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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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March 12th, 2009, 23:36 Posted By: wraggster
The Sega Mega Dive is set to return to the shops, courtesy of a super-slim redesign by the same company that introduced the handheld version last year.
The "Blaze" Sega Mega Drive features a new slim design complete with two control pads and yes - even a cartridge slot.
15 Sega oldies including Sonic & Knuckles, Altered Beast, Golden Axe and Columns come built-in to the console, but the good news is you'll also be able to stick your old, non-first-party Mega Drive games into the box. It's multi-region as well.
It sounds like a pretty attractive purchase for Sega fans then. It's out on April 24 for £39.99, according to Play. Thanks to CVG reader Ewan for the spot.
http://www.computerandvideogames.com....php?id=210507
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March 9th, 2009, 19:19 Posted By: wraggster

JLF65 has released a new beta of Wolfenstein3d for 32X, heres the release notes:
Okay, here's beta 3. This is a pretty major update, adding FM sound effects and Load/Save game ability. You only get one save. The Load/Save menu still shows ten, but they all just do the same thing. There's only room in the SRAM for one save game. Since there's no keyboard and I don't want to make the effort to add an on-screen keyboard, the save tag is set to the map name automatically. That way you can at least tell what level you saved on. START + X is now Quick Load, and START + Y is Quick Save. For three button controllers, just use the menu to load/save.
The FM sound effects are synthesized before compiling using the MAME YM3812 OPL emulation. That is the way FM sound effects are played in most ports of Wolf3D, they just do it on the fly. There is a bug in the OPL emulation. Have you seen reports on the PSP version of Wolf3D that certain FM sound effects are missing? They're not missing, just very VERY quiet due to a bug in the OPL emulation. I scale certain sounds while they're being generated so that they are audible in Wolf32X. The volume is probably wrong, but I think they sound like they should. I'll be looking into this more.
Next up, music!
Download at the release thread here at DCEmu --> http://www.dcemu.co.uk/vbulletin/sho...d.php?t=184776
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March 9th, 2009, 19:15 Posted By: wraggster
Hi all from now on this Sega Saturn site will also feature all retro Sega news ie for consoles 32x/genesis/mega system and any emulators/homebrew that are released for it from now on.
the next update of the site will have new sections for each console.
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March 8th, 2009, 11:07 Posted By: wraggster
The Sega Saturn Emulator for Windows has been updated, heres whats new:
- improved emulation of VDP2;
- added option to display semitransparent sprites;
- improved BIOS emulation.
Download and Give Feedback Via Comments
thanks emurussia for the news.
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March 6th, 2009, 22:57 Posted By: wraggster
News from Runik:
VDP2 cache debugging wasn't that easy : I had to redesign the way threads were handled in order to get it working, as you can't share a rendering context between OpenGL and Windows. I decided to use Boost for those too, as I don't need something complicated. Now it works the way I wanted, ie you can display backgrounds by priority.
Bitmaps and cell mode now work using the cache, I used similar functions than for the VDP1 in order to handle cached textures.
I also used the block transfer mode from OpenGL, in order to speed up transfers to the graphic card memory. The results are interesting, as during the logo assembly of the bios the speed is over 70 fps, and around 45 fps (with bitmaps enabled) ) in the cd player.
I still have to convert all the display modes from the VDP2 to the cache system, and when it's done I'll move on (there's still plenty of stuff to do  )
http://runik.free.fr/comments/display.php?id=24
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February 17th, 2009, 05:27 Posted By: JLF65
Okay, after a LOT of work, here's beta 1 of Wolf32X. I completely reworked the "file" handling so that everything is in ROM, with no memory allocated other than static arrays used for things that change. No more memory corruption! This also slimmed things down a bit - Wolf32X now has 19 M Power!! That's 2.5 MB for those of us that laugh at the Mbit unit. 
The other major addition is working digital sound - this is fully tested on a real 32X. The sound is great and doesn't slow the game at all. I'll probably take a break before working on FM audio.
As usual, all the source is included. That includes the new unpacker I wrote to fully process the data files. It should work on the Wolf3D full files, as well as Spear of Doom shareware and full files. If there's a call for it, I'll compile a version of the SOD shareware.
EDIT: Went ahead and compiled SOD Shareware. The second link has BOTH Wolf3D and SOD Shareware.
EDIT 2009-02-21: Minor update - fixed six button controller support. Thanks to snake for the help!
EDIT 2009-03-09: Major update! Added FM sound effects and Load/Save!
EDIT 2009-03-11: Added auto-map. Read readme for details.
EDIT 2009-06-07: Added mouse support.
