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Sega Dreamcast emulators

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{{Infoboxconsole|image title = Newlogo-1-Sega Dreamcast|logo = DreamcastConsole.png|first developer = {{MednafenVer}}[[:Sega]]|second type = Yes[[:Category:Home consoles|Home video game console]]|third generation = Multi[[:Category:Sixth-platformgeneration video game consoles|Sixth generation]]|release = 1998|fourth discontinued = Ryphecha, Mednafen Team2001|fifth predecessor = [http://mednafen.fobby.net mednafen.fobby.net[Sega_Saturn_emulators|Sega Saturn]]|sixth emulated = [http://sourceforge.net/projects/mednafen/files/latest/download?source=files SourceForge]{{✓}}}}
The '''Mednafen[[wikipedia:Sega Dreamcast|Dreamcast]]''' is a sixth-generation console released by [[Multi-System Emulatorswikipedia:Sega|multi-system emulatorSega]]on November 27, driven from the command1998 in Japan and later on September 9, 1999 in NA. It retailed for {{Inflation|USD|199.99|1999}}. It had a Hitachi SH-line. Many 4 RISC CPU at 200 MHz with 16 MB of its cores are ports RAM and 8 MB of other emulatorsVRAM. It had a PowerVR2 GPU at 100 MHz, but many which theoretically was capable of them are also originalpushing 3 million polygons/second on-screen. There is a 2 MB audio RAM, which complemented a powerful 67 MHz Yamaha AICA sound processor, with a 32-bit ARM7 RISC CPU core. Its The audio chip could generate 64 voices with PCM or ADPCM codec and provided ten times the performance of the [[PlayStation Sega Saturn emulators|PlayStationSaturn's]] and sound system.. Sega also released the '''[[PC Engine (TurboGrafx-16) emulatorsSega NAOMI and variants|PC Engine (TurboGrafx-16)Naomi]] original cores are notable for their high quality''', compatibility an arcade system board with similar components to the Dreamcast. Sammy's '''[https://segaretro.org/Atomiswave Atomiswave]''' arcade board was also based on the Dreamcast and accuracyNaomi.
Mednafen is Sega collaborated with Microsoft on the Dreamcast's development, and this partnership would continue later with the [[Xbox emulators|Xbox]]. What came out of this was the possibility for games to be developed for an acronym optimized version of '''Windows CE''' (with DirectX) on each disc. However, Windows CE wasn't mandatory to use and most developers opted for "My Emulator DoesnSega's development tools instead out of convenience. Even in major emulators, this aspect isn't Need A Frickin' Excellent Name"implemented (or implemented well).<br />
==DownloadsEmulators==* {| class="wikitable" style="text-align: center;"|-! scope="col"|Name! scope="col"|Platform(s)! scope="col"|Latest Version! scope="col"|[[libretro|Libretro Core]]! scope="col"|Naomi! scope="col"|Atomiswave! scope="col"|Windows CE! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>! scope="col"|Active! scope="col"|[[Recommended Emulators|Recommended]]|-!colspan="10"|PC / x86|-|[[DEmul]]|align=left|{{Icon|Windows}}|[http://mednafendemul.fobbyemulation64.netcom/releasesdownloads/ Mednafen{{DEmulVer}}] Official releases|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}}|-|[[redream]]|align=left|{{Icon|Windows|Linux|macOS}}|[https://redream.io/download {{RedreamVer}}]|{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}|-|[[Flycast|Flycast]]|align==Supported systems==left|{{Icon|Windows|Linux|macOS}}|[https://flyinghead.github.io/flycast-builds/ CI Builds]|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} | class="wikitable"|{{✓}}
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! scope|[[reicast]]|align="col"left|{{Icon|SystemWindows|Linux}}! scope="col"|Based on code from[http://builds.reicast.com/ CI Builds]<small> (Not Working)</small><br/>[https://snapcraft.io/reicast r8.1]<small> (Snap Store)</small>|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{~}} ||{{✗}}
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|[[Atari Lynx emulatorsnullDC]]|align=left|{{Icon|Windows}}|Atari Lynx][http://www.emucr.com/2013/03/nulldc-svn-r150.html 1.0.4 r150]|Handy{{✗}} ||{{~}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}
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|[[Game Boy Advance emulators|Game Boy AdvanceMakaron]]|align=left|{{Icon|Windows}}|[[VisualBoy Advancehttps://www.zophar.net/dreamcast/makaron.html T12/5]|{{✗}} ||{{✗}} ||{{✗}} ||{{~}} ||{{✗}} ||{{✗}} ||VisualBoyAdvance]]{{✗}}
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|[[Neo Geo Pocket emulators|Neo-Geo Pockethttp://washemu.org/Color]WashingtonDC]|align=left|{{Icon|Linux}}|[httphttps://wwwgithub.emuxhaven.netcom/washingtondc-emu/ NeoPopwashingtondc git]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}
