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23:01 September 2nd, 2006

Dream Coding Grand Prix 2006 - Opened

Posted By: wraggster



Its our Honour at DCEmu to start a new coding competition for Homebrewers for just about every scene going, heres all the information you need:

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0 comments - Last Comment By wraggster

14:11 September 3rd, 2006

SSF v0.07 Beta R8

Posted By: wraggster

SSF the Sega Saturn emulator for windows has seen a new release, cant tell you whats new as it is in Japanese.

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3 comments - Last Comment By JKKDARK

20:34 September 5th, 2006

Yabause v0.7.1 CVS Nightly Build 20060904

Posted By: wraggster

Via Elation

a new CVS build of the Sega saturn Emulator for windows and more has been released

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0 comments - Last Comment By wraggster

02:25 September 7th, 2006

Yabause v0.7.1 CVS Nightly Build 20060905

Posted By: wraggster

The Sega Saturn emulator for multiple systems has had a new CVS release

More Info

6 comments - Last Comment By BlueCrab

01:05 September 14th, 2006

Yabause v0.7.2

Posted By: wraggster

A new release of the Sega Saturn emulator for windows and more:

Heres whats new:

* cart:
o A few Netlink changes(still doesn't work).
* cd block:
o CD Block play disc command fixes and improvements. Play Modes now handled correctly.
o Added correct Repeat counter support.
o CD audio data is now written to its own buffer, which is then played by the SCSP.
* scsp:
o CD audio data is now played by the SCSP. EFSDL and EFPAN support still needs to be added.
* opengl video core:
o glutInit is now called before any other glut function(except for on the windows port).
* software video core:
o Added normal sprite flipping(copied from scaled sprites).
o Corrected a bug with 8 bpp color calculation in scaled and distorted sprites.
o Fixed a bug that caused duplicated textures in 8 bpp regular sprites.
o Distorted sprites made safer (won't read outside the texture)
o Fixed transparency for distorted sprites.
o Fixed scaled sprites bug in zoom points modes two points mode and C point upper than A.
o Fixed a bug that was causing sprite priority problems.
* linux port:
o Fixed a gtk warning.
o Added Joystick support.
o Added a test in configuration dialog so input tab is displayed only when emulation is initialized.
o Added NTSC/PAL setting
o Input settings are now disabled when PERCore isn't initialized.
o Added a sound setting tab.
* macos port:
o Added code to handle settings (everything should be working now, except the "browse" buttons).
o Controls are now using the new Per* functions.
o Fixed some bugs in combo boxes.
* windows port:
o EC Compatibility list link added to help menu.
o Fixed an issue where default values weren't set correctly when yabause.ini wasn't present.
o Fixed an issue where Yabause would go into an endless loop if bios path was incorrect.
o DirectX error messages now return more info when there's an error.
o Fixed an issue where people without hardware sound buffers on their sound card would have problems trying to run with sound.
o Fixed some inaccurate information in the README.WIN file.
o Fixed cut-off text in Memory Transfer dialog.
o All dialog windows can now be closed using the X icon in the top-right corner.
* general:
o Fixed an issue where in certain cases Yabause would crash when sound settings were altered.
o Some useless files were removed.
o Moved SDL detection in "global" part of configure script as it may be used by all ports.
o Fixed a weird issue where a few functions were trying to return a value when they obviously can't(How come GNU C compilers won't detect this?).
o Fixed a number of things that were causing compilation issues in VC++ (VC++ still doesn't completely compile Yabause yet).
o Configure now checks if c99 variadic macros are available.
Download Here

3 comments - Last Comment By RockinB

20:04 September 17th, 2006

SSF v0.07 Beta R9

Posted By: wraggster

The Sega Saturn emulator for Windows called SSF has once again seen a new beta release, heres whats new via translation.

Execution processing of SH2 order was modified.
It made dynamic recompiling exclusive use attendant upon that.
The ended cord/code processing of VDP1 was corrected.
It reaching the point where the person of Code R is indicated, it increases.
The drawing processing of VDP1 was modified.
MaximalSpriteNumbers option was abolished attendant upon that.
It reaching the point where [suteraasaruto] SS moves, it increases.
Mapping it did also the memory space which the mirror is done.

The software whose operation is doubtful from R9 is several, but
Because the fact that it is close with the apparatus is expectation of this version
(Timing being agreeable) is moving probably is until now accidentally….
After the SSF starting until the window becomes large, when the space is pushed,
The value of SH2 Instruction Numbers is dropped 6 temporarily comparatively.
As for the software which stops when this is done, there are times when it operates.
Not to modify setting, because also the [te] is good, perhaps convenience.
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Thanks to Elation for the news

9 comments - Last Comment By Vangar

22:33 September 18th, 2006

Rockin-B News Update

Posted By: wraggster

Heres the latest from Rockin-B:

Hello everyone, you might have noticed the lack of updates recently. That's due to a new job I got, which will take me quite busy for the next couple of months. Nevertheless, I've been doing some Saturn related stuff and I will do so in the future, too.

I would like to release the source code of the SNES emulator for SEGA Saturn as well as the SGL replacement Saturn software library, but haven't had time yet to clean up the sources. If I got some, I'll publish them.

The C4 - 2006 Saturn Coding Contest is of course still running untill the end of november. Everyone is invited to create a game or demo with impressive graphics. Show us what you can! What is it that you can do to achieve impressive graphics, you ask? Well, personally, I had 3d graphics in mind when I started the contest. It's much easier for you to have action on the screen with 3d graphics than with 2d graphics. So many things where a little action in the program causes a lot of action on the screen. You can work with textures, change polygon colors, use gouraud shading, have moving light sources. To let 3d objects move around, rotate, scale and smoothely change their appearance is rather easy in 3d. Whenever you can, avoid still images because they get boring after whatching them for a few seconds, no matter how beautiful they are. In addition to the VDP1 (sprites and polygons), don't miss using the VDP2 (background scrolls) for mode-7-style rotated 3d background planes and color calculations and stuff, because it's for free, it doesn't cost more cpu processing power.

Approach the limits, my friends, use a high polygon count, choose the highest possible screen resolution that's appropriate for your entry. Keep in mind that double interlace (2x vertical resolution) halfes the maximum framerate and may cause some flickering on images, while hires display (2x horizontal resolution) forces paletted sprites (no gouraud shading and lightning) and limits the number of VDP2 backgrounds (only 4 cycle patterns instead of 8). So for 2d games, you can almost always use double interlace and hires. For 3d games, you can use double interlace when your game doesn't need more than 30(NTSC)/25(PAL) frames per second.

Some side notes:

You can use different resolutions for VDP1 and VDP2: this way you can have normal resolution 3d polygons combined with hires and double interlaced background scrolls (like done in Atlas).

You can get 10 percent extra overall system speed by choosing vertical resolutions like 352 or 704 instead of 320 and 640 (Like done in Save Game Manager).

You can even use hires with 3d gfx and apply red gouraud shading to create really professional effects like the chrome and bump effect shown in the CHROME example of the SGL library. This is definitly a topic for advanced programmers.
More Info --> http://www.rockin-b.de/news-latest.html

2 comments - Last Comment By Christuserloeser

13:04 September 22nd, 2006

Sega Saturn Pop Art

Posted By: Darksaviour69

A nice collection of Saturn Pop art at http://segasaturn.de/

7 comments - Last Comment By alex8285

 

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