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Sega Saturn News is a News and downloads site
for the Sega Saturn, Sega 32X and Vintage Sega Consoles, We have
all the latest emulators, homebrew and all the downloads on this
site, we also cover commercial gaming and console news. Part of
the DCEmu Homebrew & Gaming Network.
THE LATEST NEWS BELOW
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September 13th, 2009, 23:05 Posted By: wraggster
Conle has posted another rom tool over at Neoflash, heres the details:
SMDTool is able to perform the following actions:
->Is able to dump all rom info in one HTML file
->Is able to convert any rom(SMD/BIN/GEN) to clean BIN dump
->Is able to patch the region codes
->Is able to apply IPS patches
->Is able to apply COPYRIGHT HACK to roms that have invalid copyright data
->Is able to fix the chesum of roms
->Is able to to patch custom address with custom data!
->Is optimized in order to handle thousands of ROMS in no time.
->Supports multiple action modes
->Supports custom directory redirection of patched files
->Supports massive patching in directories
->Supports single file actions
Downloads here --> http://www.neoflash.com/forum/index.....html#msg40929
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September 13th, 2009, 23:02 Posted By: wraggster
Conle over at Neoflash has posted a rather awesome tool for genesis roms, heres the release info:
All the project is coded in C and supports GCC 4.3+ new function allocators.
Also to port this project to another platform all you have to do is to checkout "port.h"
in "framework" directory , add your own directives/code and then make sure that you
have ported the "directory_iterator.c" so that it uses the native functions of your OS.
Please keep the code clean and optimized as it is now. Thx.
What this framework can do:
-Supports .SMD,BIN,GEN roms
-Is able to patch region code with simple commands
-Is able to patch linked roms with .IPS translated files on-the-fly
-Is able to patch IO device addresses
-Is able to patch all information without writting low level code
-Is able to recognize incorrect checksums and re-calculate & patch them
-Is able to convert roms to BIN(clean dumps)
-Supports bitfields for easy and efficient patching
-Includes a smart directory iterator for direct access to the wanted content
-Includes basic html generator for info dumping
Downloads Here --> http://www.neoflash.com/forum/index.....html#msg40928
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September 13th, 2009, 21:56 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13400.html
A new version of the Sega Genesis/32X/CD emulator Gens/GS has been released for Windows and Linux.
Quote:
Release 7 (coming soon)
Changes from r7_pre3 to r7_pre4 [PREVIEW RELEASE]:
Bug Fixes
* [Unix] Starting Gens/GS with the "--fs" option or "Full Screen=1" in the configuration file works properly. Previously, the GTK+ UI would be created after SDL was set to fullscreen, which caused SDL to revert to windowed mode, resulting in all sorts of screwiness.
* Blargg´s NTSC Filter, MDP Version 1.1.1. This fixes two major bugs:
o v1.1.0: Don´t read from VRAM for line-doubling, since this is slow on Windows.
o v1.1.1: Draw the last scanline correctly when interpolation is enabled.
* [Win32] The "Screenshot" menu item was being checked/unchecked instead of enabled/disabled in the menu synchronization function. This bug was reported by AamirM in #retro.
* [SDL] Controller configuration now checks the current state of the controllers before polling for new keys. This makes it easier to configure controllers that have analog triggers whose default state is negative-axis.
* [SDL] Gens/GS now recognizes diagonals on POV hats properly. This bug was reported (and fixed) by superG on the Ubuntu Forums.
* Fixed the "Crazy" and "Gens Logo" intro effects so they work again. The intro effect is now configurable in the "General Options" window. Note that the "Gens Logo" effect may have problems on Win32 if the desktop color depth doesn´t match the rendering color depth.
* The "Directory Configuration" window now correctly shows the directory names in the "Select Directory" window title. This regressed when the "Directory Configuration" window was ported back to C in r7_pre1.
* [Win32] If the "Normal" renderer can´t be initialized in Full Screen in the DirectDraw renderer, try the "Double" renderer instead. Some newer Windows video drivers don´t support double-scanning 320x240, so 640x480 must be used instead.