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|[[Nintendo Entertainment System emulatorshttp://www.lxdream.org Lxdream]|align=left|{{Icon|Linux|Famicom (NES)]]macOS}}|[http://freecodewww.lxdream.comorg/projects/fceultra FCE Ultradownload.php 0.9.1]|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}
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|[https://segaretro.org/Chankast Chankast]|align=left|{{Icon|Windows}}|[Super Nintendo emulators|Super Famicom (SNES)]http://chanka.emulatronia.com/FrameSetDC_Down.htm 0.25]|[[higan{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||bsnes]]{{✗}}
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|[[Virtual Boy emulators|Nintendo Virtual BoyMAME]]|Original. NEC V810 CPU core based on align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}|[http://www.goliathindustriesmamedev.comorg/vb/ Reality Boyrelease.html {{MAMEVer}}].|{{✓}} ||{{~}} ||{{~}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}
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!colspan="10"|[[PC Engine (TurboGrafx-16) emulators|PC Engine (TurboGrafx-16)]]|Original. CD-ROM interface based on [http://www.geocities.co.jp/SiliconValley-Bay/9975/PC2EMobile /english.html PC2E].ARM
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|[[PC-FX emulators|PC-FXredream]]|Original. NEC V810 CPU core based on align=left|{{Icon|Android|LinuxARM}}|[httphttps://wwwplay.goliathindustriesgoogle.com/vbstore/ Reality Boyapps/details?id=io.recompiled.redream 1.1.98]<small> (Android)</small><br/>[https://redream.io/download 1.5.0]<small> (Raspberry Pi)</small>|{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}
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|[[PlayStation emulators|PlayStationFlycast]]|Originalalign=left|{{Icon|Android|iOS}}|[https://flyinghead.github.io/flycast-builds CI Builds]|{{✓}} ||{{~}} ||{{~}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}
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|[[WonderSwan emulatorsreicast]]|align=left|{{Icon|Android|Pyra}}|WonderSwan[https://play.google.com/store/apps/Colordetails?id=com.reicast.emulator r20.04]<small> (Android)</small></br>[https://pyra-handheld.com/repo/apps/122 Pyra Build]|Cygne{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{~}} ||{{✓}}
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!colspan="10"|[[Sega Genesis emulators|Mega Drive (Sega Genesis)]]|[[Genesis Plus GX|Genesis Plus]]Console
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|[[Master System emulators|Sega Master SystemFlycast]] and [[Master System emulators|Game Gear]]align=left|[http://cgfm2.emuviews.com/smsplus.php SMS Plus]{{Icon|Switch}==Overview==Mednafen only has a command line interface, so its interface might be hard to use to new users. The best cores in Mednafen are those that are original - which are the PS1, PCE, PC-FX and Virtual Boy cores. The PCE core is one of the best emulators for that system, with a Fast and Accurate version. The PS1 core is native resolution only, and features high degree of accuracy and compatibility.<ref>|[httphttps://forum.fobby.net/index.php?t=msg&th=1114 Mednafen PSX bugs reports]</ref> The Virtual Boy core is one of the best for the system. Other cores improve upon emulators that have been long abandoned and rarely updated. These include the Neo-Geo Pocket, WonderSwan Color and Atari Lynx cores. Other cores are less useful, as there are better options in stand-alone emulators (NES, Genesis, Master System and SNES). These cores might even be based on out-dated versions. For instance, the SNES core is based on an old outdated version of bSNES. This is before the performance/accuracy/balanced cores - 0.50x territory - with a couple of changes by Ryphecha. It is unknown at this time whether Mednafen's GBA core is better than VBA-M. [[RetroArch]] uses the PS1, PCE, Neo-Geo Pocket, Virtual Boy, and WonderSwan cores of Mednafen, so it might make sense to use that instead. ==Using Mednafen==Mednafen is pretty easy to get up and runningflyinghead. You can use a frontend like medguigithub. However, a good text editor like [http:/io/www.notepadflycast-plus-plus.org/ Notepad++builds CI Builds] is all you need if you need to change settings. ===BIOS===Most cores do not require any BIOS except for the PS1, PCE-CD and PC-FX cores. [[Emulator_Files#Multi-System|BIOS files]] need to be placed into a folder called "firmware" in your Mednafen directory. Mednafen is very picky about which BIOS to use. The ones that you might need are: '''PlayStation'''*SCPH5500.bin - (NTSC-J) Required for Japan-region games.*SCPH5501.bin - (NTSC-U) Required for North America/US-region games.