I currently updateing to a newer version of cfiles for the Download section. I was hoping it would go smoothly, but I having a few problems ( images and login is not working). Also the its set back to the default layout ( don't worry i have the old version backup) but most importantly you can still download in its current form.
October 3rd, 2006, 16:34 Posted By: Christuserloeser
Shoometsu released an updated version of the AES4All (aka Neo4All/AES) ROMRC datafile! With this you can convert many many more NeoGeo games for use with AES4All:
after some weeks of work I have already done. the sets were tested with aes4all b1, and each game is commented when not working, you can see if your game is working before convert/burn it, some sets may have specific data that need to be decypted and/or descrambled, wich is also mentioned in each game. just test it
Download it here and place it into your /Convertneo/ folder, then start converting your games.
Updated: the local AES4ALL download now also contains the conversion tool and the new ROMRC
The site is back up yet again. This should be the end to all of the server problems we've been having. It'll stay there for a while until I reshuffle all of my other pages and point my own domain to the server. Regardless, you should always be able to get to the site via http://atari.vg-network.com and soon, http://www.briandeuel.com
The Dreamcast scene could do with a pickmeup and it may be coming soon, ZodTTD and the PSX4All Team is working as we speak on bringing the Playstation emulator to the Dreamcast with a SH4 Dynarec, what does this mean well it should mean a decent speed PSX Emu for Dreamcast
Now i am focused to finish FAZE and FAME/C cpu cores. I want to release for christmas:
- MAME4ALL with FAZE and newest FAME/SH4.
- DCaSTaway with FAME/SH4.
- UAE4ALL with newest FAME/SH4 and a bit assembler to blitter.
- ZX4ALL with FAZE and full features.
- NEO4ALL with FAZE and FAME/SH4.
- AES4ALL with fast preload and a stand-alone version without menu.
- UAE4ALL/GP2X with FAME/C.
For next year i want restart SNES4ALL port with FOX, it need a lot of rewrite assembler code.
About PSX4ALL, i was waiting to PSX4ALL code is a bit mature.
Today we have some excellent news of a new Commercial game coming for the Dreamcast, after all these years the console still lives on . Heres the full details and screens from the pocketpc version to give you a taster:
Revival Studios and GOAT Store Publishing today announced that Radium, a third person action adventure game originally slated to be published for the Game Boy Advance has been upgraded and will be making its way to the Dreamcast for this holiday season.
Radium is a futuristic-styled 3D action/adventure game, using a third person perspective. The game features a total 16 levels with very realistic 3D environments in 4 different scenarios. The game will also feature high quality graphics, a multitude of weapons, bonuses and upgrades and nicely balanced gameplay.
Gamers play as Nova, a female cyborg-experiment who has been captured and awakes inside a laboratory. You must escape from the lab that you are being held in, make your way to the city and figure out who or what is behind your kidnapping, and stop them before their plans can be spread any further.
Para Para Paradise is a game by Konami, which takes a specific popular dance called "ParaPara" in Japan, and turns it into a game. Although some people think it's restricting, it can also be fun, as the game uses infrared sensors instead of a dance pad.
Although there is a ParaParaParadise instructional video, this game is different from the video. Instead of just copying the videoed routines, you not only can do them yourself with the sensors going, but you can also "freestyle," and make up your own routines with different sets of arrows (with different difficulties) as well!
Instead of using your feet to play, this game mainly focues on using your hands, gestures, movements, swings, what-nots. Basically, instead of using your lower body/legs like in DDR, you'll be using your upper body/hands and arms instead. Very minimal lower body movement will be used (and for the most part will not even be necessary). It's free!!! Customers only need to pay the shipping fee for it
Do bear in mind that although free this will set you back about $25 in shipping, this is new at SuccessHK but has anyone seen it before ?
