• DCEmu Homebrew Emulation & Theme Park News

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  • DCEmu Featured News Articles

    by Published on June 9th, 2006 21:02

    Heres news from the PSP Video 9 Team:

    Unsatisfied with the current state of PSP Video 9, over the last couple months we have been slowly rewriting the application to make it more extensible and easier to maintain. Today we have come to the point where we are able to release something that is usable.

    Until this new version is ready for general consumption, we will be referring to it as Videora IC2. This is alpha software and is intended for computer enthusiasts who wish to help us fix bugs. We DO NOT recommend using this version for your daily conversion needs as it has not been tested as thoroughly as 1.74 and has fewer features like no language support and no installer.
    ...
    by Published on June 9th, 2006 21:01

    Was going thought some old links, and found that back in 2005-12-23 NetBSD/dreamcast was updated, and it seems that everyone has missed it.

    NetBSD 3.0 has been released with support for 57 architectures. More information is available in the 3.0 release announcement.

    Download from thier FTP
    ftp://ftp.netbsd.org/pub/NetBSD/NetBSD-3.0/dreamcast/

    Warning 117MBs of files ...
    by Published on June 9th, 2006 20:57

    The summer months cause a bit of confusion for most gamers. It's the only time of year the call of the outdoors equals the seductive pull of the living room couch. Beyond this, the release of high-profile games tends to slow down a little bit in preparation for the holidays. But this summer looks to be different. Especially for the PSP fans out there. Not only does your system of choice allow for gaming at the beach or local water park, it's also getting more than its share of delicious software before the holidays even start. With that, head down below to discover exactly what should occupy your time this summer. Happy gaming!

    Check out that cool list of games at IGN ...
    by Published on June 9th, 2006 20:55

    News from PSPFanboy:

    In September, all you PAL puzzle fanatics out there will get a nice compilation of Capcom's finest titles, including Super Puzzle Fighter II Turbo, Block Block, and Buster Bros. Collection (which includes Buster Bros, Super Buster Bros and Buster Buddies). Personally, I've never played any of those games beyond Super Puzzle Fighter II Turbo, but seeing as how I don't live across the pond, well...it doesn't really apply. The compilation will feature ad-hoc gameplay across all titles included and will also allow you to upload scores to a friend's console, along with a screenshot mode to prove that you've got what it takes to bust blocks with the rest of 'em.

    Now how about releasing it in America Capcom? ...
    by Published on June 9th, 2006 20:52

    Heres a fantastic project for the game GTA Liberty City Stories. InvertedShadow has released a new mod that turns the game into a giant Stunt park.

    Download and Give Feedback Via Comments ...
    by Published on June 9th, 2006 20:41

    News from IGN

    As the videogame world is increasingly under scrutiny by politicians, the press, and community groups, many in the industry are eager to knock down a few stereotypes -- whether it is that gamers are violent, lazy, hopelessly nerdy, or horny, heterosexual, and male.

    The straight gamer stereotype -- or at least part of it -- is being challenged by a new survey out of the University of Illinois to study gay, lesbian, and bisexual gamers. Recent graduate Jason Rockwood designed the survey, which is the first formal, academically-approved study of sexual orientation and related issues among gamers.

    The survey, which consists of 91 questions and takes 30-45 minutes to complete, is designed both to determine the presence of gay gamers and to learn about their concerns and gaming habits. The questions cover subjects such as gaming preferences, sexual identity, recent purchases, and online gaming activity.

    In addition to understanding the presence of gay, lesbian, and bisexual gamers, the study should also provide a real sense of what gay gamers enjoy playing. Rockwood said some gay gamers were concerned that marketers would try to court the demographic with naïve stereotypes, similar to luring female gamers with titles like Barbie Horse Adventure. (We know plenty of girl gamers who like Quake.)

    "People had talked about being gay and being a gamer, but nobody had asked them to unify those two elements and people were excited about that," Rockwood told In Newsweekly. "Some people were hesitant though, because they didn't want to be stereotyped having games that were developed to be ridiculous toward the community. They wanted both sides to be taken seriously and if there was stereotypical content it would trivialize both identities of being gay and a gamer."

    Doubtless the survey will be refreshing to the many gamers who are also gay. More broadly, however, the survey is the first study of a specific gamer group -- for instance, no one has specifically surveyed female gamers, non-Caucasian gamers, older gamers, and such. While the industry closely tracks sales or readership of gaming articles, very little is known about which demographics are playing. The industry often acts on assumptions about its audience, while players themselves may not realize that many of their teammates or opponents -- or just fellow fans -- are not always male, white, or straight.