* [Win32] Fixed a massive lag regression from the "back-to-c" branch. The DirectSound audio backend was sleeping for 1 ms while waiting for the write pointer to change, which caused issues with the Windows scheduler on some systems. Thanks to djohe from #retro for helping to diagnose and solve this problem.
* [Win32] Removed a call to ChangeDesktopSettings() on exit. Notably, this fixes a bug in Wine where Gens would disable the second monitor on exit. It probably also fixes some flicker issues on Vista when the program exited.
* SRAM functionality was accidentally broken in Release 7, Preview 2. I overhauled the ROM header parser but forgot to byteswap various values, including the SRAM addresses. SRAM works now.
Miscellaneous
* automake-1.10 is now required to build Gens/GS.
* The "Double" renderer is now default for both Full Screen and Windowed modes.
* Stretch mode now defaults to "Horizontal Only".
* [Win32] Window reinitialization has been improved when switching to/from Full Screen. The reinitialization code from the DirectDraw 4 and GDI renderers has been merged into a single function.
* [Win32] The Release build now has an option for a debug console. To enable the debug console, specify the "--debug" parameter on the command line.
* Incompatible MDP plugins are now displayed in a third tab in the Plugin Manager window. The description field displays the MDP error code.
* [Ubuntu] The Ubuntu package no longer includes static libraries and libtool files (.a and .la, respectively) for MDP plugins, since they´re useless. External MDP plugins can´t be linked at compile-time.
http://info.sonicretro.org/Gens/GS
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September 8th, 2009, 22:52 Posted By: wraggster
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September 8th, 2009, 00:13 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13354.html
RetroCopy is a SEGA Master System emulator for Windows. Thanks to Emu-France for the news.
Quote:
RetroCopy v0.300B Released
9/7/2009 11:53:23 PM
RetroCopy v0.300B has been released. This one has quite a few major additions.
Here is what´s new
-Added cycle accurate NES emulation. Not perfect yet but most USA mappers have been added and most USA games work. Import your NES games to the .GAME format the same way you do for the SMS games.
-Added 3D virtual game room with dynamic pixel lighting and 3D sound. Select a TV to play on and load a game. Automatic detection of modern cards should still allow old 3D cards to run RetroCopy
-Allowed multiple systems to be run at same time which required reworking the main emulator thread
-Reduced EXE size by removing some unused visual assets from RetroCopy like the old 2D TV
-Added new camera class that has a lot more functionality and improved view of the 3D world
-Fixed bug in sound core which forced all cores to use same output buffer resulting in distortion with multiple games
-Moved sound to its own thread to offload 3D sound and general audio processing from the emulator thread
-Fixed bug in SMSVDP v1 where SMSVDP2 video modes were allowed
-Fixed bug in SMSVDP v1 with the last 4 sprites only being zoomed vertically
-Added .3DS loader and got rid of the milkshape 3d loader because the model format breaks often. Now specular lighting and other effects are better
-Improved movement in 3D world by increasing speed and ensuring framerate has no effect on precision. Also simulated popular FPS games like CounterStrike with left shift allowing slower movement in the 3D world
-Fixed bug which allowed you to zoom into the middle of the 3D game boxes
-Fixed bug in audio not being completed reversed when rewinding, Sound quality is now much improved when rewinding
-Added mipmaps to 3D modes which generally increases quality. If you have a card capable of Anisotropic filtering it will be enabled by default which further increases quality
-Reworked ROM browsing/loading interface. Now you have to select a TV before the ROM browser appears. It is now also shown transparently over the virtual gameroom
http://www.retrocopy.com/Default.aspx
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September 7th, 2009, 19:16 Posted By: wraggster
Runik has posted some new news on his site regarding his Sega Saturn Emulator for Windows:
Before moving on to something else, I wanted to understand why Dracula X title screen still had some priority problems, as it shouldn't be happening with my new cache. After a bit of debugging, I was able to get to the origin of the problem : the sprite priority calculation wasn't done on the right register.