Wolf32X-b1.zip
w3d-sod-sw-b1.zip
w3d-sod-sw-b2.zip
w3d-sod-sw-b3.zip
w3d-sod-sw-b4.zip
w3d-sod-sw-b5.zip
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February 8th, 2009, 11:36 Posted By: wraggster
JLF65 has released a port of Wolfenstein 3D for the 32X, yep finally homebrew has arrived on the 32X, firstly heres some screens of the baby in action:
Firstly a picture running on the hardware:

Now some grabs via the 32x emulator gens:


Heres whats JLF65 posted in his release thread here at DCEmu:
Alpha 2 posted! I fixed the controls so they really work as described:
A = run
B = fire (enter if in menu)
C = strafe/open/operate (escape if in menu)
X = hold and press dpad for weapon change
Y = hold and press dpad for cheat
Z = menu/escape
Holding START while pressing A/B/C is the same as pressing X/Y/Z (for three button sticks). If it doesn't find a controller in port 1, it'll automatically use port 2.
I put in a temporary hack to fix the wall rendering. Something somewhere is walking on the pagetable, so I tried a few things... If I try to repair the pagetable later, it crashes. If I don't allocate the pagetable, it crashes. So what I do now is allocate the pagetable, but don't use it. I fetch the info that was in the table directly as needed. It's all in rom, so it's fast, but I really need to find what's walking on the damn table.
Okay, still no sound... that's next, followed by optimizations.
Enjoy!
EDIT 2009-02-07: Alpha 3 up. The view size now defaults to 256 wide. You can increase the view size with Start+B+Right/Y+Right, and decrease the view size with Start+B+Left/Y+Left.
Download at the release thread here --> http://www.dcemu.co.uk/vbulletin/sho...d.php?t=183264
Always nice to see homebrew finally arrive on a games console 
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January 12th, 2009, 22:06 Posted By: wraggster
guillaume.duhamel has today posted a new release of the Sega Saturn Emulator for Linux and Windows :
Now that half of emulation news sites already told about the release, it’s time for us to do the same
Yabause 0.9.9 is out and is mostly a bugfix release, though it adds a few features to some ports like locale detection for Gtk+/Qt ports and support for up to 12 pads in the Qt port.
http://yabause.org/2009/01/12/yabause-099/#more-65
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January 12th, 2009, 21:58 Posted By: wraggster
news via - aep
A new beta of the great Sega Saturn emulator SSF was released.
No idea whats new
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January 6th, 2009, 17:29 Posted By: wraggster
via insert credit
Assembler points out this video in which Sega used chimps to market the Saturn. Judging by the games, this was very early days for the machine. Note that the primate on the left is named "Seagal" (Segaalu) and the one on the right is named "Anthony" (Ansonii), thus Sega vs Sony. Pretty lame campaign, but I like monkeys, and it's kind of interesting to see how they marketed their 3D like it was the business.
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January 6th, 2009, 01:40 Posted By: Christuserloeser
via satakore.com
Madroms released a new compilation of Dezeamon 2 games for his Dezaemon 2 Save Game Manager:
It's Christmas time, again! This year, I had another batch of Dezaemon 2 games given by the Japanese community. So, I made another tool, the Dezaemon 2 Save Game Manager Vol. 2 that can be grabbed here:
http://www.satakore.com/news130,,Mer...tmas-2008.html
This year the tool contains 74 games. For each game, you can listen to one music sample and watch a video and some screenshots. The D2SGM2 contains a total of 1706 screenshots/pictures, 104 music samples and 74 videos.
Videos on homebrew Saturn programs is something new. As we don't have high level tools to make cinepak videos, if we make high quality videos they will not run smoothly on a real Saturn and there will be a lot of flickering. I hope some good programmers could make some great programs in the future to convert videos to Cinepak that can be handle well by the Saturn.
Each game has always 5 save game slots (named DEZA2___._01 to DEZA2___._05), all of them are the same. Just choose the one you want to copy. They are all recognized by Dezaemon 2 game (DEZA2___._01 = slot 1, and so on).
The D2SGM2 works on 352x240 resolution, so you need a RGB compatible TV to see all the lines on screen (info taken from the Sega Saturn programming doc). Else, you can try using the highres mode implemented (704x480 resolution) but I don't know if it resolves the problem.
The D2SGM2 must work on all Sega Saturn. I only tested it on EUR and JPN saturn with RGB cable on RGB compatible TVs, and all works well.
This tool has been made with the help of:
- Rockin'B: thanks for your Save Game Manager and your advices
- IGK: really thanks for your help, your confidence and the beta tests you made + all the musics you recorded and all the videos you made!
- NENG: thanks for your beautiful musics!
- vbt: thanks for your help on Saturn coding and your advices
- darius: thanks for the AR and PC COMMS Card
- Raynex: Thanks for your beautiful intro screen!
- all the members of The Dezaemoners community for their superb works
The Games and Musics that can be found on the D2SGM2 are copyright by Athena, A2TA, GISHU, HONG-KONG, IGK, ITON, Kenichiro, KEROYON, KONNICHIHA, leimonZ, mo4444, NENG, oda, Raynex, Sak, SAWAGANI, Shilfy-Yo, Shinichi Mochizuki, Shu Tokutomi, Soft Bank, TOROPICA and ttechi.
I really want to thanks once again all the members of the Dezaemon 2 community for their wonderful works and for sharing them with us, and IGK for the work he did on this project. Without them, all of this would not have been possible.