    "The main purpose of the survey was to be a census," Rockwood said. "Before we can ask more intelligent questions we need to know who we are dealing with. First we need to prove that homosexual gamers even exist. Yeah it sounds ridiculous, but that's where you have to start on something like this. This survey is an attempt to quantify the existence of an invisible minority."

    The survey is currently open to all gamers -- gay, lesbian, bisexual, and straight -- at www.gaymersurvey.org. ...
    by Published on June 9th, 2006 20:10

    This article is from www.retrorevival.co.uk, issue 3 (01.02.2005), and posted here with premission

    Launched in the UK on the 14th October 1999, the Sega Dreamcast was to become a legend in the very short time it graced our retail shelves, and even more so since its commercial demise, thanks to the ever popular homebrew scene that has since developed for it.

    Innovation and originality was at the forefront of the Dreamcast profile and it was the most powerful home console the world had seen. It was a smaller home version of the Naomi arcade board (see boxout) and came with a 33.6k modem as standard (NTSC machines had 56K modems). Future keyboard and mouse capabilities and a great catalogue of original games was not enough to ultimately compete with the likes of the Playstation and Nintendo 64. Domination of the market by Sony, along with the imminent arrival of the next generation machines, coupled with doubt over the system (due to the failure of the 32x and the Saturn before it) eventually sealed the fate of arguably the best console ever.

    After only having been on sale in the UK for 17 months, Sega announced in March 2001 that it was to stop production of the console in a bid to restructure themselves as a ‘software only’ company after some four years of financial losses. As soon as the announcement was made third party games developers began to drop off the DC bandwagon, and by the end of 2001 game production was all but over. Only hardcore publishers in Japan continued to release games after this (Ikaruga possibly being the best of the bunch), with the last game from Sega themselves being Puyo Puyo Fever in early 2004.

    Even though the Dreamcast has been commercially dead for some three years or so, the emulation and homebrew scene goes from strength to strength, with some offerings being equivalent if not better than anything that has already been released.

    In fact the only other console to come anywhere near as close to the Dreamcast in terms of homebrew development is
    Microsoft’s XBOX. If you are looking at playing retro games on your TV, the Dreamcast is a great way to get initiated as you can pick one up for around £20 now, and the best thing about it is that you do not need to modify the machine, unlike the XBOX, to play any of the homebrew offerings.

    SEGA AGAINST THE PIRATES
    The DC homebrew scene was never
    meant to happen as Sega had a host of
    anti-piracy methods installed in the
    console to protect their profits.
    They had seen that cartridge based
    console piracy was virtually non existent
    due to the cost of buying a programmer
    and blank cartridges. However it was
    realised that Sega’s Next Gen machine
    would need a cd based format (due to
    the amount of data needed for each
    game), and therefore the piracy situation
    would probably change.
    They decided that they needed to create
    a cd system which would be hard, if not
    impossible to copy, thus stopping the
    appearance of pirate games as much as
    they could.
    They came up with their own proprietary
    format (well Yamaha did and Sega
    bought it from them – See boxout),
    called the GDRom, which was in essence
    a 1GB CDRom disc of the same physical
    size.
    Initially the GDRom was the perfect
    method to stop the copying of games.
    Blank GDRom discs were not available
    (and never would be commercially), and
    the blank space in between the low and
    high density tracks was not by-passable
    by normal CDROM drives. All was
    looking good.
    In April 2000 a coder by the name of
    Skywalker, a member of the demo group
    Hitmen, released the A.E.G -Demo.
    It was shown at the Mekka & Symposium
    2000, an annual demo scene meet for all
    computers and consoles, held in
    Fallingbostel. It was created with the
    Dreamcast Debug Handler (a PC to DC
    cable and software) and ran off of a
    normal CDRom disc on a totally
    unmodified console.
    The Dreamcast world was stunned, and
    so was Sega.

    The A.E.G Demo gave hope to other
    programmers, and they slowly started to
    see what they could create, however the
    Debug Handler was cumbersome to
    create and use, so coders all over the
    world started to look for alternatives.
    Help was to arrive for them from an
    unusual and unpredicted source.
    Sega’s protection methods in the
    Dreamcast’s hardware itself had been
    breached by Skywalker and he had
    proven to everyone that homebrew
    software could run on an unmodified
    machine. Sega, still concerned about
    software piracy were comforted by the
    fact that they still had the ace card up
    their sleeves in the form of their GDRom
    formatted discs.
    For now the games themselves were safe
    but it was not long before this situation
    would change and ultimately pave the
    way for gifted bedroom coders to show
    off their talents…
    MIL-CD AND BLEEM
    Back in 1999 Sega launched the MIL-cd
    format in Japan. It was created as an
    enhanced format designed to improve on
    the then current cd music media by fully
    utilizing the space on the 1GB GDRom.
    The idea was to allow the inclusion of
    additional elements such as video clips,
    image galleries and extra data not
    normally found on the already
    standardised CD-Extra format.
    It was planned that new music cds would
    include full screen video, internet
    capabilities and enhanced navigational
    interfaces, to take advantage of the DC’s
    ability to play them. It would be this
    new music cd format that would be the
    thorn in the Dreamcast’s side as it would
    allow the booting of code from a CDRom
    bypassing the need for GDRom discs
    altogether.
    Fast forward to May 2000, and a small
    company called Bleem Inc had wowed
    onlookers at the annual E3 gaming show
    with information on a new piece of
    software for the DC called Bleemcast.
    The demo they showed was touted as an
    emulator that would not only enable you
    to play PSX games on your Dreamcast,
    but also enhance the experience, as it
    would use portions of the consoles
    hardware to dramatically improve those
    games. What was remarkable was that it
    was an unofficial product, but more
    importantly it used the DC’s ability to ...
    by Published on June 9th, 2006 20:04