I also tweaked the cd block a bit, changing some return flags, and now it doesn't get stuck anymore : it still doesn't play smoothly, but it gets to the end of the video without blocking the emulation.
Last but not least, I started working on the DSP. Nothing fancy just yet (adding memory and registers, getting to know how the beast work), but the hardest part was to get into it, so I guess I'm on the right track
Oh, I almost forgot : a few years back, I did some testing for Charles Mc Donald using an Action Replay + and an ISA CommLink card ... unfortunately, the card fried (a chip got cracked in two), I hadn't got another one for replacement, so I forgot about it. After that I changed my computer, and the new one didn't have any ISA port, so I forgot about the possibility to get the computer and the Saturn communicate ... until today 
Thanks to www.GamingEnterprisesInc.com, I replaced my old ISA CommLink card by a brand new USB DataLink device, meaning that I can now send data again to the Saturn !
http://runik.free.fr/comments/display.php?id=27
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September 2nd, 2009, 10:40 Posted By: LyonHrt

TecToy’s upcoming revamped edition of the classic SEGA Mega Drive/Genesis system is getting a modern-day upgrade with the addition of a Guitar Hero-inspired controller and accompanying game.
The Mega Drive 4 Guitar Idol edition will include not only a Mega Drive/Genesis gaming system, and a pair of old-school controllers, but bundles a guitar that would make current-gen console players happy too.
The system comes pre-loaded with a whopping 87 classic SEGA 16-bit games, including titles such as Altered Beast, Rainbow Island, Golden Axe III, along with the brand-spanking-new Guitar Idol and 50 music tracks from a number of popular artists. Everyone from The Ramones to Panic at the Disco to Billy Squier is represented on the diverse the track list.
No word on if or when you’ll be able to grab this system outside of Brazil, but for now, you can find out more over on TecToy’s website.
Source technabob
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August 29th, 2009, 12:21 Posted By: wraggster

A Little about the reviewer
Ive been an emulation and homebrew fan for as many years as i can remember but nothing i repeat nothing is better than playing on the real hardware.
Back in the Megadrive(genesis) and Snes days i owned a Super Wild Card and a Super Double Pro fighter, both cost about 300 pounds and ill admit that it was a great way to play games that i would never have been able to afford or because of stupid region lockouts.
So the day when Neoflash announced they were working on a Flash Cart for the Megadrive called NEO Myth MD 3in1 flash cart i wanted one so badly, infact on the day they announced it i went out and brought a Megadrive.
So anyway to my reason for posting, sadly i dont own a 32X, i did a look on ebay and boy are they fetching a decent price (100 Pounds) so i can only really test Genesis and Master System Games.
The good news is that you dont need a Master System to play the games via this flash Cart. Now i am no tech head just really a normal user much like most folks so this is a review in that atittude.
Photos
The Packaging

The Unboxing

The Flash cart in its 2 parts

The USB Lead

Neo 2 cart & 512mb Card

The Cart in my Megadrive

Getting Started
One thing that didnt come with my review sample was a driver CD, thankfully Dr Neo of Neoflash has been releasing and updating his recently released GBA + MD 3in1 Myth cart PC programmer V2.82 (Local Download Here).
Now sadly i didnt have any info on what to do, which is something i expect Neoflash to sort out on retail of this flashcart..
So heres what i did 
First off connect the USB Lead to your PC/laptop
Making sure the ram cart (or indeed the Neo2 is in the Super MD Flash Cart)
Connect USB Lead to Flash Cart
Then it will come up asking you for drivers
At this point unzip the (GBA + MD 3in1 Myth cart PC programmer V2.82).
Click on the exe file and it will unpack itself and also will find the drivers.
If that was successful you should now be able to add roms etc.
Adding Roms etc
A strange bug if you will is that the Cart asked for the drivers again, i just let them find the drivers automatically and everything was ok, a tad infuriating but for anyone with modest experiance of using Windows its no real hardship.