*SCPH5502.bin - (PAL) Required for Europe-region games. '''PCE-CD'''*syscard3.pce '''PC-FX'''*pcfx.rom All of these come with the [[Emulator_Files#Multi-System{{✓}} ||{{✓}} ||{{✓}} ||RetroArch BIOS pack]], and are correctly named. ===CUE===For most systems, Mednafen only needs the rom file; but to load PS1 games, Mednafen requires CUE sheets to know where the music data is. Ensure that the CUE sheet is properly set up in order for the game to run. See the [[Cue sheet (.cue)]] page for more info. ===Loading a game===To load a game in Mednafen, simply drag and drop your rom or CUE file onto mednafen.exe, or if you prefer, you can use the command line. Mednafen requires no special commands, such as the desired system. For example, in Windows, the command would look like C:/Emulators/Mednafen/mednafen.exe C:/Roms/Nintendo/battletoads.nes ===Dual Analog Controllers with PS1===To enable analog sticks and rumble on DualShock controllers, open the mednafen-09x.cfg file, search for "psx.input.port1" and change gamepad to DualShock. Do this for port2 if you wish to play multiplayer games with the features of DualShock controllers. ===Configuring Controls===Once in-game, to configure your controller at any time, press Alt+Shift+1 and it will guide you through the setup. Press Alt+Shift+2 and so on for each additional controller for multiplayer. ===Graphical Enhancements=======Sprite Limit====This is a feature on older systems, due to hardware limitations, that makes it only display so many sprites could be on screen at the same time. Most systems got around this limitation by alternating which sprites were on screen each refresh, causing the sprite to flicker. Mednafen's default settings are true to the original system limits,  but this can be disabled in the cfg file. Here is the list of options from the cfg file to change from 0 to 1 if you don't wish to have the limit. *nes.no8lim*pce.nospritelimit*pce_fast.nospritelimit*pcfx.nospritelimit ===Cheats===Mednafen supports the usual cheats such as GameShark, Code Breaker, and Action Replay. The cheats menu can be accessed (or quit back to normal gameplay) with '''ALT+C'''. The cheat engine interface is command-based but still easy to use. Each time a menu appears, you have a bunch of options with a number (or key) before each choice. You're supposed to write the number (# just means to choose the number for the line you want) or letter standing for your choice. Occasionally, when asked to input some values or names, a value appears between brackets after the question - if that's what you want to write down, you can simply leave the entry field empty and press Enter. To add an existing GS/AR/PAR/CB cheat code, use "Gameshark Codes". Else, if you have a memory address and a given value for it, choose "Search Code" then "Add Code", then put in the address (as $XXXXXXXX), the byte range depending on the values your variable can take (1 is 0-255, 2 is 0-65535, etc), and the numeric value proper (in decimal, or hexadecimal if followed by a lower-case h). Various cheat types exist too (S(substitute on read), C(substitute on read with compare) or R(replace value before vblank) -- R being the default recommended option). Searching for new cheat codes is also possible. The general idea being comparing variables, going back to gameplay so that this variable changes then back to the cheat engine searching for any variables that changed in that particular way. For example:* '''Infinite Health / Ammo / Time / Money:''' you start with 5 hearts, reset search (in the cheat engine, not reset the game you silly!), you get hurt to 4 hearts, search variables that decreased, get healed back to 5 hearts, search variables that increased, and so on. For money you can start with 0 when you have 0 gold and try earning/spending money. You could try using save states as well when you don't have as much freedom changing the value. * '''Infinite Lives:''' It's game over when the internal variable for "Lives" is 0. So in some cases, when it shows "REST/LEFT=1" in-game and you lose a life then it becomes 0 but you're still allowed to play on your last life, that means the internal counter for lives has actually changed from 2 to 1 and not from 1 to 0, but in other games (where if you die on "LIVESx1" it's game over) it's not the case. In the case of lives, you actually know the exact value: reset search initially, then (if you have 2 lives on a game that allows you to play on "LEFT=0") search for variables with values equal to 3. Lose a life, search for variables equal 2, and so on.