Difference between revisions of "Welcome to DCEmulation!"

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We keep you up-to-date with Dreamcast scene news. Whenever something happens it will be posted here.  If you are looking for older news, check our [[news archive]].  
We keep you up-to-date with Dreamcast scene news. Whenever something happens it will be posted here.  If you are looking for older news, check our [[news archive]].  
==Interview with TheGypsy==
Posted by [[User:Maturion|Maturion]] 12:45, 22 April 2008 (CDT)
An interview with [[TheGypsy]] has been published on the main page. Go check  out [[TheGypsy's interview]]!


==More details about DUX==
==More details about DUX==

Revision as of 10:45, 22 April 2008

Due to a conflict with the previous domain name owner, we have moved to a new URL. We are now permanently located at http://dcemulation.org/. Please update your bookmarks. See this announcement for more information.

The site is currently under renovation. We have moved to a private-wiki-based system and we all are working hard to present you a renovated DCEmulation. The majority of the pages here still has to be written and the content of the old site from years ago has to be transfered to our new wiki.

Please bear with us here.

In the mean time, you may go to the DCEmulation forums and find lots of information and help there. The site has been based on the forums for years, anyway.

News

We keep you up-to-date with Dreamcast scene news. Whenever something happens it will be posted here. If you are looking for older news, check our news archive.

Interview with TheGypsy

Posted by Maturion 12:45, 22 April 2008 (CDT)

An interview with TheGypsy has been published on the main page. Go check out TheGypsy's interview!

More details about DUX

Posted by Maturion 08:45, 22 April 2008 (CDT)

1) Use Your Arms

To shoot yourself through the space alien scum you will need following arms. Depending on the games situation you can change the actual wep by picking up the individual item since all of them has strong and weak points.

Hyperbeam

Maximizes the power of the on-board shots including hyper charge beam. This shot is very helpful to get read of a bunch of enemies at the same time and it also makes more damage on boss enemies.

Potency: Does a lot of damage to boss enemies, and takes many enemies to death on one blast.

Weakness: Slow to load.


Bouncinglaser

Warps two lasers with bouncing effect onto the environment. This bouncinglaser can be quite powerfull, when it's used right. Especially cannons on the roof and ground will fear this laser. Not so recommend for boss encounters.

Potency: This shot can do a lot of damage to enemies when bouncing along the walls.

Weakness: Doesn't harm boss enemies too much due to the 45° shooting angle.


X-Ray Fires a strong x-shaped laser onto the screen and has a minor bouncing abillity depending on the active power level. Use the enviroment with this x-ray shot to make this weapon even more dangerously. Maybe the strongest weapon in the game but seldom to find.

Potency: Very powerfull, especially with bouncing abbility active.

Weakness: Relative low shoot frequency and saldom to find.


Additionally to this fire power, you can get upgradable rockets and bombs. All in all this selection of weps in this is pretty straightforward and increases efficiency when used properly.

Next time some enemies will be introduced.

2) DUX

Hello and welcome to the DUX news blog.

I am René Hellwig and as you may already have heard I'm currently developing a 2D shooter for the Sega Dreamcast to be released this year on a physical disc.

I choosed the horizontal memorize type of shooting as personal preference and because the Dreamcast could easily need more of them. Border Down and Last Hope is just not enough. Speaking about Last Hope, you may know that I'm actually part of the NG:DEV.TEAM and that our next Neogeo shooting game is still in progress, so it will hopefully get an relase next year.

So let's take a look at DUX.

http://www.hucast.net/blog/s02.png http://www.hucast.net/blog/s03.png

Source: hucast.net/blog

DCiberia & Dreamcast.es merge, online now!

Posted by Maturion 09:54, 21 April 2008 (CDT)

Here's the official announcement by Ron:

DCiberia.net and Dreamcast.es have merged with a new portal dedicated exclusively to the Sega Dreamcast and continue to disseminate all the information together in Spanish.

This portal can find all the information officer of Sega Dremacast Scene and the whole undiluted.

Sign up and work with us, we hope.

We're Online!

The long-awaited FUSION is already today reality. From now have a new portal Dreamcast that covers everything related to the World Scene and Dreamcast in Spanish. We are already operating DCiberia is in no way ReadOnly and will be updated today onwards. Will be kept operational purposes repository for information and to update our new website. All news related to the Scene and the Dreamcast Original can be found from here today, update your bookmarks, the new URL is: http://www.dreamcast.es As a first advice is to go registering, the previous accounts to other pages do not work anymore, not take anything and of course is free.

Dciberia.net is currently accessible only by the subscribers, if you want to enable an account, both because they want to help overturn the information as if you need to see something, put a comment in this press release and you send your data login to your private courier on the web. The forums are also accessible means of consultation.

Although at the moment this new web portal contains no information, we are working to be adding all that (previously filtered) can be useful for the community, and make this portal is # 1 on information Dreamcast speaking Spanish.

The new Staff consists of: NaOnaK, Ron, Neoblast, Melovampire, Timofonic and Indiket (for the moment), as partners Puch666 and diegomr.

As always, appealed to all, we are open to collaboration and support of all to complete our contribution to the spread of the Dreamcast and Scene, all we can. We believe that this Time Lucky

Thank You

Source: Dreamcast.es

Segagaga translation project update: needs translation help

Posted by Darc 13:07, 20 April 2008 (CDT)

Omar Cornut of SMS Power! and MEKA fame has posted an update on DCEmu UK regarding some progress on the Segagaga translation.

Based on James Howell's request of tools/programmers for the Segagaga translation, I've gathered a teams of guys who are working on this.

http://forums.insertcredit.com/viewtopic.php?t=10100

James' has been not helpful so far (busy etc) and we need actual translated data to progress, right now the guys will likely be halted. In the past weeks they made toolset to extract all game text, inject it back (in separate file or in executable), stored as Ascii to save memory, code modified to manipulate and convert Ascii text, code modified to scale font size as requested by James, etc.

Does anybody knows the original programmer on this project?

Can anybody provide translation data so we can evaluate memory consumption of english data?

Anybody interested in doing work on this would be welcome.

Source: DCEmu UK Forums

lxdream WIP - Fun with OS X 10.5 + GLX

Posted by Maturion 09:54, 21 April 2008 (CDT)

The good news is that I now have regular access to a mac again, and it’s actually fairly up-to-date (ie it’s running 10.5). So as a result, I have to say I’m stunned that other people have managed to get as far as they did - as far as I can see, Apple seems to have broken GLX pretty thoroughly[0] .

So I’ve done 3 things:

  • Fixed the crashes at least, with glx, and generally fixed up the configure script for 10.5. I’ve probably broken it for 10.4 though. Which raises the question - is anyone actually trying to use lxdream on 10.4?
  • Added support for the native GTK port w/ NSGL. This actually works fairly nicely. Unfortunately the only binary I can find for GTK/Quartz is provided by macports, and the font support is broken at the moment (ie completely missing). If anyone actually manages to build it from source… do let me know
  • Started implementing a (fairly minimal) native cocoa UI. Well I was always going to do this eventually, I just hadn’t been planning to do it _now_.

In unrelated news, pulseaudio support is now in, along with spanish and italian translations (thanks to segnini75 and ghost22)

[0] So far I’ve noticed: It’s restricted to 16-bit depth buffers, has various other regressions from 10.4, creating a context with fbconfig crashes the app, glSecondaryColorPointerEXT fails if given a size = 4 (and lead to a crash), not to mention the libGL link cycle issue…

Source: lxdream.org