Welcome to DCEmulation!

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Revision as of 15:16, 8 April 2008 by MetaFox (talk | contribs) (News)
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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.


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.

dcgnuboy 1.0.4 with zip support

8th April, 2008 Posted by: MetaFox

Fackue has released a build of dcgnuboy, the Gameboy hardware emulator for the Dreamcast, that adds ZIP support in response to a porting request in our forums. This also merges in the changes from the pre-alpha 1.0.4 release of dcgnuboy that fixes a few bugs.

Quzar has been helping Fackue along the way, removed a bunch of code that was unnecessary. Bilinear filtering has also been disabled in this release.

There is a bug in the program in the menu after loading a few roms. It ends up saying "/cd/gb", and then you have to restart.

CryptoCast Episode 9 - Now with Organic Poo!

8th April, 2008 Posted by: Maturion

DJGeki has posted a new episode of the CrypticAllusion podcast in the CAGames.com forums.

...and you'll have it later tonight. Most everything has been edited, and will 
be posted for your listening pleasure as soon as I've had a chance to upload 
it. Think of it as a late, Easter surprise.


Also, I'd like to apologize for the lateness here. We took damn near forever 
to put a new show out. I'm hoping that won't continue to happen, as I really 
enjoy making the shows. 

Show notes will be posted here after the show is up. Keep checking back!


Here are the notes for the show:

Let us open iTunes for you here (subscribe and review please!), or get the   
cast directly (for those of us that are too lazy to click the iTunes link) 
from here.
Don't forget to Digg the CryptoCast!

Host list

We're all indie this week. Hopefully we'll get back into Donk as things pick 
back up. Sorry for the delay in getting you a new cast, everyone. 

Here are the relevant links covering what everyone discussed during this 
CryptoCast (some are more important than others…we’ll leave it up to you to 
decide which is which):

N (for NINJA!) - http://www.harveycartel.org/metanet/ 
Jetpack Brontosaurus - http://www.jetpackbrontosaurus.com 
Owl Country – http://forums.tigsource.com/index.php?topic=1394.0 

Metanet talk about XBLA - http://www.gamasutra.com/php-bin/news_index.php?story=17960 
iPhone SDK - http://developer.apple.com/iphone/ 
Steamworks - http://www.steampowered.com/steamworks/

Digg the CryptoCast!

PM me if you want to have your questions/comments read on the show!

Again, thanks to ViperScorpion for their bumpers! I hope you’re all visiting their site, watching their video podcasts, and learning about what it’s like to be an indie developer.

Source: Cryptic Allusion Forums

Giana's Return: Team health status…

7th April, 2008 Posted by: Maturion

[thUg] has been sick the past week, he’ll go on with GFX soon.
Our organizer had an accident (read more here: http://pdroms.de/news/9864/)
The rest of the team seems to be fine… ;-)

Source: gianas-return.de

Makaron WIP: Vibration

7th April, 2008 Posted by: Maturion

Deunan has updated his Makaron blog again.

Okay people, here's what you need to have vibration:
*1) T9/3 or T9/4 Makaron executable
*2) T9/5 or T9/6 MakaronPAD.dll
*3) Maple.ini edited so that MakaronPAD is being loaded instead of MakaronVMU for Slot 1 or Slot 2 on given port
*4) Gamepad capable of vibration
*5) Game with PuruPuru Pack support (you might still need to enable it in game options)

If you can't get T9/4 to run at all with supplied Maple.ini (crashes with an 
error), but it does work if you modify it to have VMU (or nothing) instead of 
MakaronPAD in the Slot1/2, it's a problem with my code not doing the right 
thing with your pad. Another easy way to check is to use Maple.ini (and 
plugins too if nothing else helps) from T9/2.