Click on the shortcut for Neo2 Ultra Menu (software you just installed)
all being well heres the screen you should see

Now im no great techie but this is where things are very easy. its just a case of dragging and dropping your Master System/Genesis/32x roms onto the window where it shows you the rom info, its as easy as that.
I hate messing around so thats a big thumbs up from wraggy - Remember that to play 32X roms you need a 32x although you can play both Genesis and Master System Roms on the Genesis.
After you have dropped all the roms you need onto the window you click MD Burn and it takes a matter of a minute or maybe more depending on the amount of roms your putting on the cart.
Theres a load of other options in there including options for N64 etc so obviously this software is going to be used for the upcoming N64/Snes Flash Carts.
Another great thing to note is that if you have the Neo 2 Nintendo DS Flash Cart that also can be used in the Super MD Flash Cart. I havent tried it yet but you can use the ram cart in a GBA too.
Now for Gaming
Plug the Cart in and turn on your system, you will see a screen like this (sorry for crap photo my new tv dislikes rf output)

Now press up/down to scroll through roms.
Press b/c to load your desired rom

Enjoy your gaming 
Game Testing
Games ive tested so far
Alladdin - Megadrive - Working Fine - (better than Snes version)
Bubsy - Megadrive - Working Great - What could possibly go wrong :P
Cannon Fodder - Megadrive - Working fine
Desert Strike - Megadrive - Working Great
Duke Nukem 3D - Megadrive - Working fine
Earthworm Jim - Megadrive - No Worky
Ecco the Dolphin - Megadrive - Works Great - although i hate the game
International Superstar Soccer - Megadrive - working great - what a bloody game
Megalomania - Megadrive - Working Great
Pro Wrestling - Master System - Working Fine
Road Rash 3 - Megadrive - Working Great
Sonic 3D - Megadrive - Working fine
Sonic and Knuckles - Megadrive - None Working
Spot Goes to Hollywood - Megadrive - No Worky
Super Skidmarks - Megadrive - Working fine - Bloody hard to control though :P
Super Streetfighter X - Megadrive - None Working
Theme Park - Megadrive - Working Great
Urban Strike - Megadrive - Works Great
Virtua Racing - Megadrive - No Working - Must be because of the SVP chip if memory serves me right.
Virtua Fighter 2 - Megadrive - Awesome working
WWf Wrestlemania Arcade - Megadrive - No Worky
Thanks to Djoen for testing 32X Roms and heres what he says
till now 1 none working (Darxide 32X (M4)(EU)) and 1 that locks up (Star Wars 32X (EU))
ill update the list through the day and start writing my review whilst i enjoy the good old days.
Conclusion
Today was one of them times when i was took back to the reasons i truly love the homebrew/Emulation scene. The Flash Cart seems easy to use, only gripe is the annoyance of having to find the drivers every time you plug it in, but it does in a matter of seconds so not really a biggie.
The adding of roms to the cart is as easy as they come so a big plus factor there. The amount of roms you can add makes this a great cart too, the supporting of 3 systems and infact 4 if you take in the fact you can use it in a GBA is great.
On the whole bar the fact i cant test 32x due to not owning one (but 32x roms do work), the roms it plays is great, there are a few however with built in detection that obviously need some working on via Neoflashs part, the only rom i cant see working is for example Virtua Racing because of the extra chip inside the original game.
The price for the Flash Cart is $150 so it maybe wont be accessible to a lot of the newcomers but to retro collectors/major emulation fans it will be very worth it.
My advice is to those who are tempted is go for it, the flash cart does what you really want it to and thats play Sega Master System, Megadrive and 32X, a big thumbs up for Neoflash on this retro cart, i cant wait to see what they do with the N64, Nes and Snes Carts. Once the software is updated to work on the roms that wouldnt play this time and maybe a few new additions then you have a major winner.
Links of Interest regarding the NEO Myth MD 3in1 flash cart + 512M (Genesis/32X/Master System Flash Cart)
Ic2005.com - Official Sellers of the NEO Myth MD 3in1 flash cart and Neoflash Products.
