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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 20th, 2011, 23:33 Posted By: wraggster
News via http://www.emucr.com/2011/06/ssf-tes...on-110617.html
SSF Test Version (11/06/17) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (11/06/17) Changelog:
Updated TestVer. Established a time window VSynch Wait option. The change of speed to emulate VSynch Wait and can not be checked. The other minor fixes.
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June 12th, 2011, 14:54 Posted By: wraggster
News via http://www.emucr.com/2011/06/ssf-tes...on-110610.html
SSF Test Version (11/06/10) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (11/06/10) Changelog:
TestVer updated. I can now enter the key two Slayers. However, some may be useless to raise the setting. You may encounter problems with other software, so the timing issue.
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June 6th, 2011, 00:17 Posted By: wraggster
News via http://www.emucr.com/2011/06/ssf-tes...on-110604.html
SSF Test Version (11/06/04) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (11/06/04) Changelog:
Updated test version.
Fixed a bug that causes Apuriera Grandia titles
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June 4th, 2011, 02:53 Posted By: wraggster
News via http://www.emucr.com/2011/06/ssf-tes...on-110602.html
SSF Test Version (11/06/02) is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF Test Version (11/06/02) Changelog:
Updated test version. Several bugs have been corrected. After VDP2 RAM Write Timing Added option to specify the buffer size at the time. You can specify a number from 24 to 99.
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May 30th, 2011, 00:42 Posted By: wraggster
News via http://www.emucr.com/2011/05/ssf-v012-beta-r1.html
SSF v0.12 Beta R1 is released. SSF is a Sega Saturn emulator for Windows systems using DirectX 9.0b. The current version claims near-complete implementation of the Sega Saturn hardware (not counting emulation bugs), and can emulate the Saturn based Sega Titan Video arcade hardware too. As with most emulators, CDs or disc images are not included and have to be owned separately. The BIOS is also not included; as of 0.07 Beta R3, games run without the BIOS however. The usage of BIOS files is optional but recommended for better compatibility, and needed for tasks such as management of the contents of the internal memory of the Sega Saturn, or setting the system clock.
SSF v0.12 Beta R1 Changelog:
Fixed CD block processing.
LFO of SCSP processing was corrected.
SH2 process was implemented on slot illegal instruction.
Fixed-line color processing in the plane of rotation.
Fixed rendering.
The state saving data changed version.
Always Running VDP1 Fixed a bug in the thread options.
Options established a process to set priorities.
When FDD Bakkuappuraiburarifukku enable / disable option established a.
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May 29th, 2011, 13:56 Posted By: wraggster
News via http://retroactionmagazine.com/retro...ally-archived/
The very first issue of Sega Pro – and the first for Paragon Publishing – has been digitally archived over at Out-of-Print Archive. Sega Pro was a very successful UK publication that was launched in 1991 and lasted right up to the Saturn’s demise. The magazine had such esteemed staff as Dominic Handy, Les Ellis and Damian Butt.
So what can you expect to see in a launch issue from November 1991? Well, how about news, reports from Japan and the US, tips, reviews of El Viento, Galaxy Force II, Shining in the Darkness, The Immortal and ToeJam & Earl on the Mega Drive, Shadow of the Beast and Xenon II on the Master System, Fantasy Zone, Factory Panic and Rastan Saga on the Game Gear. All this and more.
To accompany the release of issue one, four online articles have been chosen: Shining in the Darkness (Mega Drive), El Viento (Mega Drive), Toejam and Earl (Mega Drive) and Shadow of the Beast (Master System). The full issue contents list and download links can be found at the Sega Pro issue 1 webpage.
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May 29th, 2011, 13:53 Posted By: wraggster
News via http://retroactionmagazine.com/retro...lly-preserved/
The underrated MegaTech was one of the many magazines that I lost in the unfortunate moving incident of 1999, so it’s fantastic news that meppi has started digitally preserving the issues. MegaTech was the first magazine in the UK dedicated to the Sega Mega Drive and was EMAP’s first publication to feature fully digitised screenshots. In fact, the lengths editor Paul Glancey and his team went to producing this flash look for each issue was staggering with even relevant screenshots taken for the tips section (editor Paul Glancey discusses this and more in an interview at Mean Machines Archive).
Issue 2 of MegaTech, dated February 1992, can be found at Out-of-Print Archive, where you will also find the full contents of the issue, editorial info and the download link. Accompanying this issue, the following online articles were chosen: Gaiares (Mega Drive reviews), Sol-Feace (Mega-CD review), Mega-CD (hardware feature) and Rolling Thunder 2 (Mega Drive review).
