dreamcast using the FENIX/DIV engine:
It's compiled from various sources, and I'll be adding more info as I find it. I've also put up a log of the development of my game Xaz on the site. Visit http://www.briandeuel.com and click the 'game console works' link to view these pages.
If you're interested in porting or developing a game using the FENIX engine, check out his tutorials - They're very easy to follow.
Just a heads up to the collectors out there. Success-HK are selling Black Treamcasts with better resolution than the white version. Currently they are on sale for $180.65 (thats about £98)
July 17th, 2006, 14:13 Posted By: Christuserloeser
Xenox (formerly known as FlyingZenMan) has updated his Megaman Xtreme Legend mod:
This is a fix update from the previous version 2. The fixes are shown down below as well as whats been added in the picture and everything else remains the same.
It's a CDI using OpenBoR DC v0.1 by Samurai X (based on OpenBoR v2.0047 by CGRemakes). It's the NTSC version but it will work on PAL Dreamcasts too. Burn with Alcohol120%, BootDreams or DiscJuggler.
July 22nd, 2006, 22:37 Posted By: Christuserloeser
Warmtoe just released an update of BlackAura's Genesis Plus DC with some enhancements he has been working on:
I know you've all been waiting for this for some time, BA has gone quiet, and I've stopped working on it... so I thought I'd dump it on you!
As usual with my stuff, there are things to tweak to improve performance, you can select different CPU sets etc...
Download the SBI of GPWT-3c from DCHelp's SBI File Repository (The new version is called 'GenesisPlusDC-gpwt.240706.Warmtoe.sbi' - use with SBInducer v4)
I just gave it a quick test run with Sonic The Hedgehog, Revenge of Shinobi and Streets of Rage and I have to say that I am very impressed by the performance so far.
Edit: I've updated the Dreamcast-Scene.com WIKI article for GenesisPlusDC with some info and also updated my tutorial on how to burn it using SBInducer v4's 'SBI2Boot' feature.
A compatibility list is located here. You can contribute your reports by clicking this link and edit the list.
Speud has released a new PC tool for Dreamcast : VMU Explorer.
This program allows you to open VMU dumps made with VMU Tool - Dream Explorer (.VMU, .DCM) or Chankast (VMS.BIN). It supports raw VMU dumps as well as Nexus cards dumps.
The files list displays all info and bitmaps, all filetypes are supported (icons, games, saves). Eyecatches and (animated) icons are displayed correctly. Description of each colon can be read by clicking the header.
You can see position of blocks used in the VMU for each file.
In green: selected file's blocks
In blue: selected file's last block
In red: other files' blocks
In gray: empty blocks
The VMUs are fully scanned and all the files found are displayed. The only limit of the files list is the size of the VMU.
The menus let you open several VMUs at a time and manage their content freely. You can defragment VMUs, reformat them, create new blank VMUs... You can also copy/paste files from a VMU to another, fix bad CRC, import/export files in DCI or VMI+VMS...
To avoid modifying your VMUs by accident, changes won't be saved to the VMUs unless you select the save option.
The archive includes descriptions of how to use it with Chankast and your real VMUs in the readme file, also includes an example VMU dump containing various saves for several Dreamcast games.
July 24th, 2006, 18:57 Posted By: Christuserloeser
BlueCrab invited interested coders into the Dreamcast Dev IRC channel at freenode:
This channel, while not exactly usually lively, might be able to act as a resource if anyone needs help in Dreamcast Development.
The channel, on irc.freenode.net is #dreamcastdev
Feel free to join us sometime, even if you just feel like talking. Basically, as long as you respect everyone around, and don't act like a total idiot, you're welcome to join us.
July 24th, 2006, 19:18 Posted By: Christuserloeser
Warmtoe released a new version of gpwt, which is based on BlackAura's Genesis Plus DC: This update features region settings, optional 6 button support and fixes previous palette problems.
As usual, you can download the SBI for SBInducer at DCHelp's SBI File Repository (The file is called 'GenesisPlusDC-gpwt.240706.Warmtoe.sbi')
The GenesisPlusDC article over at Dreamcast-Scene.com WIKI has been updated along with the tutorial on how to burn it using SBInducer v4's 'SBI2Boot' feature.
There's a video up on YouTube showcasing the past 15 years of what can only be described as purely awesome Sonic-ness. This fast-paced video tribute takes you back through time to relive all the memories we have of that lovable blue-haired chap.
Drop that .bin over the top of Warmtoe's last release, and it should be good to go.
Only five changes worth mentioning, most of which aren't that important...
1 - Palettes are now double-buffered. That gets rid of all of the palette tearing effects, or weird blocks of colour on screen when a game was supposed to change the palette mid frame.