Neoflash Topic where testers are working on improving software and compatability.
Sega NG - Great site for info about the 32x, Master System and Megadrive.
Genesis Homebrew Roms
SMS Power - Great Sega Master System Homebrew Resource
Sega Saturn News- 32X Homebrew Roms
Neoflash Forum for all disccussion regarding the flash cart.
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August 25th, 2009, 19:27 Posted By: wraggster
Neoflash have released new software for their GBA/Megadrive/32x Flash Cart
Heres whats supported:
function:
* Support GBA cart
* Support MD myth cart,need select the save type manual, and not support 40M SSF II very well yet
* Support *.BIN and *.SMS file
* Can backup/upload the save data or game data between PC and Myth cart
http://www.neoflash.com/download//NE...24_Release.rar
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August 25th, 2009, 19:01 Posted By: wraggster
News via http://www.aep-emu.de/PNphpBB2-file-...c-t-13244.html
Cogwheel is an emulator for various Sega 8-bit systems such as Sega Master System, Sega Game Gear and SG-1000. The ColeceVision is also emulated.
Quote:
I managed to break save states in the last build of Cogwheel (attempting to load a save state would fail, not being able to set a property). I´ve marked the offending read-only property with [StateNotSaved] and made the loader slightly more robust in Cogwheel 1.0.3.0 beta 3. It´s beta 3, not 2, because I uploaded 2 and then noticed another issue - you couldn´t change the controller mappings! This is something that must have been broken for ages, but either nobody noticed or they just didn´t care to report it. Oh well, that´s been fixed now. For some reason Google don´t let you re-upload files, so beta 3 it has to be.
Another addition is this build is preliminary support for persistent cartridge RAM. Some games, such as Phantasy Star (pictured above) let you save your progress in the game onto battery-backed RAM built into the cartridge. If you come back to the game later you should now be able to continue your progress without needing to manually save the entire emulator state.
I´ve had reports of rather bizarre crashes bringing one poor user´s machine to its knees. I´m at a loss to establish why; I´ve tried the emulator on four machines (two Vista, two XP) and although one of the machines displays a white screen instead of the emulator output (no pixel shader 2.0 support on its Radeon 9000) the software trundles along just fine otherwise (I can at least hear the game music!) The one notable difference between my machines and his machine is that he´s using a 64-bit version of Windows, and all of the ones I have access to run 32-bit Windows. To see if this is the issue, I´ve changed the configuration to x86 (I´ve encountered strange bugs with .NET code using unmanaged 32-bit code on 64-bit Windows) to see if this will remedy issues, but if anyone has any bright ideas I´d be interested to hear them.
http://code.google.com/p/cogwheel/
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August 25th, 2009, 19:00 Posted By: wraggster
Runik posted this news concerning his Sega Saturn emulator for Windows:
At least ! After months of work, my cache is finally up and working ! I spent the last weeks trying to understand why some pages weren't properly reloaded. After adding a cell viewer to the debugger, it dawned on me that I wasn't detecting any color ram change, hence the cache trouble I was experiencing ...
Now everything works fine, and I can move on something else. I will come back to it later, as there's a lot of room for improvement, but currently I need to work on something else for a change 
What's next :
- understanding why the cdblock gets full while playing some videos, and doesn't clears itself
- start working on the DSP, as it's used in quite a lot of games
- adding the rotating backgrounds (yeah, some mode vdp2 :/)
- adding the line / cell scroll (used by some Capcom games)
I also have to understand why some games (like Radiant Silvergun or Metal Slug) run that slow ingame ... it's not a display problem, as when it's disabled the speed stays the same, but it's annoying.