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May 29th, 2011, 00:24 Posted By: wraggster
News via http://emu-russia.net/en/
Multisystem arcade/console emulator for Windows/Linux has been updated. Changes:
- [SG1000/SC3000] Added SG1000 and SC3000 emulation.
- [SMS VDP] Added TMS9918 gfx mode 1. Fixes Super Boy 2
- [SMS VDP] Changed TMS9918 palette to be a bit more accurate
- [SMS VDP] Fixed how the graphics modes were selected
- [SMS VDP] Fixed issue with vcounts in non 192 line modes (fixes GG Turrican)
- [SMS VDP] Fixed no vscroll in last 8 column bug (fixes Fray Shugyou)
- [SMS VDP] Fixed small bug that wouldn't reset CRAM to 0 in all cases
- [GAME GEAR] Fixed a few issues with gear-to-gear cable link emulation. All games should work now
- [GAME GEAR] Implemented SMS Mode for the few titles which use it on Game Gear. With an emulated LCD scale effect similar to real system
- [GAME GEAR] Moved cartridge system over to SMS one, fixes a few games
- [GAME GEAR] Fixed an issue in the mapper dealing with SRAM over 16KB and less than 32KB. (Fixes Shining Force 2 and Moldorian)
- [Z80] Improved handling of NMI
- [CORE] Added SK-1100 keyboard emulation
- [CORE] Implemented 16bit memory map system that can be used by any core. Has some tight low level code for speed. Makes Z80 about ~5% faster
- [CORE] Many bug fixes to small emulation related things
- [GUI] Removed default RetroCopy 3D game boxes and replaced it with garage door type animation
- [GUI] Completely new configuration area, graphical based with right click menus.
- [GUI] Can now see visually and configure input for games before you run them
- [GUI] Added ability for cartridge/card scans to be used in the interface for all systems
- [GUI] Fixed a few issues with stretched blits
- [GUI] Fixed small mouse scroll issue with scrollbars
- [GUI] Added bg click functionality to scrollbars
- [GUI] Added better image scaling, box sampling, bilinear and bicubic used when appropriate
- [GUI] Now remove textures when windows are hidden, not just deleted, to save VRAM
- [GUI] Fixed issue with non client area mouseenter/mouseleave
- [GUI] Changed mouse behaviour when in Windowed mode. Can now leave the window during when no game is played
News source: http://www.retrocopy.com
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May 22nd, 2011, 21:36 Posted By: JLF65
This is actually a little old, but the site's been down the whole time...
Just to keep the 32X homebrew scene going, here's a quick port of xrick - the cross-platform (SDL) Rick Dangerous clone. This is the full game done for the 32X; personally, I think the Genesis version released earlier is a lot more impressive since you're pushing the system, while it's barely straining the 32X. As usual, it includes the code for those who wish to make changes or just see how it was done.
This runs on emulators or real hardware, but as with my other stuff, it uses DMA for the audio, so the audio may not be quite right on some emulators.
Controls
UP = Jump/Climb Up
DOWN = Crouch/Crawl/Climb Down
LEFT = Go Left
RIGHT = Go Right
A = Action Button - hold A and press a direction
A + UP = Shoot Gun
A + DOWN = Set Dynamite
A + LEFT/RIGHT = Jab with Stick
C = End
START = Pause/Resume
X = Mute
Y = Volume Down
Z = Volume Up
MODE + X = Cheat 1
MODE + Y = Cheat 2
MODE + Z = Cheat 3
32xrick-20110430.7z
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April 7th, 2011, 02:05 Posted By: wraggster
News via http://www.neoflash.com/go/index.php...d=405&Itemid=1
Building a new Genesis/32X toolchain ( by ChillyWilly )
1 - Go here and download the following:
gcc-4.5.2.tar.bz2
gcc-g++-4.5.2.tar.bz2
gcc-objc-4.5.2.tar.bz2
Decompress them all in the same folder; you should end up with one folder called gcc-4.5.2.
2.1 - Go here and download mpfr-2.4.2.tar.bz2.
2.2 - Go here and download mpc-0.8.2.tar.gz.
2.3 - Go here and download gmp-5.0.1.tar.bz2.
.....................................
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April 7th, 2011, 00:54 Posted By: wraggster
News via http://runik.free.fr/comments/display.php?id=30
Last months, I've been working on Saturnin with one goal : going open source (yay)
So, after spending countless time on it, everything's done, and I finally moved my sourcecode to BitBucket (I'll get back to that point another time).
But there's still one thing to take care of (well amongst others ), before opening the depot to the public : I need to choose a licence.