October 17th, 2006, 15:29 Posted By: Darksaviour69
About a week ago zodttd give the dcemu staff test builds of his PSX4ALL DC port (based on chuis original port), so far we have had 2 builds, and just to tease we have uploaded 2 videos of the emu running on the dc, Final Fantasy Tactics and Final Fantasy 4 ( a huge thanks to Skye for taking the videos) and also more pics of Silent Hill (taken by Kaiser)
what Kaiser had to say about the emu
I'm very impressed. Didn't see any apparent graphic glitches. Very nice for just a beta. Here is some pics I took playing Silent Hill. Ignore the some of the blurr and scanlines as that would just be my cameras long exposure time. Everything looked flawless to me aside from the speed.
Retrogaming with racketboy has up an interesting feature, a piece intended to discuss the best and most relevant Dreamcast games available today. Not intended as a 'top ten list', his goal is to suggest titles that will resonate with gamers of today who are likely to own other consoles. By suggesting titles that haven't been topped by further works, or that may have been the basis for other popular games, he's hoping that today's gamers will still stop and play the classics once in a while. From the article:
"Not only is the gameplay in Jet Grind Radio compelling and unique, but the audio and visual qualities stand up extremely well to today's standards. First of all, the graphical style hits you like a brick in the face (in a good way) with its well-executed cel-shaded models and landscapes. Jet Grind Radio was one of the pioneering games in the cel-shading movement before mainstream games like Legend of Zelda: Wind Waker made it popular for cartoon/anime-style games. The Jet Grind Radio soundtrack is also one of the most popular gaming lineups of all time featuring an array of eclectic songs combining the musical genres of J-pop, Trip-hop, Hip-hop and Electronica. This is one game that is not done justice on TV speakers -- you should definitely try to hook up some decent speakers in order to experience it at its best."
October 18th, 2006, 10:59 Posted By: Darksaviour69
kungpow12345 has posted an update about Yumi: Samurai Warrior, a BOR game that will be release commercially by GOAT store next year
(This isn't done by any means but it's a start ^^)
Some more news for you guys. I've recently moved from BoRHED back to OpenBoR and have "merged" Distant Star Productions if you will with the OpenBoR team to make OpenBoR Games. Yes, it's still just me game wise but I've finally enlisted some cinematic help.
I just finished one of the 4 modes for Yumi and it looks and plays really good. The neat thing is this mode has been in BoR before but most people don't know about it! Very Happy Luckily for you guys, Yumi will bring it back along with another mode that hasn't been in BoR in quite a while. Three letters for the hint: RRR. Smile If you know BoR, you know what that is.
I don't want to show off too much right now, especially this "early" but I promise next year, I'll show plenty of shots before the game is released.
drkIIRaziel posted this WIP news about his Unreleased Dreamcast Emulator for Windows:
After some recent fixes on the mmu and exeption handling code , some WinCE samples finaly work .Wild metal shows the intro video ("Rockstar" one).No wince game goes ingame as of now , but that wont take long
We also need a site for nullDC , and emudev.com.Anyone interested come on #emudev/#nullDC on efnet.
October 19th, 2006, 22:44 Posted By: Darksaviour69
Smurph has released a pre-release of Super Mario Wars 1.7a in our forums here
For some reason, my 1.7a port runs decent... It just has memory consumption problems. It's playable, just don't expect more than 1 or 2 games before crashing.
I need to start work on it again... but until I do, here's a little pre-release, I guess.
October 20th, 2006, 11:27 Posted By: Darksaviour69
This is a port of Exophase's gba emulator that he programmed specifically for the psp, by GPF
GPF has released a test version for dcmu staff to play with (we have been lucky recently), and we can report that up to 32mb roms are loading (remember the dc has only 16mb of RAM). There's a little lag in the sound when using roms bigger than 8 MB, but they are playable.
GPF said he hopes to release an apha soon, but is very busy at work right now.
So while you guys wait we have made 2 videos of the emu running, (the emu does have sound, but it is not recorded in theses videos) thanks to skye for the videos
-- Credits to Exophase for releasing such a fine emulator that I have merely ported it to run on the dreamcast using the included C core, does not use dynarec like the psp version.
please check the other readmes.
included is a scrambled binary, game_config.txt. requires a gba bios named gba_bios.bin(you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS)
place your gba roms on the root of the cd and burn everything to cdr, in what ever method you need to make a bootable cd.
