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July 21st, 2013, 23:57 Posted By: wraggster
via http://zx81.zx81.free.fr/serendipity...megadrive.html

Hi All,
One of the best old console for shoot'em up is the megadrive (after PCE engine of course ).
I wanted to use a PSX arcade pad with a megadrive, so i decided to build this adapter.
This version is a derivative version of the work of Thomas Kirk (many thanks to him) who did it for atari and amiga db9 joystick.
You need a few set of components :
- PIC16F819
- 2 LEDs (optional)
- 3 resistors
- 1 DB9 female
- 1 PSX female connector (i used an extention cable for PSX).
Here is my ugly prototype :

And for a few bucks you can build you own. I used the MPlab software for PIC development and MiniPro to program the PIC.
All schematics, asm and hex files, plus any required informations to build your own adapter are here
Enjoy,
Zx
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July 22nd, 2013, 01:53 Posted By: wraggster
via http://www.neoflash.com/forum/index....ic,7640.0.html
Nickname: lupus
Project Name: Silent Hill:Genesis
From: Ukraine
Division: GAME
Platform: SMD/GEN
Original Enter: NO (port/adaptation)
In last NEO Compo this project have won in the top 10: NO
   
Silent Hill: Genesis is an freeware fan-made adaptation of the original Silent Hill for Sega Megadrive/Genesis in the form of visual novel, based on Silent Hill: Play novel for GBA.
A visual novel is an interactive fiction game featuring mostly static graphics with text. At certain moments the game asks a player to make a choice between two or more possible variants which affect the following walkthrough.
Such kind of games is very popular in Japan, however totally unpopular in the west, therefore Silent Hill: Play Novel was never released outside this country.
The game offered two scenarios: for Harry and Cybil (available after completing Harry's Scenario). Besides the narration the game features a couple of puzzles and multiple endings.
After reaching the end of Cybil scenario a player is awarded with Digital Cards - 32 in total.
As engine used GINCS Visual Studio 1.42 - modded GINCS with compression support. In the future I have plans to update engine to GINCS VS 1.50 for sound support. Now game with no sfx or bg music.
Work in Progress.
Project page with download links
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July 22nd, 2013, 15:02 Posted By: wraggster
via http://emu-russia.net/en/news_archive/
Russian Sega Dreamcast/Naomi/Naomi2/Atomiswave/Gaelco/Hikaru emulator has been updated recently. Changes:
AWAVE: Sega Bass Fishing Challenge romset added
AWAVE: use MAME's NGBC rom, enable BBA
CORE: FPU opcodes timing fix ("Dead Or Alive 2" slowdown fix)
CORE: MMU sh4 fix
CORE: addc, subc opcodes for SH2/SH3/SH4 fix
CORE: dreamcast various fixes
CORE: fcmpeq NAND case fix
CORE: ftrc NaNd round fix
CORE: ftrc int/rec opcode fix
CORE: heap corruption fix
CORE: internal DMAC support
CORE: invalidate code SH4 fix
CORE: trapa SH2 fix
DC: a lot of game-specific fixes, now more games are playable or glitch-free
DX11: bump mapping added
DX11: order independent transparency added
DX11: render to texture full rewrite
DX11: scaling added
DX11: shadow volume full refactor
DX11: translucent modifier inplemented
DX11: two volume modifier implemented
GAELCO: new system added with two games supported: Smashing Drive and ATV Track
GDROM: gdrom threading disabled
GPU: DX10/DX11 support for Hardware and Software renders (can be played virtually on any GPU card, but obviously very slow)
GPU: much correct volumes support
GPU: workaround for ATI bugs
HIKARU: system support added, a lot of work needed
NAOMI2: new model cache system
NAOMI2: reflect fix
NAOMI2: render to texture fix
NAOMI2: various improvements
NAOMI: Crackin DJ controls fix
NAOMI: Gun Spike auto-coin fix
NAOMI: Ninja Assault Export (NJA4verA) added
NAOMI: Ninja Assault light gun fix
NAOMI: add 2 new USA bioses
NAOMI: new romsets added: initdv3j with key, Star Horse, Shakatto Tambourine 2001 Spring, Ninja Assault new rev, crackndj2, gunsur2 alt rev, marstv, Radirgy new rev, etc...
NET: BBA network support (TAP driver / OpenVPN needed, modem isn't supported yet)
NET: sync flash/eeprom/etc
PAD: dead zones, dc triggers fix
PAD: full xinput support
VMS: fixed parsing crash on some VMS files
VMS: various fixes
Download Attached
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July 23rd, 2013, 11:34 Posted By: wraggster
via http://www.emucr.com/
SSF Test Version (13/07/02) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
http://www.sendspace.com/file/gpoaqf
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July 29th, 2013, 17:00 Posted By: wraggster
The tools and documentation targeted towards the Sega Saturn version of Devil Summoner: Soul hackers to extract most of the non-battle text have been released to the open source community.
The project was started this year by Israel Jacquez with the help of Gemini.
There is a great amount of work that needs to be done and serious and skilled contributors are needed to continue the work.
http://github.com/ijacquez/SMT-DS-SH
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July 29th, 2013, 20:40 Posted By: DARKHALO2K
Hi,
I've started a project for the Sega Dreamcast, and was wondering if I can get authorisation to post in that forum? It would be equally awesome to see this posted on the main site, if you deem it news worthy.
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July 30th, 2013, 18:13 Posted By: vbt
here is XRick for Saturn :
http://vberthelot.free.fr/xricksat/
2 versions, C4-2008-2009 and one recompiled with small changes
xrick - version #021212
Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net)
SATURN support by VBT
Source : http://www.bigorno.net/xrick/
SATURN CONTROLS:
Directional: these are mapped to the arrow keys.
UP : mapped to jump.
DOWN : mapped to crawl.
RIGHT : mapped to move right.
LEFT : mapped to move left.
A + UP : mapped to fire a bullet.
A + DOWN : mapped to lay a stick of dynamite.
A + RIGHT : mapped to to poke something with your stick.
A + LEFT : mapped to to poke something with your stick.
C : mapped to pause.

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July 31st, 2013, 22:01 Posted By: wraggster
Q1 profits up 400 per cent, Company of Heroes sells 380,000 copies
Sega Sammy has recorded Q1 profits of ¥12.9 billion ($131.8m / £87m), up 408 per cent compared to ¥2.5 billion ($25.8m / £17m) for the same period last year.
Net sales amounted to ¥90.7 billion ($923.6m / £609.7m), up 29.6 per cent on last year, with the company noting that sales of packaged goods slowed while demand for mobile, digital and social gaming was healthy.
Company of Heroes 2 sold 380,000 copies during the short time it was on sale in the three month period, while Phantasy Star Online 2 for the PS Vita sold 500,000 copies via digital and physical media.
Sales in the company's video game division were ¥18.8 billion ($192.2m / £126.9m) for the three months, with operating profits of ¥39 million ($396,104 / £262,104).
http://www.gamesindustry.biz/article...ing-to-digital
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