Don't forget to visit the japanese Dezaemon Community website: http://lmnz.at.infoseek.co.jp/dezaemoners.htm
About the Dezaemon 2 database, I updated it with some new games. And as always, IGK helped me a lot and made all the videos available on Youtube for them. He did a great work again! Thanks guy!!
Now, I will let you browse the database and test our new D2SGM2. You will probably have hundreds of hours of play.
Merry Christmas 2008!!
Volume 1 with 118 Dezeamon games was released on December 2007: http://www.dcemu.co.uk/vbulletin/showthread.php?t=82793
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January 5th, 2009, 17:12 Posted By: wraggster
Runik posted some new news about his Sega Saturn emu for Windows:
May 2009 be a great year to everyone
There's not a lot of news regarding Saturnin, as last month and a half corresponded to a peak of work into my real job. So my free time was drastically reduced during this period, and I couldn't work on Saturnin as much as I wanted ...
But that didn't mean that I didn't do anything : I created a local subversion server and put the source code on it, as I never gave up the idea to move the project to open source (don't expect anything soon though  )
I also started using a task manager to handle all the notes lying around and the todo list (it's Task Coach for those interested), with the hope to have everything a bit more formalized.
On the code itself, I did some rearrangement to clean everything up, to put all the related functions into the same files, etc. ...
And now I'm back on adding the bitmaps to the rendering engine, but there are some difficulties that can't be solved right now, forcing me to create a more advanced VDP2 texture debugger.
So I'm 100% on that right now.
http://runik.free.fr/comments/display.php?id=23
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December 21st, 2008, 15:50 Posted By: RockinB
SEGA Saturn Coding Contest
Porting Party winter '08/'09
It is time again for another episode of the annual SEGA Saturn Coding Contest. A few small changes compared to previous contests mean significant improvements for all contestants:
Your effort is directly rewarded with a prize. No more "I don't have a chance to compete with contestant x", because your prize does not depend on your rank. Instead the amount depends solely on your effort.
The goal to port games over to saturn lowers the amount of annoying debugging work, so you get more result out with less work and you can concentrate on the funny things of homebrew coding.
Objective:
As Porting Party suggests, the objective is to take an existing game of your choice and port it over to SEGA Saturn! This implies that the source code of that game is available and written in C or C++. It's totally up to you which game you choose! Choose your game carefully, try playing it yourself before starting to port it. You'll be best off picking up a game that's finished, very enjoyable to play and that doesn't exceed the hardware capabilities of the SEGA Saturn console.
Time:
The contest is running during winter 2008/2009. Meteorologically, this is the time from december 21st 2008 to march 20th 2009. So march 20th 2009 is the deadline for submitting your entries. To submit your entry: upload the Zip-compressed ISO CD image to a file hosting service like megaupload.com and submit the link via email to C4@rockin-b.de.
Prizes:
All entries are rewarded, no matter which rank. The better your entry is, the more money you win. The more entries you submit, the more money you win.- Money: Every entry wins as much money, as it got points from the judges. So having achieved the maximum results in: 90 point = 90 euro. Even more if you collected extra points by using special saturn hardware features. Multiple entries means multiple times money! Money is transfered via paypal, contestants in the EU can alternatively use bank transfer.
- USB Data Link v2: This device connects your Saturn with your PC and transfers game saves, bios and uploads homebrew games for testing. Version 2 is brand new and exclusive to contestants, it transfers data much faster than version 1, you can't get it anywhere else. All contestants who haven't got a one last year, will get one for free. Those who won such a device last year, can have it upgraded to v2 for free!
Judging:
The entries are judged in the three categories: graphics, sound and gameplay. The judging is done by 5 to 6 judges in parallel. Every judge rates each entry in each category by giving a rating between 1 and 5 points. This means each entry can get up to 75/90 points regularly.
Additionally, extra points can be achieved by using special hardware features of the Saturn console.
So happy coding everyone. Porting is perfectly suited to submit multiple entries, because each single entry is being rewarded!
The Rockin'-B
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December 21st, 2008, 14:02 Posted By: wraggster

This isnt a serious awards thing but a way to guage public reaction as to what the people here at DCEmu think is the best in each category for the Year of 2008, ill let each category run until the end of Dec 31st to see who has won, theres no prizes but it will be interesting to see whats the winner voted exclusively by the members of DCEmu.
So one vote each.
Whats the Best Sega Saturn Homebrew of All Time ?
Your Votes Via Comments - GIve some info for your vote too.
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December 16th, 2008, 23:46 Posted By: wraggster
Sega having trouble with Sonic? It’s been that way for years. A long time ago on console named after a planet in this galaxy, Sega was developing Sonic X-Treme which had a unique concept of rounded worlds. The result was a game that looks like a mix of Sonic 3D Blast and the PsOne game Pandemonium that we never got to play it since Sega canned Sonic X-Treme.
Most of the revealed Sonic X-Treme footage has shown Sonic jumping outdoors like a platformer. A new Sonic X-Treme video discovered by a LostLevels forum member has more of a Sonic feel to it. In this level Sonic rolls on windy tracks while the whole world spins around him. The effect is neat to watch and it may have been neat to play if Sonic X-Treme materialized.
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