-- Credits to Exophase for releasing such a fine emulator that I have merely ported it to run on the dreamcast using the included C core, does not use dynarec like the psp version.
please check the other readmes.
included is a scrambled binary, game_config.txt. requires a gba bios named gba_bios.bin(you can dump it yourself, see http://wiki.pocketheaven.com/GBA_BIOS)
place your gba roms on the root of the cd and burn everything to cdr, in what ever method you need to make a bootable cd.
I've learned how to use structs! I've added the struct for level parameters and plugged them into the game processes, so now the game has a number of different levels added to it, which change based on a quota system. In other words, catch a certain amount of crystals per level, and the level changes, along with the level parameters. There is still a lot of tweaking to do, but my master plan for the game is coming along smoothly and steadily. Here's a current screenshot (keep in mind that the current graphics and display are just placeholders until the new graphics are finished):
I played around with some cd audio code and burning a selfboot cd with CDRECORD so I could change the songs that play during the levels, but so far my experiments have failed. Unfortunately, Fenix for DC has some memory limitations that only allow one to load up to 3 megs of song data, give or take a few kbytes, and I've attempted to get around this by using CD-DA, but due to either a bug in DC Fenix with the CD audio functions, or simply my own problems with setting up the CD to play audio, I have been unable to get the audio to play. So thus far, I only have one song that is able to be loaded and played using the load_song and play_song functions. I also tried to unload the current song and load a different one to play, but this crashes the game. I'll continue to experiment and see if I can come up with some sort of solution to this problem.
There's still a lot of work to do. I need to add another powerup, level transition screens, tweak the level parameters for steady difficulty ramping, add the new graphics and fix the display (there will be more than one enemy, trust me!), and a few more surprises Stay tuned!
Provlist_for_GenesisPlusDC it's a adapted for automatic creation ROMS.TXT for GenesisPlusDC version of provlist original tool by burnerO
I have made some changes by means of the hex editor and now it works for GenesisPlusDC
Attention after start your roms will automatically be renamed in SNS_XXXX.ZIP
How to use
1. Copy Provlst_for_GenesisPlusDC.exe in /gpwt/data/ROMS/
2. Copy your ROMs (*.zip) in /gpwt/data/ROMS/ and run Provlst_for_GenesisPlusDC.exe
3. Move 'ROMS.TXT' from /gpwt/data/ROMS in /gpwt/data/
October 24th, 2006, 11:12 Posted By: Darksaviour69
Gianas Return team have been updateing their blog on the progress the new Gianas Return game is going. There is the last entre:
The ones of you who know the history of Giana Worlds and Giana’s Return know that many team members disappered out of nothing, and mostly never came back. We thought so this has happened with our End-Boss drawing guy too… but luckily he appeared after over a month beeing offline and not answering any mails. Anyway… he’s back now and while I am typing there should be already more progress.
The boss modes will be very much “BC Kid” style, meaning that you have to beat one big bad guy at the end of each world and if it comes to the “final” boss… you have to replay all the other bad buddies in one go. This should bring in some spice compared to the previous betas. Some people complained about havining finished the game in less than 2 hours. It sure wont be that easy in the final.
October 24th, 2006, 23:35 Posted By: Darksaviour69
News from Kojote:
Few guys along with me are working on a new puzzle game for the GP2x and GP32, most highly a Dreamcast and Pocket PC version will be available as well... We also try to get this game ported to the PSP and PS2 once it reaches a final stage.
The game is called "Crystal Babes" and the concept is based upon an old Amiga classic called Gem'X by Kaiko. It's basicly a "Lights Out" game with different colors. The game has an erotic-touch but should be still okay for younger people. There are already 120 fully playable levels and there will be more.