If it does run but you get no FF effects it could be the game doesn't use it 
or needs to have it enabled first. If you're positive everything is as it 
should be, it's probably my code again. A fast way to test if the plugin is 
loaded as it should be:

HOLLY/Maple: 0x20: Makaron controller (0x00270101 / 0x00540905)
HOLLY/Maple: 0x01: Makaron VMU (0x00030201 / 0x00540904)
HOLLY/Maple: 0x02: Makaron controller (0x00270101 / 0x00540905)
HOLLY/Maple: 0x60: Makaron controller (0x00270101 / 0x00540905)
HOLLY/Maple: 0x41: Makaron VMU (0x00030201 / 0x00540904)
HOLLY/Maple: 0x42: Makaron VMU (0x00030201 / 0x00540904)

See, the 0x02 address of port A is using PAD plugin instead of VMU.
BTW, don't try to be too smart and have 2 VMUs and a PuruPuru Pack together.  
Though it's possible to assign addresses 0x04, 0x08 and 0x10, no real 
Dreamcast device has more then 2 slots and most games will not recognize such 
configuration. You can try your luck with homebrew KOS/Linux/BSD software, 
those usually don't have such limitations.
For those of you who never had a DC controller in their hands - PPP will fit 
in Slot 1 but it's big and will prevent you from using VMU in Slot 2. Not to 
mention only Slot 1 VMU LCD is visible (in Makaron too) so it's best to stick 
PPP into Slot 2.

And another thing - you'd be suprised how broken gamepad drivers can be. I've 
got two and each had it's nasty suprises (and I've yet to try PS2 Dualshock 
USB interface). Also, force feedback features can vary from very basic  
"rumble" ones to a real force working against your moves. It's not that simple 
to get those more complicated gamepads to do simple vibration it seems...

Source: dknute.livejournal.com

Vampire Savior: Makai Revolution

7th April, 2008 Posted by: Maturion

the7k has released pictures of his new BOR-Mod, called "Vampire Savior: Makai Revolution", over at LavaLit. He said that he'd been working on it since over a year.

It looks very promising:

I suppose I should declare this module. I started working on it over a year 
ago, but went on a very long hiatus. Now I wanna continue it, so here I am. 
I'll try to limit the graphic usage to just the Darkstalker series and Jojo's 
Bizarre Adventure. (Keep the style consistent.) I intend for this to be a very 
fast paced mod that will attempt to capture the feel of the Darkstalker series.

Playable Characters: Felicia, Morrigan, Lei Lei/Hsienko, Lilith, Donovan,  

Minor Enemies: QBee, Phobos/Huitzil, Sasquatch, Star Platinum (and various  
other stands and characters.)

Bosses/Mid-bosses: Zabel Zarock/L.Raptor, Bulleta/B.B.Hood, Victor, Bishamon, 
Aulbath/Rikuo, Anakaris, Demetri, Pyron, Jedah.

Felicia, Morrigan, and Lilith are practically finished, Donovan is mostly 
done, but Hsienko and Talbain (and most everything else) still have a lot of 
work. I've still gotta figure out a suitable level order. 

The story takes place after the events of Vampire Savior. The only thing 
keeping the Makai from descending into total chaos was the Three Great Noble's 
Power. With the defeat of Jedah, the Makai has become a place of great 
turmoil, but a mysterious and charismatic leader has emerged from the chaos to 
invade the Human Realm. Darkhunters have been trusted with the protection of 
the Human Realm, targeting those with 'impure' blood indiscriminately. Six 
heroes are caught in the crossfire of a war between the Human and Demon Realms.

While I already have an idea for the final boss, any suggestions you wanna 
throw my way I'll take a gander at. In fact, any suggestions at all will be 
welcome. Thanks!

Source: LavaLit.com

Stealth Quake 1.2 released

Posted by Darc 13:42, 6 April 2008 (CDT)

Tyne has reported in this thread in our forums that Stealth Quake 1.2 has been released.

Version 1.2 of Stealth Quake has been released, this is more than
likely the final release and is a major upgrade from previous
versions which are no longer available; the changelog is below.

