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  • Sega Dreamcast News

    by Published on February 17th, 2020 19:52
    1. Categories:
    2. Sega Dreamcast News

    This week, we go back in time exactly 19 years to grab our issue 19 of DC-UK from February of 2001.
    The first article is the review for the incredible Game Arts role playing game Grandia 2.
    Followed by another incredible RPG, this time developed by Sonic Team: Phantasy Star Online.
    Then we take a look at the upcoming Unreal Tournament, before we finish up with two racing games: Vanishing Point and Surf Rocket Racers.
    Enjoy!

    http://www.outofprintarchive.com/cat...k/DC-UK19.html ...
    by Published on January 2nd, 2020 20:03
    1. Categories:
    2. Sega Dreamcast News

    Intrepid Izzy by Senile Team combines platforming, beat ’em up and adventure elements to create a unique experience with depth, character and above all, fun. Here comes the late December 2019 development update:

    Quote:
    Costumes
    Costumes have been completed for some time, but sometimes creative people get that creative itch, and they just can’t help themselves. In short: another costume has been made. Izzy was already wearing a miner’s helmet in the mine cart level, but now she can don the entire outfit! So costumes are now super completed.
    Programming
    Programming is practically finished. Everything works and the big list of bugs is now greatly reduced. Just some finishing touches and we’re done! Finishing touches such as achievements/trophies/goals. Whatever you call them, they’re a fun little extra in games and we believe there should be a nice mix of easy and harder trophies. And most importantly, they should have silly names – but you will find out what we came up with in due time.
    Enemies
    We have enemies by the bucketloads! I’m going to call this one finished.
    Bosses
    As you’ve seen in recent updates, we have been hard at work on the boss fights. We are still perfecting them, and depending on how that goes, may decide to add one or two more.
    Levels
    The levels are pretty much done, but we’re still tying some things together to improve the overall progression, and creating a grand entrance to the final boss. And of course the gradual tweaking, improving and expanding of the levels will continue bit by bit until the very last moment – all to make the game the best we can. Completion: 99%
    Music
    Almost finished! We just need to create an ending with some appropriate ending music to end all ending.
    Release
    So what about the release date you ask? Well, we’re not yet in a position to have an actual date. But we can tell you what the plan is.
    We expect to complete “release candidate 1” as soon as January. This basically means the first complete version of the game, which is to be thoroughly tested to evaluate if it is ready for release. Depending on the test results, we may proceed with release, or create revised versions RC2, RC3 as needed.
    First, we want to release the PC version, since no certifications or CD pressing is needed. This version will also be easiest to patch and update in case the need should arise. It will be released as soon as possible after a release candidate has passed our quality control.
    The second step is to create the console versions based on the latest updated version. During this step Roel will have to put the finishing touches on the PS4 and Dreamcast versions. Naturally this will require some work on specific programming and graphical requirements, but also age rating, Sony certification, CD pressing for the Dreamcast, packaging, and all the little details that will pop up during development.
    To estimate a timing for the console versions is even more tricky than for the PC version because we also depend on a lot of external factors. However, it will be as soon as possible and in 2020

    https://pdroms.de/sega-dreamcast/int...dreamcast-game
    ...
    by Published on December 9th, 2019 18:43
    1. Categories:
    2. Sega Dreamcast News

