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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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June 25th, 2012, 16:26 Posted By: wraggster
via http://www.aep-emu.de/
PiCiJi has updated his Sega Master System, Game Gear and SG-1000 emulator TwoMbit with cycle accurate emulation.
Quote:
v 1.0.4
- [bugfix] sample playback for tone counter 0 (chess games sms/gg)
- [bugfix] vdp access times for SG 1000 (Monaco GP)
- [bugfix] for gear to gear games in single gear mode. These games expect the send flag successfull seted, even the data is sended into nothing (Lemmings, GP Rider)
- [bugfix] for gear to gear mode. Some games read receive data too soon. My initial assumption was that each shifted bit is saved in an accessible register directly, but its stored in a buffer until all shifting is done. (GP Rider again)
- [bugfix] increased the distance between 2 running game gears. Some games are unable to determine about gear 1 and 2. (Popeye)
- [feature] allowed Super Tetris to run. The game don´t expect port 3e. Maybe the korean sms, based on the japanese one, don´t have it. I would consider this as a game specific hack.
- [feature] added command line support. Now you can assign games to the emulator.
- [feature] added the option to disable sms borders. means borders are always black and reduced. To maintain aspect ratio borders can not removed completly
- [feature] added 4% overscan for normal border display to resemble real TV viewport, means smaller borders
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June 18th, 2012, 13:33 Posted By: wraggster
via http://www.aep-emu.de/
Supermodel GUI is a Frontend for the Sega Model 3 Emulator Supermodel.
Quote:
Version 0.9 build 128 (14-06-2012):
-Added Per Game basic configuration.
-Fixed potential crash when no roms are available.
-A lot of performance and stability fixes.
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June 18th, 2012, 13:32 Posted By: wraggster
via http://www.aep-emu.de/
A new version of the Sega Genesis/32X/CD emulator Gens Rerecording has been released.
Quote:
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 11c:
(list not compiled yet. this is a pre-release of 11c.)
New in version 11b:
-Ram Watch - Separator Button - allows for displaying a separator line in a Ram Watch list
-Ram Search - Fix the Reset button bug where previous was not getting reset to current.
-Added a Lua Prompt feature
-fix for sudden exit if passing bad arguments into a lua gui function at a time when it must be deferred
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)
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June 11th, 2012, 13:18 Posted By: wraggster
via http://www.emucr.com/
Gens-ReRecording SVN r303 is released. Gens Rerecording, formerly known as Gens Movie Test, is a modification of the highly popular Gens emulator. This modification includes slowdown, recording and playback of controller input logs, dumping of AVI files, and Lua scripting. This emulator is primarily used by the Nesvideos community.
Gens-ReRecording SVN changelog:
r303
Added hotkeys to toggle graphical layers.
Ctrl+F1 (Scroll A), Ctrl+F2 (Scroll B), Ctrl+F3 (Sprites) by default.
http://www.mediafire.com/?c1lcfgc291qq9hu
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May 28th, 2012, 01:03 Posted By: wraggster
via http://www.aep-emu.de/
PiCiJi has updated his Sega Master System, Game Gear and SG-1000 emulator TwoMbit with cycle accurate emulation.
Quote:
v 1.0.3
- [feature] added mac support
- [feature] added linux support
- [feature] added correct aspect switch
- [bugfix] scanlines in higher resolutions were displayed too thin
- [bugfix] better autodetection of pal games (the ones, which makes problems in a ntsc region).
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May 27th, 2012, 23:17 Posted By: wraggster
Here's the current menu for the MD 3-in-1 Myth. This version features fast SD card recognition - if you don't have an SD card (or using a flash cart without the SD interface), it detects this very fast, so the menu goes to the flash browser almost instantly.
This version also works around a bug in the Neo2 Manager - under some circumstances, the manager doesn't set the run mode correctly when burning games to the flash. The menu will derive a proper run mode in these cases. This mainly affected MD and SMS games with save ram.
http://www.neoflash.com/forum/index.....html#msg52842
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May 22nd, 2012, 00:12 Posted By: wraggster
Sega and Nike have teamed up for one of the cleverer bits of video games cross promotion MCV has seen in a while.
The TV short, called My Time Is Now, was aired during Chelsea’s famous Champions League victory over Bayern Munich in Germany on Saturday night. It features a plethora of the sport’s biggest names including Ronaldo, Snejder, Neymar, Pique, Blanc, Wilshere, Van Der Vaart, Ozil and Ribery.
View the video online, however, and a tasty little extra awaits the eagle-eyed.