    Vobbo has updated his PCEngine Emu for the GP2X:

    Sorry I havent done a release in a while... I`ve been pretty busy writing an ARM assembler which I`m now using to assemble HU6280!

    Started on a complete rewrite of the ARM cpu core, using regs<<24 and ARM->HU6280 direct flag useage...
    Recoded ADC/SBC , fixed a bug in decimal addition emulation
    reworked DAC register emulation for size/speed and D-cache optimization!

    General speed is increased in this release - watchout for a big speedboost when the new cpucore is finished!

    Download and Give Feedback Via Comments ...
    by Published on June 9th, 2006 20:01

    Critical Posted this news:

    Hi,

    One of the things I've been messing around with using sweetlilmre's SDL port is Chui's mame4all port of Franxis' excellent MAME GP2X. So it's kind of ready to release to people (although sound is broken in exactly the same way as on uae4all)... I said I'd leave it for Otaku, but he's got a lot of stuff to do, and there didn't seem much point not releasing it since I think it's ready for prime-time.

    If you like this, please donate to either Franxis or Chui via their paypal buttons, as I think they deserve your support.

    The readme.txt for the Gizmondo release is included below.

    The distribution zip is attached.

    mame4all gizmondo 0.1.0
    -----------------------

    This is a Gizmondo port of Chui's MAME4ALL port of Franxis' MAME GP2X
    port which is a port of MAME 0.34 by Nicola Salmoria. The MAME
    license is at the end of the readme.txt document included with this release.

    This port is maintained by critical ([email protected]).

    This release has broken sound.

    This port uses the SDL libraries ported to the Gizmondo by sweetlilmre.

    Installation
    ------------

    The roms directory should be placed on your SD card like this:

    SD Card Root
    !
    !--- mame4all
    !
    !----- roms

    If using firefly's launcher, it's best to put mame4all.exe and the supplied dlls
    into the mame4all directory, otherwise you could try putting them in the root of your SD card,
    but I haven't tested that and it might not work.

    Put your MAME 0.34 roms (zipped, as for any other MAME) in the mame4all\roms directory.

    Controls
    --------

    At the main menu, use up and down to select a game, then PLAY to move to the options screen.
    Press HOME to exit MAME at this point.

    At the options screen, press PLAY to PLAY the game.

    Whilst playing, return to the menu by pressing HOME.

    Whilst playing, press * to add coins.
    Whilst playing, press STOP to start the game.
    Whilst playing, PLAY is button A, FFWD is button B.

    Issues
    ------

    Sound is broken.
    Buttons aren't optimal yet.

    Release history
    ---------------

    20060609 - version 0.1.0 Initial release for Gizmondo from mame4all alpha 1 source.

    The rest
    --------

    The original code I ported it from is available here:

    http://chui.dcemu.co.uk/mame4all.html

    My full source is available on request to the email address below:

    Email: [email protected]

    Download and Give Feedback Via Comments ...
    by Published on June 9th, 2006 19:53

    Unai posted this news:

    My private 18c beta has alllmost if not all 2d games workin nicelly, including transitions a so on. All known 2d bug seen to be solved now.

    On the 3d the only reamining bug is the missin poligons one that is the first on my list.

    zottd and me have been talking a lot a bout the interpreter and he is avancin nice on the threaded interpreter to get it more fast and compatible.

    on the gpu side after the big 3d bug hunt, I'll start lookin for the flickering bug on some games that seems a problem with interupt handling, and may be ussing the new pixel pipeline I can make a pixelpipeline totally in asm, but I have to check first the code generated by the compiler.

    During all this proces I also especto to estar makin the place for acelerated gpu's implementations, that will be the opengl, powerVR and secondCore gpu's

    Well that all for now.

    Unai
    ...
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