    Yu Suzuki is one of our People of the Year solely for the fact that Shenmue III exists. It's difficult to overstate how unlikely this seemed.
    Originally released in 1999, Shenmue was Suzuki's big system-seller for the Sega Dreamcast. It was a trailblazer for the time, a 3D open world in a grounded, modern setting with a day-night cycle and variable weather effects at a time when the PSone and Nintendo 64 had set the expectations for 3D console titles.
    Shenmue blended RPG, fighting, and adventure game elements to tell the protagonist Ryo's story of revenge, one that tended to be frequently interrupted by optional pursuits like playing arcade games or collecting capsule toys. (In some sense these were less distractions than time fillers, because if the next major plot point involved meeting a person at a certain place Wednesday at 2 p.m., players could have in-game hours or days to kill before getting there, and no way to skip ahead beyond the usual nightly sleep.)
    Shenmue was revolutionary, influential, and beloved--but not commercially successful
    Shenmue was revolutionary, influential, and beloved by its fans. It was billed as the most expensive game ever made, with Suzuki once saying it cost Sega $47 million in development and marketing. Long before developers trotted out the "We always conceived this new IP as a trilogy" chestnut, Suzuki was talking about Shenmue as a story that would need at least five games before the original was even out.
    But just like the platform it was supposed to sell, Shenmue did not enjoy commercial success to match its critical plaudits. Even so, it did well enough for Sega to move forward with a sequel. But while Shenmue II was still in development, Sega dropped a bombshell and announced its withdrawal from the hardware market entirely to become just another third-party publisher. By the time Shenmue II released in late 2001, the Dreamcast was dead and buried to the point that Sega didn't even bother releasing it in North America, waiting a full year to port it to the Xbox instead.
    While there was still plenty of Ryo's story left to tell, it wasn't going to be in Shenmue III. Instead, Sega teamed up with external studio JC Entertainment to co-develop Shenmue Online, an MMO version of the franchise with Suzuki supervising. That project fell apart, and Suzuki focused on developing arcade games for Sega until he formally left the company in 2009. The end of his actual relevant tenure at Sega would appear to have been significantly earlier, as Suzuki's current studio Ys Net was established in 2008, and Sega of America president Simon Jeffery was under the impression Suzuki was no longer an employee a year earlier (He corrected himself as soon as that was reported).
    When Suzuki officially left Sega, it had been eight years since Shenmue II's debut. Shemue III had seemed unlikely before. With the writer/director/producer of the franchise and the company that owned it parting ways, Shenmue III looked all but impossible.

    https://www.gamesindustry.biz/articl...2019-yu-suzuki ...
    by Published on November 17th, 2019 21:50
    1. Categories:
    2. Sega Dreamcast News

    This time we jump back to the wonderful year of 2001, at a time where Sega was still in the hardware race.
    As you might notice, this is the final issue of DC-UK, and there's a good reason for that. With two other Dreamcast magazines, I think it will be a bit more fun to go backwards with DC-UK, so the content doesn't overlap 3 times as each issue releases. With that being said, let's jump into the previews for this issue.
    We jump right in with three fighting games: Fighting Vipers 2 by AM#2, Project Justice by Capcom, and Guilty Gear X by Arc System Works.
    Then we move onto a Sonic Team classic: Phantasy Star Online. And finally, we take a look a game that never saw release in Europe: GigaWing 2 by Takumi.
    Enjoy!

    http://www.outofprintarchive.com/cat...k/DC-UK20.html ...
    by Published on September 17th, 2019 21:44
    1. Categories:
    2. Sega Dreamcast News
    Article Preview

    Other than GBA emulation, Dreamcast emulation also received some love and this comes in the form of some positive developments relating to Flycast. Developed by flyinghead, this emulator is the only open-source Dreamcast emulator capable of running Windows CE-based games and Naomi arcade titles making it pretty noteworthy especially to those interested in creating ports for other platforms.
    The Switch is a pretty capable portable and with efforts from the homebrew community, it can do even more such as better Dreamcast emulation!

    According to a post on the libretro blog, the emulator saw some significant developments recently including:

    • The Windows CE variant of the emulator got merged into the master branch
      • This wasn’t done before because the MMU codepath required by Windows CE hurt performance in non-Windows CE titles

    • Much better performance with an average improvement of around 30% thanks to SSA optimisations
    • AICA (the Dreamcast’s sound processor) emulation is now much better and considered to be feature complete thanks to the addition of low-pass-filter and pitch LFO
    • Fixes to rendering on AMD GPUs namely in relation to per-pixel alpha sorting
    • Some RetroArch core-specific improvements