Look out for the appearance of a large white and red Nike football boot on the advertising hoardings around ¾ of the way through the video. If you’re quick enough to click on that then a special mini-game called Sonic x Vapor appears.
The game is an endless runner set in the classic Green Hill level of Sonic the Hedgehog 1, except with the added addition of Nike Mercurial boot sponsorship.
Indeed, Sonic’s custom sprite for the game is wearing a pair himself.
Try out the game for yourself here.
http://www.mcvuk.com/news/read/nike-...ic-game/096370
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May 21st, 2012, 01:37 Posted By: wraggster
Way, way more Master System and Genesis games are on the way to PS3 and Xbox, including the long-awaited release of Monster World IV. Sega announced the next few "Vintage Collections," which will be sold individually on PSN and in bundles on XBLA.
For XBLA, the Monster World Collection brings together Wonder Boy in Monster Land (arcade) and Wonder Boy in Monster World and MWIV for Genesis on May 23. On May 30, Golden Axe's arcade original joins Golden Axe 2 & 3 on Genesis, concurrent with a three-volume Streets of Rage Collection. The collections sell for 800 MSP each.
Meanwhile, PSN will see all of those Wonder Boys, Super Hang-On (arcade),Revenge of Shinobi, and Alex Kidd in Miracle World on May 22, for $5 each.
http://www.joystiq.com/2012/05/18/se...on-psn-and-xb/
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May 19th, 2012, 00:55 Posted By: wraggster
Yuji Naka may not have the same name recognition these days as Shigeru Miyamoto or Hideo Kojima, but he's absolutely one of the pillars of Japanese video game development. If it weren't for Naka-san's efforts in creating Sonic the Hedgehog and leading Sonic Team, our generation would never have witnessed the glorious Nintendo vs. Sega rivalry, which ultimately produced many brilliant games on both sides.
In March of 2006, Naka-san eventually decided to test the development waters with his own studio, Prope. He was actually the last member of the core creative team that created Sonic to leave Sega, which may explain the decline of the franchise (but we'll get to that later).
In this exclusive, GamesIndustry International had a rare opportunity to speak with the legend about a variety of topics.
We started by asking him about his legacy, which he actually found to be a somewhat strange query.
"Being asked about 'Yuji Naka's legacy' is a little odd since I'm still actively creating games. When I finally retire from making games, I assume people will decide what my lasting 'legacy' will be at that point… though I think it will probably be Sonic," he said.
He then reflected on some of the critically acclaimed games he designed: "It's been 28 years since I started developing games, and during that span I've brought a lot of products into this world. Out of those titles Sonic is the one that is the most remembered, but Phantasy Star Online, an online game put out on a family-oriented game console, had a lot of hardships during development but I think we were able to release a really good and advanced product at the time. Perhaps just barely being able to release it within the end of the 20th century has something to do with why I feel so strongly about that game."
"I think even moderately raising the difficulty level [of Sonic games] in the future could work well"
Yuji Naka
"The arcade game Samba de Amigo also stands out because the player uses their entire body to move and have fun. Using the newest cutting-edge technology to create a simple and just plain stupid innocent fun game was rewarding."
Given that the last several years of Sonic gaming have been mostly sub-par (by Sega's own admission), we couldn't resist the opportunity to pick Naka-san's brain about what's gone wrong with the cherished franchise he started. Ironically, the explosion of the games industry in the last couple decades could have something to do with it, as more and more companies are trying to appeal to the mainstream - and that may not have been the best approach for Sonic.
The original Sonic creators on Sonic's 20th anniversary: Yuji Naka, Naoto Ōshima (center), and Hirokazu Yasuhara
"I also think that recent iterations have not been as fun when compared to those of the past," Naka-san agreed, proceeding to explain what Sega has done wrong: "I think the number one reason for this is that the games have become much easier, so the gamer doesn't feel that extreme joy that comes with the satisfaction of accomplishing something that was very difficult to achieve."
He continued, "Today's games are created to appeal to as wide of an audience as possible, so that's why the difficulty levels are so low in order to have both experienced and non-experienced gamers be able to play them. Sonic has a very simple control scheme that is capable of doing a lot of advanced things while sprinting at a high speed, that's what makes it a good game in my opinion. I think even moderately raising the difficulty level in the future could work well."
It's been years since we've seen a rivalry as fierce as Nintendo vs. Sega in the 16-bit days. It's an era that brings a huge grin to the faces of most people in this editor's generation. Naka-san admitted to us that he'd sort of like to see Mario and Sonic continue to be adversaries: "Thinking back to the rivalry between Sonic and Mario back in those days brings back some fond memories. It was based on each of them running on different hardware and which one was better, which made for a great rivalry. I would like for Sonic and Mario to keep up that rivalry relationship long into the foreseeable future."