Of course, there are constraints :
- the future version will use plug-ins, and I don't want to force anyone contributing one to provide its sourcecode
- some of the actual code used in Saturnin wasn't done by myself (the SCSP core is Stef's for instance, the 68K code is from either Turbo68K or Musashi) ... I will put it into separate dlls also, but that must be taken into account
-some other things that I don't remind now 
After looking into existing licenses, I think GPL is too restrictive to my point of view, but LGPL could be a good candidate.
As I'm pretty new to that kind of stuff, I'm seeking advice ... so If you have anything relevant to say about that, please leave me a comment.
Thanks !
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March 22nd, 2011, 05:58 Posted By: Kaiser

I missed this one over the weekend. I always like to keep up to date on the latest fan games, hacks and happenings of the Sonic fan community. Here is another big project coming from the forums of Sonic Retro by a community member by the name of Hez. This game has had an astonishing 12 year development cycle!
Aside from possessing the Duke Nukem Forever curse this one has one of the most beautiful engines I've seen and it almost perfectly replicates the classic 16-bit Sonic sidescrollers from the early 1990s. The game kind of gives me a CD/3&K vibe from the few levels I've played of it so far its nice that your given the freedom to play as Sonic, Tails or Knuckles (the only playable characters that really matter to retro fans). Be warned though, its a bit of a toughy and a few over at Sonic Retro have complained about this already. There's an ongoing argument over at Retro whether its merely difficult or a case of bad level design. Personally I think its tough in a good way and since fan games are largely directed towards the hardcore fans in the first place then it should be created with a bit of challenge for its intended audience of veterans.
Anyways here's the link for the full version.
Sonic Classic (Full Game) | With Music
There also exists some mirrors in the release thread
I'm also going to try and host a mirror on DCEmu here as well once the first revision of the final game comes out in a week or so.
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February 27th, 2011, 02:13 Posted By: wraggster
News via http://retroactionmagazine.com/retro...ally-archived/
Another official release of Mega Drive Advanced Gaming been digitally archived at Out-of-Print Archive. Mega Drive Advanced Gaming (aka MAG) was launched during the rising popularity of Sega’s 16-bit console in 1992 and endured through to the machine’s decline in 1995. Issue 3 of MAG, which was originally published in November 1992, features a cover review of Thunder Storm FX on the Mega CD, as well as having the usual news, reviews, articles from 1992.
The digitalisation of this issue actually began in April of last year, but with the acquirement and subsequent release of issue 1, was put to one side for later. Little did I release that it would be nearly one year before I could revisit this issue and complete it. Once again, thanks must go to Hugh Gollner, publisher/owner of Maverick Magazines, who has given Out-of-Print Archive permission to release his company’s back catalogue. A truly underrated magazine that outsold the bigger publisher’s similar Mega Drive magazines during that successful 1992/93 era.
The MAG #3 page at Out-of-Print Archive has the issue’s editorial details, full contents list, links to online articles taken from the issue and, of course, a link to the full issue download itself. The online articles chosen for this issue include reviews of Thunder Storm FX (Mega CD), Greendog The Beached Surfer Dude (Mega Drive), Gods (Mega Drive) and Galahad (Mega Drive).
Weblink: Mega Drive Advanced Gaming #3 page at Out-of-Print Archive
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February 27th, 2011, 01:53 Posted By: wraggster
News via http://www.romhacking.net/forum/inde...pic,12242.html
SonED2, the Sonic the Hedgehog data editor, has received the following updates:- Level editing support for Sonic 3 (& Knuckles), Sonic CD, and Knuckles’ Chaotix/Sonic Crackers
- Support for editing Sonic 1 Rotating Special Stages
- Project support for custom level data format combinations
- Level layout import from image support in addition to existing tile graphic importing
- Integrated functionality of the new ROMulan data Extractor/Injector utility
- Better settings modifying support- larger click areas and delayed-repeat hotkeys
- Various other feature and interface enhancements and fixes
For a more detailed list, see the “What’s New” documentation
RHDN Project Page
Relevant Link: (http://stealth.hapisan.com)
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February 25th, 2011, 02:13 Posted By: wraggster
News via AEP
A new test-version of the Sega Saturn emulator SSF has been released.
TestVer somehow updated.
In particular has not changed.
Just add the AVX version.
You, AVX not faster to use very little.
Just made for fun.
AVX versions will make the fixed-point coordinate calculation of the plane of rotation.
But it sounds selfish generation as it is opening completely AVX but know little or faster processing so insignificant
:: Homepage
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