    Other than the above good news, a Flycast RetroArch core is coming to the Switch thanks to work by Datamats allowing for even better Dreamcast emulation on the console. Furthermore, m4xw is working on an ARM64 JIT for the emulator to allow for good performance on the Nintendo Switch.
    If you wish to play some Dreamcast games on your Switch now, you can use its port of Reicast which allows you to play select titles pretty well including Crazy Taxi.

    http://wololo.net/2019/09/17/emulati...hanks-to-m4xw/ ...
    by Published on September 11th, 2019 22:13
    1. Categories:
    2. Sega Dreamcast News

    • Exactly 20 years ago today, the SEGA Dreamcast launched on store shelves across North America. When it released, the Dreamcast was an impressive console for many reasons--it officially brought SEGA's flagship series, Sonic the Hedgehog, into 3D with its 9/9/99 launch title of Sonic Adventure. There were other standout titles as well, such as Jet Set Radio, Crazy Taxi, Skies of Arcadia and Soul Calibur. And even to this day, you can still feel the effects of some of the Dreamcast's best games, with the upcoming Shenmue 3 finally continuing the tale of the series, and even having the collector's edition reference its platform of origin, by coming in a Dreamcast-styled case. Phantasy Star Online 2, a sequel to the 2000-released RPG Phantasy Star Online, which started on the Dreamcast, is also getting a western release, sometime next year. Of course, the Dreamcast is also remembered for being SEGA's final foray into the hardware market, before they bowed out and became a third party software company. Regardless of the highs and lows, the Dreamcast is sure to be fondly remembered by many. What's your favorite memory of the SEGA Dreamcast?

      https://gbatemp.net/threads/the-sega...e-west.547747/
    ...
    by Published on August 1st, 2019 23:27
    1. Categories:
    2. Sega Dreamcast News

    Redream v1.4.0 is released. Redream (originally called Dreavm) is a work in progress emulator for the SEGA Dreamcast.

    Redream Changelog:
    Added
    New app icon.
    New animated background in user interface.
    PowerVR DMA support (Sonic Shuffle, Simple2000 Series).
    PowerVR fog support.
    32-bit support for Android.
    GL ES 3.x support for Android.
    AArch32 and AArch64 JITs for Android.
    Built in fps counter.
    Automatic frame skipping.
    Reset binds option in input menu.
    Support for Nintendo Switch Joy Cons.
    Automatic library directory scanning.
    Touch screen suppport.
    Virtual gamepad input device.
    Save state support.

    Changed
    Mac builds are now distributed as app bundles.
    Mac builds now write out internal files to ~/Library/Application Support/redream.
    Make options save before shutting down in the off-chance that there's a crash during shutdown.
    Improved per-strip accuracy.
    Optimized texture conversion routines.
    Lowered per-pixel requirement to GL 4.3+ / GL ES 3.2+.
    Improved framebuffer presentation accuracy and raw framebuffer write detection.
    Numerous rendering performance improvements as a result of Android optimizations.
    Improved AMD rendering performance when using per-pixel sorting. RX 480 at 1440p x 64 layers improved from ~50 fps to ~190 fps in Sonic Adventure main menu.
    Avoid persisting the pc to the context as frequently.
    Avoid persisting the cycle count to the context as frequently.
    Avoid unnecessary page permission changes when applying memory watches.
    Inline hot MMIO paths.
    Inline constants during code compilation.
    Added constant materialization optimization pass.
    Reduce register pressure in MACL / MACW operations.
    Use floating-point instructions for floating-point data transfers to reduce redundant SH4 context accesses.
    Run at a fixed 60hz in the UI.
    Improved indexing of disc box art.
    Raised maximum input devices to 32.
    Refactored virtual memory system to work with only a 29-bit address space.
    Filter out single-session CDIs in the UI which require a boot disc to use.
    Improved frame pacing and performance by tightening up the audio and video sync.
    Turbo button is now a toggle.