Of course, we all know that's not happening now that Sega's no longer a hardware manufacturer and Sonic's already appeared with Mario in a few games. Naka-san did express his wish to possibly one day breathe new life into Sonic again, or into one of his other fan favorites like Nights. "Unfortunately, I haven't had the opportunity to do so but perhaps at some point in the future if I could come back and contribute, that could be fun and gratifying," he remarked. Are you listening, Sega?
So what's Naka-san's focus in 2012? Not surprisingly, like many veterans of this business he's moved to social and mobile experiences. He sees "the recent surge in smartphones [as] having a huge impact on console games. It's something that should be monitored carefully moving [into the] future."
That said, there's still very much a place in his heart for huge triple-A games.
"Actually, when Prope was originally formed we were working on large titles, hoping to create something that's never been seen in the industry before. Unfortunately, those 2 titles were cancelled in mid-development and never made public," he revealed.
"Wii U is taking a completely new and innovative approach, so I'm really looking forward to seeing what Nintendo has in store there"
Yuji Naka
"With this history, we would like to work on a large-scale project again at some point, but working on the smaller projects is very fun and rewarding too as we always strive to put out new and unique games regardless of scale. Speaking of which, Prope's next project is actually a social networking RPG for smartphones called Buddy Monster."
Perhaps the fast-approaching next-gen hardware will enable Prope and Naka-san to finally tackle a big console project again. Naka-san seemed particularly excited by the Wii U launch coming later this year.
"I always get very excited when thinking about the next round of next-gen hardware that's coming and what kind of unimaginable specs they could have. Wii U is taking a completely new and innovative approach, so I'm really looking forward to seeing what Nintendo has in store there," he said.
As the conversation moved on, we approached Naka-san about the state of Japanese games development. It seems to be fashionable these days to bash the Japanese design approach, and some of Naka-san's contemporaries (most notably, Keiji Inafune) have said that Japan's game industry must change its ways, but Naka-san stood up for the Japanese style in gaming.
"I think there's still a lot to be said for the unique characteristics and benefits that games that are developed in Japan have. I would like to see Japan-developed games continue to be exported and enjoyed by everyone in the world," he commented.
In closing, Naka-san said that he's been encouraged with the influx of talent we've seen in the industry in recent years, as evidenced by the indie scene. He offered the following advice to aspiring game designers: "To be open minded, and to try many different things so that they'll have many skill sets to incorporate any original ideas they may have - this would be a positive experience and help them evolve and grow. I look forward to the day when this new crop of game designers can put out some truly mind-blowing stuff."
Indeed, perhaps the "next Yuji Naka" is already making the next great game to define a generation.
http://www.gamesindustry.biz/article...ends-yuji-naka
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May 11th, 2012, 13:19 Posted By: wraggster
via http://www.emucr.com/
Genesis Plus GX SVN r682 is compiled. Genesis Plus GX is a port of Genesis Plus. Genesis Plus GX is an open-source & portable Sega Mega Drive / Genesis emulator, originally developed by Charles MacDonald, now running on the Gamecube and Wii through libogc & devkitpro.
Genesis Plus GX SVN Changelog:
r681
compatibility fixes for libogc 1.8.11
r682
Edited wiki page Compiling through web user interface.
http://www.mediafire.com/?7m1feo6ue6iwnao
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May 10th, 2012, 13:37 Posted By: wraggster
via http://www.aep-emu.de/
Supermodel GUI is a Frontend for the Sega Model 3 Emulator Supermodel.
Quote:
Version 0.8 build 115 (09-05-2012):
- Some tweaks to Multilingual interface.
- Added Portuguese language (translated by AnimalBear).
- Corrections for a possible number conversion error in the Game Time calculation
(reported by Andrei Tudor).
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April 17th, 2012, 13:46 Posted By: wraggster
The Sega Mega Drive is one of the most iconic and fondly remembered video game platforms of all time. Pixel Nation is proud to announce they are taking pre-orders on a deluxe collectible book series that will be the world's most complete and leading source of information on Sega's classic and beloved 16-bit console.
Taking in over 900 Sega Mega Drive game titles, hundreds of Mega-CD and 32X games, and including a complete guide to hardware and accessories, the Mega Drive: Total series of books will be an unmissable, beautiful reference/collectors guide.
The series will be split into several volumes, to ensure we can give the most in depth content ever created for the console, with each volume containing roughly 180 pages of full colour glossy print. The book is due for a July release but Pre-Orders for first editions are available today.