- Image flashes no longer occur on non-lovecraftian creatures
- Updated findradius(); to searchradius(); in several instances allowing the 
WinQuake and Darkplaces version to behave more alike
- Jump button no longer respawns player, only fire as told in death description
- Self-talk only occurs during idle time
- Proper death animation is now played when rock is selected
- Additional sound ques properly cleared on death
- More frags now indicate who died the most, or betrayed the team most (team kills)
- Sneaking speed is less framerate dependant
- Fixed restarting of a level even if a player is still alive
- Players entering a game with 0 lives left are now made observers instead of players
- Rare instance of player allowed to throw rocks / shoot the pistol while in camera mode fixed
- Camera is improved
- Players who are targetted by an enemy can no longer stealth kill that monster, 
yet another player still can (thus allowing another player to save a friend) this also
mean you're not able to perform a running stealth kill (considered a minor exploit)
- Stealth kill 'vision' widened, you must hit their back a bit more accurately now
- Brand new roaming AI, based on some of The Ascension of Vigil code as well as general AI improvements
- More sounds added to help the atmosphere
- Balance tweaks that help prevent speed running, as well as making more logical gameplay sense
- Fixed FOV not being reset when falling out of a Shamblers vision in certain circumstances
- The death music track now plays for observers
- Observers can now restart the round by pressing fire when everyone is dead and out of lives
- Wall tucking properly narrows a monsters vision cone making it even more effective than sneaking
- Fixed a bug where if a monster killed a player, they'd always move towards the player unless distracted
- Kill command works, doesn't take away from the lives pool
- Crosshair turns off when walltucking and renables when not
- Upgraded models for the pistol and bullets
- If the player is killed by certain attacks they're now gibbed
- DP Only: Client side prediction is turned on when not sneaking, helps running away / lag

Source: DCEmulation forums

Gianas-Reurn.de - Huge update

4th April, 2008 Posted by: Maturion

Gianas-Return.de was updated again.

Our coder, the bugkiller!

Our all beloved coding machine from France did a great job the past days and  
the bugtracker has become slightly empty. Overall the progress speed 
concerning the code is excellent, while the graphics part slows down again 
(always the same…).

We’ll keep you guys updated! Promised 


To speak out straight, some of the screenshots in the screenshot section are  
pretty old and heavily outdated. For those who are interested in keeping the 
old pictures, make a backup of them, as they will be replaced in the next few 

Minor page facelift…

…everything is a little bit darker now, but with more features  The new theme  
also turns out to handle every previous entries 100% correctly, which is a 
nice thing.

Source: gianas-return.de

Makaron Test 9/4

2nd April, 2008 Posted by: Maturion

Deunan has updated his Makaron blog again. He has released Makaron Test 9/4.

Makaron Test 9/4 for those who like to experiment.
I'd urge you to wait for T10 as this is a bastard mix of current (broken) dev 
and older T9/2. I got it to compile and run but that's about it - not tested.  
It does include the DMA changes that should make WinCE games more stable but I 
make no guarantees.
It's still using old GD code which means (with the DMA changes I've made) it  
will most likely break Street Fighter Alpha and some other games.

Use the supplied plugins and Maple.ini to get vibration support and use F12 
menu to enable VMU LCD overlay. Also, make sure to change sorting mode because 
it defaults to "Alternate" which turned out not to work for some games.

This release goes beyond experimental, it's downright partisan :) I'm not 
kiding you - unless you like 'em rough stay clear. I'd like to have some 
feedback on vibration support for upcoming T10 and that's the only reason it 

PS. No changes to full-screen mode in this one, and no support for 16:X aspect 
ratios. And Yuki, stick to your T9/3 for now :)

Source: dknute.livejournal.com

Demul 0.2 WIP

Posted by Darc 16:18, 3 April 2008 (CDT)

CaH4e3 has posted an update regarding the Windows-based Dreamcast emulator Demul on Emu-Russia.

-- New Dynarec code
-- New sound code
-- Direct launching of Naomi ROMs
-- Faster speed and higher compatiblity, still same graphics code

I hope I didn't mess up the Russian too much. :P

PayToPlay Makaron an April Fool's Joke

Posted by Darc 13:41, 2 April 2008 (CDT)

As quite expected, the PayToPlay announcement regarding the Windows Dreamcast emulator Makaron was indeed an early March 31st April Fool's joke. Deunan wrote on his blog today:

Originally I intended to "disappear" for a week (just like last time) and have my
fun reading the comments, hate mail and cursing. Unfortunately not that many
sites picked up on this idea of mine and so I'll have to cut it short. Pity.