Well, that's all for now 
http://runik.free.fr/comments/display.php?id=26
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August 22nd, 2009, 01:55 Posted By: wraggster
News via http://emu-russia.net/en/
Sega Master System, Sega Game Gear, SG-1000 and ColecoVision emulator has been updated. Changes:
- improved 3D glasses support;
- added recording and playback of vgm files;
- the console's region (Japanese or Export) and video standard (NTSC or PAL) are now user-configurable via the Emulation menu;
- the YM2413 (FM sound) emulation has been converted to straight C# (it used to be a P/Invoked native DLL);
- drag-and-drop support has been added to aid in loading ROMs, save-states and VGMs.
http://benryves.com/projects/cogwheel
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August 21st, 2009, 21:38 Posted By: wraggster
News via http://www.insertcredit.com/archives/002658.html
Searching around for some sort of screenshot, I came across SSF Tribue Neo's screenshot archive. It's a really excellent resource for images of Saturn games, including some more obscure stuff, like this English language Panzer Dragoon Saga glitch in which garbled Japanese text shows up in Zoah, or the Earthworm Jim 2 Prototype, or Fighting Force.
All screenshots are taken with the SSF emulator, thus the very precise screens. The screenshot archive is entirely peripheral to the main drive of the site, but basically, if you like high-res images of chunky 3D graphics, this is a pretty good place.
http://evilboris.sonic-cult.net/SSF/...?x=screenshots
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August 19th, 2009, 19:56 Posted By: wraggster
News via http://www.insertcredit.com/archives/002653.html
Well, it did back in January, anyway. This was one of the ultimate resources for the Saturn fan, back in the day, and the oldschool site design is rather charming now. It's simply up as an archive, but for those who remember it, it's worth a look. You also may be interested to know that its owner, Dave Zdyrko, was for some time a designer at Visual Concepts, then 2K Sports, and now Quickhit.com. But to me, he'll always be known as the owner of "the Internet's #1 fan site for the Sega Saturn."
http://sega-saturn.com/
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August 18th, 2009, 19:51 Posted By: wraggster
Just checking on the Neoflash fronted store IC2005.com and spotted they finally have the Sega Megadrive/32X Flash Cart called the NEO Myth MD 3in1 flash cart + 512M.
Heres a quick pic:

Heres some of the specs:
THE FINAL SPEC OF NEO MD MYTH SYSTEM :
A.SEGA MEGA DRIVE & GENESIS GAME CARD
SUPPORT ALL MD GAMES
SUPPORT SUPER STREET FIGHT II (40M)
SUPPORT ALL GAME SAVE LIKE PHANTA STAR
SUPPORT ALL SPECIAL GAME SAVE LIKE WONDER BOY V (EEPROM)
B.SEGA 32X
SUPPORT ALL 32X GAMES
SUPPORT ALL 32X SAVE
C.SEGA MASTER
SUPPORT ALL MARK III GAMES
INNOVATION! BUILD IN YM2413 FM SYSTEM, CAN OUTPUT MARK III FM SOUND ON MD/GENESIS CONSOLE
D. SEGA CD
CD BIOS (PLAY ANY REGION GAME CD )
CD BACK RAM
E. MD GAME RAM BACKUP
CAN BACKUP MD GAME SAVE TO NEO2 CART
F. General hardware info
* Can run on USA/JPN/EUR/NTSC/PAL MEGA DRIVE(genesis) console, Multi Region support ( except 32X games )
* Huge memory size, from 512M to 1G, maximum can store 1024 pcs 1M roms, or 32 pcs 32M roms
* The maximum single rom size up to 40M
* MEGA DRIVE Cheat code support (coming later)
* Build in 4M SRAM save,use battery to keep the data
* Support multi rom format file, like *.SMD, *.BIN, MGD2 format
I cant wait to get my hands on one of these babys, the only downer is the price at $149 which is about 85 Quid in UK money, but then again i remember paying 300 Quid for Super Double Pro Fighters and Super Wildcards many years ago.
Personally though its great to see vintage flash carts being released to the masses.
Full details over at IC2005.com
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August 16th, 2009, 22:17 Posted By: wraggster
News via http://www.aep-emu.de/
A new version of the Sega Genesis/32X/CD emulator Gens Rerecording has been released.