Volume One covers nearly 300 games with statistics, game overviews and using over 1,000 illustrations and pictures. Just take a look at our design concept pages for a preview of what we have in store. A must for any Genesis/Mega Drive collector.:
http://pixel-nation.co.uk/index.php/...al-1-pre-order
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April 12th, 2012, 01:27 Posted By: wraggster

Making cool glitched-up graphics from Ataris and Nintendos is old hat, but not much has been done with circuit bending slightly more modern consoles. [big pauper] found his old Sega Saturn in his grandma’s attic and wondered what secrets this forgotten box held. It turns out he can make some pretty cool sounds and even cooler glitched out graphics. The pic above is from Virtua Fighter; done correctly these glitched low-polygon graphics could easily find themselves in a very stylistic indie game.
http://hackaday.com/2012/04/11/hacka...april-11-2012/
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April 2nd, 2012, 01:38 Posted By: wraggster
via http://www.emucr.com/
Supermodel SVN r261 is compiled. Supermodel is a Sega Model 3 arcade emulator. Supermodel emulates Sega's Model 3 arcade platform, allowing you to play a number of ground-breaking 3D classics on your PC.
Supermodel SVN Changelog:
r261
Applied Nik's fix for cyclical scene graphs. Improves Harley Davidson, Ski Champ, Emergency Call Ambulance, and Ocean Hunter.
http://www.mediafire.com/?fszv3mx9pb7vu26
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April 2nd, 2012, 00:58 Posted By: wraggster
via http://www.aep-emu.de/
BizHawk is a multi-system emulator in C#.
Supported Systems
Nintendo Entertainment System (NES)
Sega Master System
SG-1000
Game Gear
PC-Engine (TurboGrafx-16) / CD-ROM
SuperGrafx
TI-83 Calculator
Experimental
Sega Genesis (low compatibility list)
Gameboy (Debugger only)
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April 2nd, 2012, 00:56 Posted By: wraggster
via http://www.aep-emu.de/
PiCiJi has updated his Sega Master System emulator named TwoMbit with cycle accurate emulation. It now also emulates the Game Gear and the SG-1000.
Quote:
v 1.0 beta -> v 1.0.1
[general]
- switched to gcc for compiler
- switched to QT 4.8 for Gui ( c# / .net is no more )
- build libsms (cross-plattform)
[emulation]
- gamegear emulation
- sg-1000 emulation
- emulating additional cart work ram (Ernie Els Golf, the castle, Othello)
- emulating bus contention
- emulating game gear bios
- emulating custom sram sizes (Shining force)
- emulating eeprom of the baseball series games
- emulating lightpahser, paddle (japanese and export), sportspad (japanese and export), 3d glasses, Terebi Oekaki
- emulating gear-2-gear at cycle level
- parallel communication (Squinky Tennis in micro machines, Primal Rage, ...)
- serial communication
- different baud rate settings
- emulating backward compatibillity of gamegear(mastergear) and sms
- emulating yamaha2413
- fex(zip, 7z, rar, gzip), bzip2, untar for compressed roms
[bugfixes]
- removed cache for irq detection, now irqs will be detected one cpu cycle before opcode edge ( simplified the overall process)
- fixed sample playback
- differentiate between sg and sms/gg vdp delay and access window behavior.
to do:
feature doings
- cheats
- savestates
- replace directx to make TwoMbit platform independant
accuracy doings
- sn76489: writing to regs will not processed without delay
- vdp: accurate access windows during sprite processing
- vdp: split sprite subprocessing in timed steps (like bg processing) and not one sprite at a time
- yamaha2413: sub sample accuracy
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March 21st, 2012, 11:54 Posted By: wraggster

We really love when friendly competition leads to excellent hacking. Not too long ago, we showed you a nicely done Sega Genesis portable put together by console hacker [Downing] who challenged fellow hacker [EVIL NOD] to a build off. The two were hacking Sega consoles, [Downing’s] for personal use, while [EVIL NOD] was working on a commissioned build.
As you might have guessed, [Downing] finished first, but that doesn’t mean [EVIL NOD’s] console is anything but spectacular. His Sega Multi Gen is a portable Genesis console modified to play both NTSC and PAL games. It features a large 5” PSOne screen as well as the guts from an official 6-button Genesis game pad. The case was vacuum formed by [Downing], and is another example of his fine workmanship. The console looks as if it’s had the controller melted right into its face – a design that is sure to give you the authentic feel of sitting in front of your TV mashing away at the buttons.
Check out the video below to see an unboxing video that [EVIL NOD] put together before sending the console out to its new owner.
http://hackaday.com/2012/03/20/when-...things-happen/
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