I especially enjoyed the threats to move to another emulator. How silly is that?
Folks, you're free to do that anytime you want and you don't need my permission.
Really. Let's face it - most of you got angry because you took free Makaron for
granted and now I was about to take it away from you. You got all cozy thinking
you somehow deserve it. Well... think again.

Having said that - hook, line AND SINKER, people :)

Discuss this in our forums!

lxdream WIP - Render branch merged back to trunk

2nd April, 2008 Posted by: Maturion

nkeynes has updated the lxdream website.

There’s some outstanding niggles with the transparency auto-sorting (which 
will be fixed when I beef up the sorting algorithm), but by and large I think 
I’ve fixed everything I broke with the render changes. So that’s merged back 
to trunk now where the rendering work will continue. The big win so far has 
been fixing perspective correction - by itself that’s fixed something like 95% 
of the visual problems I was seeing.

Time to do some more rendering features now I think ^_^
*Fix perspective-correction (shader-only at the moment)
*Change mip-map texture loading to work around bug in ATI drivers
*Add mirrored texture support
*Add configure checks for fbo + shader support (to avoid linking errors on really old GL libraries)

Source: lxdream.org

Rush Rush Rally Racing update

2nd April, 2008 Posted by: Maturion

Senile Team is still working on Rush Rush Rally Racing. They've just updated their website.

Well, we're still working on Rush Rush Rally Racing. Progressing, expanding, 
improving! To ease the wait, I've put up some new screenshots and [http://
www.senileteam.com/downloads.php?i=59 Rush Rush Rally Racing wallpapers].

Source: SenileTeam.com

SMS+SDL\DC 0.1 released

1st April, 2008 Posted by: Maturion

fackue has released SMS+SDL 7.1 for the Dreamcast (SMS/GameGear emulator). He already announced that he will most likely not continue the work on his new emulator.

This is a very quick port of SMS+SDL 7.1 by Gregory Montoir which was based on 
0.9.4a of SMS Plus by Charles Mac Donald.

Put your .sms and .gg ROMs in /roms and burn.

The menu is a bit ugly, and not nearly as good as I'd like. There's currently 
no way to get back to the menu when you play a ROM - this was just a test port 
and I'll most likely not work on it anymore.

The ROM list code was taken from BlueCrab's SMS\GG\SG-1000 emulator, CrabEmu  
so all credits goes to him for that. 


Discuss this in our forums!

Source: DCEmulation forums

Makaron WIP - If I were a rich man

1st April, 2008 Posted by: Maturion

Deunan (a.k.a dknute) announced that his Dreamcast emulator Makaron is no longer available for free. This is a sad decision but we have to accept that. He will be using a Pay to Play system. More information about that will come soon.

At least some of you must realize that developing Makaron is a time consuming 
process. Time I could very well be spending doing things that bring me money. 
I have expenses you know, mostly PC hardware and software but also Dreamcast 
games and other stuff (like a new oscilloscope, as the old one died on me 
sometime ago).
I'm happy people use my emulator and find it useful, but I also belive it's 
only fair I got someting out of it as well.

Having said that I've came up with an idea of Pay to Play system for Makaron - 
prepaid style. Makaron will be free to download and try out but to play longer 
you will need to purchase an activation code. Simply put, in exchange for 
money you'll be given a limited time to use my emulator. Once that time is up 
you'll need to pay again, very much like you would for a cell phone number.
Payment options will include credit cards and other common money transfer 
services, but I haven't yet decided on the rates so it'll take a few days to # 
set everyting up. I will be done with the activation code shortly too.

This is the last free version: Makaron T10. (link no longer working)

UPDATE: I've changed my mind - I'm going to start with payment system right 
now. If you've managed to download the free T10 then consider yourself lucky.

Discuss this in our forums!

Source: dkunte.livejournal.com

Dreamcast Emulation Forums