Quote:
New in version 11a:
-Loading roms and such from command line no longer requires use of the -rom [or relevant] command line switches (nitsuja)
-More emulation variables properly initialized on ROM load (nitsuja)
-FrameCounter positioning now adjust so that it will not run past the right edge of the screen. (upthorn)
-Fixed automatic gmv backup bug where [movie_name].bak.gmv would become the current version and [movie_name].gmv the unmodified backup. (upthorn)
-Added desync warning when playing a movie from a savestate that has no input data saved in it whatsoever. (upthorn)
-Fixed bulletproof rerecording and desync detection compatibility with savestates from recently obsoleted gens versions. (upthorn)
Gens v2.12 Movie 11
based on Gens v2.12 source code by Stéphane Dallongeville and the Gens development team.
http://gens.consolemul.com/
This version is UNOFFICIAL. Don´t bother the official Gens community for problems and bugs.
New in version 11a:
-Loading roms and such from command line no longer requires use of the -rom [or relevant] command line switches (nitsuja)
-More emulation variables properly initialized on ROM load (nitsuja)
-FrameCounter positioning now adjust so that it will not run past the right edge of the screen. (upthorn)
-Fixed automatic gmv backup bug where [movie_name].bak.gmv would become the current version and [movie_name].gmv the unmodified backup. (upthorn)
-Added desync warning when playing a movie from a savestate that has no input data saved in it whatsoever. (upthorn)
-Fixed bulletproof rerecording and desync detection compatibility with savestates from recently obsoleted gens versions. (upthorn)
New in version 11:
-Optional compensation for game drawing latency. (nitsuja)
-Added configurable default RAM Watch directory to options. (Upthorn)
-Optional automatic loading of previous RAM watch file. (adelikat)
-RAM watch now prompts to save changes when you close gens. (adelikat)
-Fixed bug where framecounter resets and movie closes if you cancel opening a ROM. (nitsuja)
-Fix for menu squashing game window if fonts are too wide. (nitsuja)
-RAM watch now has recent files list. (adelikat)
-Fixed bug where "next render mode" wouldn´t select past EPX. (nitsuja)
-Actually fixed bug where certain hotkeys would be read when window was out of focus. (Upthorn)
-Fixed crash to desktop on AVI splitting. (Upthorn)
-Option for frame advance to skip lag frames. (adelikat)
-Frame search (same feature as VBA) (nitsuja)
-Screenshots optionally no longer use the wrong resolution in 256x224 display mode. (nitsuja)
-Screenshots no longer affected by render mode. (nitsuja)
-Error messages when GMV can not be loaded. (nitsuja)
-Fixed file handle leak in mp3 code. (nitsuja)
-Autopause works correctly again. (Upthorn)
-Fixed bug where saving a state, closing gens, reopening it, and reloading the state would sometimes corrupt the z80 state. (Upthorn)
-GMV files again truncate properly to last recorded frame. (nitsuja)
-RAM Watch window optionally remembers position. (adelikat)
-Fixed bug where movie splicing produced 2 frames of garbage at the splice boundary. (nitsuja)
-RAM Search window now shows which rows will be eliminated by the current search condition. (nitsuja)
-RAM Search now has a modulo comparison operator. (nitsuja)
-Now possible to select and eliminate a range of rows in RAM Search. (nitsuja)
-Added undo/redo buttons to RAM search. (nitsuja)
-Various RAM search bug fixes (nitsuja)
-Movie length now displayed with framecount. (nitsuja)
-Various RAM watch file bug fixes (nitsuja)
-Fixed sound buffer looping when a frame takes longer than expected to render. (nitsuja)
-Lua scripting support (nitsuja)
-Added -play commandline option to begin a movie playing automatically. (adelikat)
-Added -cfg commandline option to automatically load a non-default config. (adelikat)
-Added -loadstate commandline option to automatically load a specified savestate. (adelikat)
-Added -pause commandline option to open the emulator with emulation paused. (adelikat)
-Project now explicitly includes all required files, so no user setup is necessary to compile the svn source. (adelikat/nitsuja/upthorn)
-Added configurable default directory for Lua scripts. (nitsuja)
-RAM Search and RAM Watch no longer require a frame to advance between being opened and displaying correct values. (nitsuja)
-AVI split filesize now configurable. (nitsuja)
-AVIs no longer use the wrong vertical resolution for NTSC games. (nitsuja)
-AVIs optionally no longer use the wrong horizontal resolution in 256x224 display mode. (nitsuja)
-Screenshots now saved as PNG files. (nitsuja)
-Roms and movies can now be opened from inside zip, rar, and 7z files.
