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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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August 12th, 2009, 20:10 Posted By: wraggster
Sega’s ill-fated 32X had a number of projects that never saw the light of day like X-men: Mind Games. A prototype of the unreleased game is now available thanks to the good folks at Sega Saturno.
The Lost Levels, the Internet’s home for graveyard games, has a magazine scan, which shows a level with Wolverine and claims “X-Men is going to be unreal”.
Here’s a very “real” look at what we missed playing in 1994.
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August 3rd, 2009, 21:30 Posted By: wraggster
News via http://emu-russia.net/en/
Sega Genesis/MegaDrive/CD/32X emulator has been updated. Changes:
- Added initial support for the "Palette Select" bit in VDP register 0. If the "Palette Select" bit is cleared, only the LSBs of each color component in CRAM is used to determine the colors to display, resulting in a maximum of 8 colors onscreen. This isn't very useful, but it's more accurate.
- Several buffer overflow bugs that caused crashes in the release build on some Linux platforms have been fixed. This includes a long-standing bug in the SegaCD code, plus a new bug in the partially-rewritten savestate loading code.
- [Unix] On systems that support sigaction(), the signal handler dialog will now show extended signal information for some signals, e.g. SIGFPE.
http://info.sonicretro.org/Gens/GS
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July 30th, 2009, 21:25 Posted By: wraggster
News via http://emu-russia.net/en/
Sega Genesis/MegaDrive/CD/32X emulator has been updated. Changes:
- Mega Drive Plugins v1.0.0. This major update to the plugins system adds support for external plugins (.dll on Windows, .so on Linux), as well as support for more than just rendering plugins.
- doc/mdp/ contains the MDP Interface Specifiction Version 1.0.0. This document is licensed under the GNU Free Documentation License v1.3.
- A new manual for Gens/GS has been created. It is available in doc/manual/.
- The Game Genie functionality has been moved to an MDP plugin. It now supports
8-bit, 16-bit, and 32-bit patch codes, and uses a new patch code file format. Old patch code files are supported for loading; however, they will be written
in the new format when saved. Later versions will add support for patching CPU address spaces other than the main MC68000.
- New MDP Plugin: VDP Layer Options. This lets you adjust the visible layers on screen, so e.g. you can hide sprites, swap scroll priorities, and lock the palette to prevent color changes.
- New MDP Plugin: Sonic Gens. This lets you view various information in memory in several Sonic games. Sonic Gens was originally written by LOst as a standalone version of Gens.
- New renderers:
-- EPX (ported from Gens Rerecording)
-- EPX Plus (ported from Gens Rerecording)
-- Super 2xSaI (ported from Gens Plus)
-- Super Eagle (ported from Gens Plus)
-- Blargg's NTSC filter for MD
- [Win32] Ported the GDI video backend from Gens Plus. It still has a few bugs, but it mostly works.
- Extended controller configuration format. The new configuration format allows for up to 128 axes, 256 buttons, and 64 POV hats, whereas the old configuration format only allowed for 6 axes [5 axes on Win32], 112 buttons, and 4 POV hats. This mainly affects the Linux version, since Linux usually reports all axes as axes instead of mapping some axes to POV hats, and some newer controllers (e.g. the Xbox 360 controller) have more than 6 axes. Older configurations are automatically updated to use the new controller configuration format.
- The reverse-engineered 32X firmware, written by DevSter, is now included in Gens/GS. If you do not have the original Sega 32X firmware files, the reverse-engineered ones are used instead.
- Added SH2 DMA support for PWM audio. Thanks to Joseph Fenton for submitting a patch.
- [Win32] Joysticks connected after loading Gens/GS will now be detected in the Controller Configuration dialog.
- WAV dumping has been reimplemented.
- ROM History now caches the ROM type (MD/MCD/32X), so it doesn't have to check the ROM type every time the ROM History menu is rebuilt. This improves performance significantly if some ROM images were loaded from network shares.
- ROM History now keeps track of compressed files inside of multi-file archives. For example, if you have a 7z archive containing several different versions of a game, selecting version 1 will result in a ROM History entry for that specific version, and selecting version 2 will result in another ROM History entry.
- Added initial support for the "Palette Select" bit in VDP register 0. If the "Palette Select" bit is cleared, only the LSBs of each color component in CRAM is used to determine the colors to display, resulting in a maximum of 8 colors onscreen. Not very useful, but more accurate to how the MD's VDP works.
- SRAM can now be disabled in the Options menu. This fixes Puggsy, which checks for the existance of SRAM and prevents the user from advancing past a certain point if it exists. (Puggsy uses a password system, not SRAM.)