2 - Sound channels are now properly synchronised. They were very slightly out of sync before - the right channel was a few samples behind the left. Should result in a slight increase in sound quality. This was needed because the mono output sounded terrible without it (see below)
3 - For those of us who still have to put up with a mono TV, there is now a mono sound output mode. Don't get too excited - it doesn't speed things up, because it's still stereo. It just gets the sound hardware to do a mono mix, rather than a stereo one. It's enabled from the Dreamcast's BIOS (set the sound mode to mono). If you have a mono TV and some sounds were missing (like every other ring "ding" noise in Sonic), check this setting and try with this version.
4 - The sound looping bit from the menu has gone (I never noticed it because it was only the right channel, and I have a mono TV), as has the momentary blip of audio when you start the second (or later) game.
5 - SRAM support has been hooked up. Only works with C68k, and has only been tested with Sonic 3. Seems to work pretty well though - the SRAM save for Sonic 3 takes up a single block, and it still has about 200 bytes free in that block out of 512 total. Loads from and saves to the first VMU only. Error handling is crap, so it might occasionally destroy a save file. The saves from all your other games should be safe though.
No icons though. If anyone wants to draw some (32x32 pixels, 16 colours), feel free. A different one for each game that supports SRAM would be pretty cool. Eyecatch images (the little pictures that appear on the BIOS VMU manager when you have a file selected) might be cool too - they're 72x56 pixels, and can either be 16 color (adds 4 blocks), 256 color (9 blocks), or true colour (16 blocks). Considering their size, I'd probably make them optional.
Just to make clear both BlackAura and Warmtoe are working on this
This marks the beginning of All platforms being released at the same time.
New Features:
Entered by Fugue
Vaulting:
Give all your grabbable enemies a height value. Give a player a non-looping VAULT animation. Instead of putting the offset point at the player's feet, put it at the location you want the player to rotate around. For instance, if you want the player to grab the enemy's shoulders and flip over them, put it where the player's hands are. Also, add a blank frame (one whose graphic only has the transparent color in it) with a delay of 1 before the VAULT animation begins.
Now, start up the game and go grab someone. Press jump. The player will play their vault animation, and their offset will be centered on the enemy, at their head level. Once the animation is finished, the player will turn around.
At the moment, all it does is put you behind the opponent.
The blank frame with a delay of 1 is just there to take care of a bug that we've been unable to fix so far. It's really hard to see the blank frame, even when you look for it, so it shouldn't be a problem.
One more thing- for now, don't try vaulting when next to a wall. Currently, it'll just put the player inside the wall. This will be fixed later.
New attack types:
There are three new attack types: attack2, attack3, and attack4. They work just like shock, burn, and attack. The only difference is that they don't change to the last frame of the normal FALL animation when their FALL animation is finished (shock and burn both do this). These also have custom PAIN, FALL, and DEATH animations, naturally (PAIN2, FALL2, DEATH2, PAIN3, FALL3, etc.). Also, there are new SDIE and BDIE animations, which will be played when a victim is killed by a shock attack or a burn attack, respectively.
CHARGEATTACK:
If this animation is present, players will use it instead of the last attack in their atchain when they hold down attack for three seconds and let go.
ATTACK4/Attack chains:
There's now a new attack animation, ATTACK4. The only way that players will use it, though, is if you specify it with atchain.
You can now pretty much set up your basic attack string in any order you want. If you use the new atchain command, you can specify up to five attacks (Although there are only 4 ATTACK animations right now, more could be added very easily). Just give it five numbers in order. 0 means don't use any attack (i.e. end the attack string), 1 means ATTACK1, 2 means ATTACK2, and I think you can guess the rest.
If you use this, you should fill any unused steps in the combo with 0 (i.e. a 3-hit combo should be something like atchain 1 2 3 0 0), although it isn't neccessary.
Enemies can also use ATTACK4 just ATTACK1, ATTACK2, and ATTACK3. Just give it a range.
Unless you're using the new CHARGEATTACK animation, the last attack in a player's attack chain will be used if players hold attack for 3 seconds and let go (even if the last attack isn't ATTACK3).
That's it for my stuff.
Entered By SamuraiX
MAX_SPRITES increased to 5000 from 4000
MAX_SOUND_CACHE increased to 256 from 128
p1lifex & p2lifex:
New controllable variables for "x" Place new variables in "levels.txt"
p1lifen & p2lifen:
New controllable variables for "Number of Lives" Place new variables in "levels.txt"
p1name & p2name:
New controllable variables for "Name of Players" Place new variables in "levels.txt"
e1name & e2name:
New controllable variables for "Name of Enemies" Place new variables in "levels.txt"
AutoGameSave for DOS & SDL
Automatically Saves current level during gameplay to file nameofgame.sav under SAVES folder. Can be loaded from "Load Game" under the main menu.
AutoHiScoreSave for DOS & SDL
Automatically Saves HI Score in nameofgame.hi under SAVES folder. Hi score is only saved prior to shutdown and only loaded once pakfile has been selected to play. This fixed the curroption of having different characters on different games played.
PSP, DC, DOS, SDL Merged to one Source File OpenBOR.C