    Fixed
    SLEEP instruction not waking correctly (Psyvariar 2, Shikigami no Shiro II).
    Linux build unnecessarily linking with optional libraries (libXinerama, etc).
    Linux build using the incorrect directory for internal files when using a symlink.
    Mac build flashing on startup when fullscreen.
    More robust self-modifying code detection (Shenmue, Shenmue II).
    More robust culling of degenerate vertices (Wacky Races, Soul Calibur, Headhunter).
    Artifacts along the 1-pixel edge of the viewport in some games.
    Garbage data outside of the viewport in games attempting to compensate for overscan.
    Numerous HLE BIOS issues (MSR, 2K sports games).
    Corrected TOC for GDI and CHD disc images, fixes missing audio tracks in BIOS music player (MDK2).
    Crash when the texture cache reset mid-game in libraries with more than 512 games.
    Incorrect polygon winding for background plane (MDK2).
    Geist Force hanging during intro.
    Jet Set Radio crashing during graffiti free paint.
    Pro Pinball Trilogy hanging on boot.
    Monaco Grand Prix hang on startup.
    NHL 2K2 hanging in the main menu.
    NHL 2K2 pause menu rendering.
    Slave Zero failing to boot.
    Toe Jam and Earl crash on startup.
    Audio clicking in Sonic Adventure menus.
    Music in MDK2 and Stupid Invaders not playing.
    Music in Maken X cutting out during intro and beeping.
    Music in Walt Disney World Quest not pausing in menus.
    Music in Test Drive Le Mans going off the rails after ~10 minutes of play.


    https://redream.io/ ...
    by Published on July 31st, 2019 21:07
    1. Categories:
    2. Sega Dreamcast News

    reicast is a multi-platform Dreamcast emulator. The project is currently in Alpha, usability, performance and stability issues are to be expected. Cortex-A9 dualcore, 1ghz+ is the minimum hardware for decent speeds.

    Reicast r19.07.4 Changelog:




    https://github.com/reicast/reicast-emulator/releases

    http://www.emulation64.com/view/2997...9074-released/ ...
    by Published on June 11th, 2019 21:31
    1. Categories:
    2. Sega Dreamcast News

    JoshProd are hardly sleeping and came up with a beta test of their 3D racing game “Arcade Racing Legend” for the Sega Dreamcast. A Kickstarter should appear sometime soon.



    https://pdroms.de/sega-dreamcast/arc...dreamcast-game ...
    by Published on June 3rd, 2019 22:48
    1. Categories:
    2. Sega Dreamcast News,
    3. Nintendo Switch

    davidgfnet has ported the Dreamcast Emulator to the Nintendo Switch

    Hey there folks,

    I'm glad to introduce you reicast for switch. This is a very rushed release, expect bugs and many issues, but in the next days a more polished version should be in order. Also a more proper release, since we don't have yet automated builds for switch.
    The current version has some caveats: although it uses JIT (so fullspeed! in fact can go at x2 the speed easily) there's no exception handling yet, therefor things like texture invalidation don't' work well. This can be very limiting for some games, whereas others won't show many quirks. In fact just the BIOS shows this behaviour, textures in dialogs won't get updated

    Well that's it, this is a very alpha version, so expect most bugs to get fixed soon. You might also wanna check out reicast on Android or PC (at reicast.com)
    I'd like to thanks flyinghead for this tremendous contributions (he's the one to thank for the armv8 JIT backend), and of course skmp and all the crew that keep reicast great (although unreadable!)

    Edit: How to use it.
    Yeah forgot to add that. You'll need the BIOS files at /reicast/data/dc_boot.bin /reicast/data/dc_flash.bin. The settings can be tweaked at /reicast/emu.cfg. I'd also place ROMs at /reicast on your sd card.
    Notice that games using MMU won't work, that's WinCE games (I guess this list is reasonable: https://segaretro.org/Windows_CE).

    Important: reicast needs some memory (like 512MB+), so launching the app via nb loader won't work if you use the Album thingy to launch it. This bit me during porting too. You need to launch a game (any game) and press the R trigger to enter the HB loader in "game mode". That should do.

    Love, davidgf

    https://github.com/davidgfnet/reicas...ree/switchport

    https://www.nintendomax.com/viewtopic.php?f=168&t=17017 ...
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