- Improved PWM scaling algorithm, provided by Chilly Willy on the Sonic Retro forums.
- A new command line option, "--boot-cd", can be specified to tell Gens/GS to boot from an actual SegaCD CD-ROM on startup.
- [Linux] Improved VSync support with the OpenGL backend. Both the MESA and SGI swap control methods are now supported.
- The video subsystem now supports fallbacks. For example, on the Linux version, if SDL+OpenGL is selected but OpenGL isn't available, it will simply revert back to SDL instead of crashing. As an added bonus, this allows for Gens/GS to start up properly on Windows NT 4.0, since the default backend on Win32 is DirectDraw 4, but NT4 doesn't support it. Instead of crashing, it will fall back to the GDI backend.
- Gens/GS no longer changes non-alphanumeric characters in SegaCD game names to spaces. This may cause some games to have different names, which will prevent their BRAM files from being loaded properly. If you have any of these games, you will need to rename the BRAM files in order to get them to load correctly.
Release 7 fixes the following bugs:
- Dragging and dropping a ROM image onto the Gens/GS window will now synchronize the menus. This bug was reported by Tets on the Sonic Retro forums.
- Loading a GSX savestate file that is not in GSX format will now show an error instead of crashing. Apparently, Gens Plus GZips its savestate files when saving by default. This bug was reported by SoNick in #retro.
- [GTK+] Copied g_uri_unescape_string() (and dependent functions) from GLib 2.18.4 into Gens/GS. This function was introduced in GLib 2.16, but Gens/GS should be compatible with versions of GLib 2.4 and later.
- Two VDP DMA bugs have been fixed:
-- Zero-length DMA operations are now handled as 65,536-word operations. This may break some badly-written hacks.
-- DMA operations now wrap on a 128k boundary. This bug was reported by TmEE.
- The VDP H_Int register is now initialized to 0xFF. This fixes Sik's test ROM that produced "rain" on Gens, but not on Regen and the actual hardware.
Release 7 has the following low-level code changes:
- The video, audio, and input subsystems have been ported back to C. The C++ system was too awkward and had too much overhead.
- Similarly, the decompression subsystem has been ported back to C. In addition, the LZMA SDK is now built into Gens/GS, so 7z archives can be read without an external 7z binary.
- Initial port of the Z80 emulator to C. The Z80 emulator has been moved out of the src/gens directory and into its own directory, src/mdZ80. Currently, the only functions that have been ported to C are the helper functions. The actual emulation code is currently being worked on in the mdZ80 branch in the Gens/GS git repository.
- Many assembly-language files have been converted from Intel-style (nasm) assembly to AT&T-style (GNU `as`) assembly.
- Many assembler functions have been ported to C/C++, including the UPDATE_PALETTE macros and Reset_VDP() (now VDP_Reset()).
- Multitap support has been ported from x86 assembler to C. In the process, both Sega Teamplayer and 4-Way Play support have been improved. Notably, Teamplayer now works on "NBA Jam" and "NBA Jam TE", and 4-Way Play now works (sometimes) on "Triple Play '96". A complete list of tested multitap games can be found in doc/teamplayer.txt .
- yasm is now supported as an alternative to nasm. To use yasm, add the option --with-nasm=yasm when using the ./configure script.
- Precompiled binaries are now compiled for i686 or higher. If you want to run Gens/GS on an original Intel Pentium or older, you will have to compile your own Gens/GS binary.
http://info.sonicretro.org/Gens/GS
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July 1st, 2009, 22:19 Posted By: wraggster
Runik has posted news concerning his Sega Saturn Emulator for Windows:

As I was converting different VDP2 modes to the new cache, I came across testing the game 3 Dirty Dwarves. This game got a strange problem since version 0.32, as main player characters weren't being diplayed on screen : you could move around, see bullets fired, or punch the villains, but that was it. You could only guess your position by the scrolling moves.
At first I thought it was related to the DSP, as some games use it to do some sprite calculations, but after a quick check that wasn't the case.
Some more tracing lead me to some unmapped memory access (which wasn't logged for some reason), and reading through the SH2 hardware manual gave me the aswers I was looking for : the SH2 has an internal cache (4KB of data, and 1KB of addresses), which can be configured to be used as a 4 ways cache (all the data cache is used as instructions / data cache), a 2 ways cache (the first half is used as a high speed RAM, and the other one as regular cache), or completely disabled (4KB used as high speed RAM).