Here are two teaser shots:
Most of the people involved in this project have worked on several different freeware games, but this time we prolly go to publish this title as low cost commercial game for around 2-5 EUR (3-7 US$). It was a hard decision, but free games don't pay our flat and don't feed our families. The price will be kept as low as possible, but we just don't give anything away for free again. The ones who can life with our decision are welcome to buy a copy, the others should wait for a while till we will release the game into the public domain pool - which will probably take around 12 months.
A "Demo" version with 20 levels will be available to the public within the next two months.
Kojote has told me that there will most likely be Demo version for the dc.
October 25th, 2006, 01:06 Posted By: Darksaviour69
Tyne/RenegadeC has updated his Quake mode "The Ascension Of Vigil" here are the changes:
New voice acting for Vigil done by me
- Vigil taunts his enemies on special moves
- Disabled some of Vigil's limits, now you can head smash after a mid-air spin attack as well as more new chains in combos!
- You can move Vigil around more in mid air after a wall jump
- Reduced RAM usage by approximately 600k
- New Maps: CastleE.bsp, ncastle.bsp (New castle, far from completion)
- Minor bugs fixed or any annoyances I discovered
- New graphics in Darkplaces
- Now uses Joy2Key for perfect joystick usage!
- Fixed a bug where Vigil would slide down slopes super fast in Darkplaces
- New camera angle system implemented
- Vol'Brand sword may now be upgraded at the Black Smiths
- Added a priest in the Village Church who may heal you as well as giving your mana back
- Ghoul in the Dungeon map is changed
- New deathmatch map "Arena2" should appear very familar Smile
- Updated some maps to reflect changes in the world being put together
- Slightly smarter AI once again
- Knights are tweaked again, they no longer smash you backwards hard either or guard break
- New music track done by me
- Twisted shouldn't bug enemies out anymore (Whoops)
Tons more tweaks/changes/fixes obviously, this version has been in development for awhile; if you played the last version you'll notice this one feels completely solid.
October 26th, 2006, 12:29 Posted By: Darksaviour69
Posted by Tweeg
A post on the JP PSO Support homepage dated October 20th, 2006 contained the following information, which has been translated and summarized for your convenience. It only applies to the JP versions of the game.
Due to a problem directly related to making the game free to play on May 20th, 2006, many players have been unable to login to the servers. The problem was investigated but no solution was found.
Rather than using anymore resources to attempt solving this problem, the login server has been altered to only allow Version 2 players using a BBA (Broadband Adaptor) to connect.
And now to quote the last line of the post directly: "On this occasion..deep..apologize."
That said, the JP version of PSO V1 is officially offline.
The DC Evolution network will be representing the Dreamcast community once again, holding the first 2007 stop of the DreamCon at MagFest 5. We will be holding multiple Dreamcast-related tournaments, giving away some decent prizes, and offering lots of other great stuff for people that are interested.
Does anyone here want to attend? I will be registering 3 people myself, but if we can get a total of 8 definite attendees (which means I need 5 more), then we can get a group discount.
For those of you that don't know, MagFest is a weekend-long music and gaming festival for the mid-atlantic region of the U.S. This year, it is being held in Vienna, VA.
MagFest is basically just a huge video game orgy. All weekend long (literally, from the time it starts on Friday through the time they close up shop on Sunday - 24 hours a day) people just hang out and play video games, listen to the bands playing live in the concert area, watch video game-related movies, TV shows, etc. and do other video game-related activities. There are a slew of arcade machines set up for free play, along with a whole bunch of televisions with all different styles of console hooked up to them.
Please let me know if you're interested in attending the MagFest. If I can get enough interest in the next week or so (like three or four more people), I may go ahead and buy the 8 tickets I need to buy in order to get the group discount.
Also, any coders or contributors that may be interested in helping out with organizing the DreamCon portion of the festival should contact me ASAP, as I will (if you don't have it already) grant you access to the planning portion of our forums.
Oops. I realized that I forgot to include a link to MagFest. http://magfest.org/