-Automatic movie backups once again back up _before_ file truncation. (upthorn)
-"Swap Scroll layer" option now swaps priority of the correct scroll plane. (upthorn)
-Workaround for BRAM size option causing Sega CD desyncs. (nitsuja)
-Drag and drop support for lua scripts, RAM watches, roms, gyms, savestates, cfgs, and zip/rar/7z archives containing them. (nitsuja)
-Added -lua commandline option to automatically load a specified lua script. (nitsuja)
-Added option to temporarily disable SRAM emulation. (nitsuja)
-Included manual/reference for Lua scripting. (nitsuja)
-Autofire and autohold modifiers again behave the same for enabling and disabling holds (nitsuja)
-Hotkey configuration now recognizes three versions of modifier keys (ctrl, alt, shift, win), L, R, and generic. (nitsuja)
-About window displays correct version information (nitsuja/upthorn)
http://code.google.com/p/gens-rereco...downloads/list
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August 14th, 2009, 21:32 Posted By: wraggster

Today marks the 20th anniversary of the U.S. release of the Sega Genesis, the game console that briefly put Sega on the video game hardware map.
Sega shook the very foundations of the newly reborn U.S. gaming industry on August 14th, 1989, when the Sega Genesis made its North American debut in New York and Los Angeles. Due to a trademark dispute, the console that was known as the Mega Drive to the rest of the known world was rechristened, the new name evoking conflicting notions of biblical import and small, balding British musicians.
While the Mega Drive trailed behind the Super Famicon and NEC's PC Engine in Japan, it gave the Super Nintendo a run for its money in the states, with titles starring big-name sports celebrities like Pat Riley, Joe Montana, and James "Buster" Douglas. Even the late Michael Jackson put in an appearance, saving the children of the world with his dance moves.
In 1991, the Genesis birthed Sonic the Hedgehog, one of the most recognizable and beloved video game characters in the world, despite a run of rather dismal games as of late.
The Genesis eventually gave under the weight of its own add-ons, with the Sega CD and 32X selling far worse than expected. Sega moved on to the Saturn and finally the Dreamcast, but they never quite recaptured the level of support they saw with the Genesis, eventually giving up the console business altogether.
A testament to cartridge-based console reliability, my original Sega Genesis sits on a shelf behind me, ready to be hooked up and played at a moment's notice. They just don't build them like that anymore.
Happy 20th, Sega Genesis! Long may your lovely red LED shine.
http://kotaku.com/5337569/happy-20th-sega-genesis
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August 12th, 2009, 20:27 Posted By: wraggster
OK, the Sega Genesis turns 20 Friday, since we can't really do much for it other than post fun stories and such we have been thinking about other things we could do to get some participation going around here.
So, how about who can come up with the best Genesis adertisement ever? It can be from a magazine we have released here, it could be from your personal collection that may not be available. Just scan it and post it. Of course there will surely be someone to put up the "Genesis does what Nintendon't" ads, but come on guys and gals, there were a plethora of great ads for the Genesis and it's games, this is not restricted to the system, if you have a fave ad for a Genesis game/peripheral/whatever let's see it!
While we are at it, anyone have any Genesis related trivia? I will start:
Who was the original bad guy in the Sonic games? (hint it would have changed history had Sega not changed it).
http://www.retromags.com/forums/Sega...day-t4884.html
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