After adding this 4KB area to the memory map of the emulator, bingo ! The sprites are displayed 
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June 27th, 2009, 14:19 Posted By: wraggster

Sega's already given its seal of approval to a few Genesis / Mega Drive-based handhelds, but never one like this new "Retro Gen" device from Innex, which makes use of actual, dust-collecting cartridges instead of just some mere on-board memory. Of course, not everyone has a stack of Genesis carts at their disposal (a sad state, indeed), so the handheld also apparently comes pre-loaded with 20 unspecified games, and you'll supposedly even be able to eventually load some "licensed ROMs" onto an SD card using a special cart. While it's still not clear exactly how widespread of a release it'll get, at least one retailer does already has it up for pre-order for just $49.99 (discounted from $59.99), and it's promising a ship date of July 25th.
http://www.engadget.com/2009/06/26/s...or-cartridges/
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June 6th, 2009, 13:31 Posted By: wraggster
Neoflash have posted news of their upcoming Sega Master System flashcart, like the Snes and N64 flashcarts mentioned this will be MASSIVE to those who like me want to play games on the real hardware 
heres the details
the NEO MK III Myth cart SPEC:
more info: http://www.neoflash.com/forum/index....ic,5637.0.html
* support the rom up to 16M
* support the Multi games
* support all save type
* download games from USB to NEO2 cart via Slim Loader IV
* upload/overwrite game save to PC via USB via Slim Loader IV

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June 1st, 2009, 20:43 Posted By: wraggster
The Yabause team have released a new version of the Sega Saturn emulator for windows, sadly no other ports compiled at this time:
Heres whats new:
software video core:
- Added line scroll emulation.
- Improved user clipping.
- Added some basic vertical scroll emulation, enough to get Sonic Jam working.
gtk port:
- Gtk port is now compiling on Mac OS X.
- Fixed full software screenshots.
- Fixed store function in transfer dialog.
windows port:
- Added 12 player support.
- Fixed a bug that was causing the memory transfer dialog to register the wrong filename after pressing "Browse".
- Fixed bugs in Goto Address dialog.
- Fixed a bug that was causing the vdp2 viewer dialog to register the wrong filename after pressing "Browse".
- Added MD saving in SCU DSP debug dialog.
- Added new Ram Watch dialog.
- Added video recording feature.
- Added move recording feature.
general:
- Added Lithuanian translation.
- New sound core using OpenAL.
- Added joystick core for Mac OS X.
- Added a joystick core for Linux.
- Added a PSP port.
- Added support for loading ELF binaries.
- Now using gettimeofday when available for better resolution.
- Added code to make SCSP emulation frame-accurate (optional, enabled with --enable-scsp-frame-accurate configure switch).
- Added a new 68000 emulation core.
- Fixed save states.
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May 18th, 2009, 22:02 Posted By: wraggster
News via emurussia
Sega MegaDrive/Game Gear/Master System/SG/SC emulator has been updated. Changes:
- A little limitation of vcell scrolling emulated correctly. Thanks to Steve Snake for detailed info on this. (F1 World Champioship, Kawasaki Challenge use this).
- Changed the YM2413 emulator a little. Should sound more accurate. (After Burner 2, Ys (J) etc..)
- Many new YM2612 improvements and upates. Thanks to the new research and testing by Nemesis.
- Sprite masking bug in Mickey Mania fixed.
- Many improvements to renderer. Now passes all of the sprite masking and limitations tests.
- Cheats fixed.
- Palette select bit emulated. Sik's ROM ****s up correctly now :P.
- Completely overhauled Z80 handling and emulation. RAZE has been removed. It has been tested quite heavily alongside the real thing by Tiido and is very close to the real hardware now. But this has made emulator a bit slow as well. My thanks goes to Tiido for testing this. 
- Fixed lightgun support which got broken in 0.95.
- Option added to remove flickering while in interlacing mode.
- Fixed AVI recording.
- Improved stability and crashes (hopefully).
- Option added to force the output image aspect to be 4:3 (which the real hardware does). In this mode, games with 256 pixels width will be scaled to 320.
- Ability to load SMS/GG ROMs from the command line.
http://www.spritesmind.net/_GenDev//...opic.php?t=465
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April 19th, 2009, 01:38 Posted By: wraggster
News via aep
A new version of the great Sega Saturn emulator SSF has been released!
Machine Translation
Quote:
Fixed the memory access process.
Processing of SCSP was corrected PCM generated.
FM processing of SCSP was corrected.
BIOS emulating processing was corrected.
State data saved version has changed.
Fixed a bug that does not reflect changes immediately after the key set of connected devices in the controller settings.
Established a treatment option to a thread generated by the sound.
Until now have been generated in another thread, when you get the timing generated by the main thread (especially streaming).
It is slightly heavier in the formation of the main thread.
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