* '''Character Modifier / Level Modifier / Having an Item:''' reset search, play without changing whatever you're searching for (let's say the stage), do lots of searches for new value equals old value. In-game, change it, then do a new value doesn't equal old value. And so on.* '''Walk Though Walls / Invincibility / In-game Cheats & Features :''' you need to find the value that tells the character if he can move or not (he can't really move when walking against a wall) / if he's blinking or being invincible right now after getting hurt. Same methods as before, but there are hints that could be useful here -- both states could be 0/1, or something else... for example, one could assume 0 is not enabled and 1 is enabled.* '''Debug Modes:''' stuff that stays 0 no matter what, extra off-screen inaccessible options in menus, extra dialogue... you name it. Have fun experimenting. The goal of these searches is to narrow down the list of results to a single or handful of addresses (variables) pertinent directly to whatever we're searching for. The search always starts with "Reset Search", going back in-game (Alt+C) to play and change stuff, then back to the cheat engine to compare the "Original" value with the "Current" value. Then you check the results page which must get smaller and smaller (if it's 0 results, you screwed up and need to reset search to try again). The comparing options offered by Mednafen are as follow, with O being the Original value, and C being the Current value (when you reset a search, they're the same): * '''1) O==V1 && C==V2 :''' if you know the explicit numerical values for the variable you write it here. First time, just write same value in both. Subsequent times, leave O blank and press Enter so that you don't write the old value again, and write the current value under C.* ''' 2) O==V1 && {{✓}} |O-C|==V2 :''' same, but instead of writing the current value you write by how much it changed (0 if old value equals new value)* '''3) {{✓}} |O-C|==V2 :''' you write by how much it changed (0 if old value equals new value)* '''4) O!=C :''' if old value doesn't equal new value* '''5) Value decreased :''' if new value smaller than old value* '''6) Value increased :''' if new value bigger than old value ===Further Reading===http://mednafen.fobby.net/documentation/ ==Memory cards=====Shared memcards===Use this so that there is a shared memory cards for all games: Create '''psx.cfg''', and add the line: '''filesys.fname_sav %s.%X'''<br>Here's the full documentation: http://mednafen.fobby.net/documentation/fname_format.txt Emulation bugs, crashes and save states can corrupt your memory card data. ===Transfer===To transfer memory cards, follow this guide. Also, in games with multiple discs with saves that carry over, you have to follow the same procedure. Mednafen creates memory card files for each individual game, in contrast to PCSX-R/ePSXe where all game saves are stored into 2 memory card files. To transfer memory card files from PCSX-R/ePSXe to RetroArch: *Start game in RetroArch. *Go to system folder. Copy the names of the .mcr files created for the game. *Delete them. *Rename the files you want to transfer with the names of the RetroArch memcard files. *Place the new ones in the system folder. ==Frontends==*[http://sourceforge.net/projects/medgui/ Medgui] (Windows) *[http://forum.fobby.net/index.php?t=msg&th=924&start=0& MedGui Reborn] (Windows) *[https://code.google.com/p/mednaffe/ Mednaffe] (Multi-platform) ==NetPlay==Cores that work with NetPlay:*PC Engine (TurboGrafx-16)/PC-CD/SuperGrafx (option for both accuracy and fast cores)*PC-FX*NES*Genesis*Master System*SNES*PlayStation {{✓}} | class="mw-collapsible mw-collapsed wikitable"! colspan=2 width="250"|Review{{✓}}
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| '''PROS''' [[nullDC PSP]]|align=left|{{Icon|PSP}}*You can make and load savestates*Netcode allows for people to join a game that's already in session*In|[https://github.com/PSP-Archive/nulldce-psp git] [https://archive.org/details/nullDC-game chatPSP 1.2.1]*Playing it fullscreen works (sometimes)|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{~}}
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| '''CONS''' nulldc-360|align=left|{{Icon|Xbox360}}*Command|[https://github.com/gligli/nulldc-line only (you can use a frontend, though)360 git]*Weird, convoluted settings (or lack thereof)*SNES emulation will be slow to you if you're on a low-end computer (uses bsnes core)*PlayStation is inexplicably slow (haven't checked to see what core it uses, but probably has one that's focused on accuracy)*Only supports 2 Players on Genesis.*Frontend doesn't always save settings correctly.*Frontend defaults to detecting compressed ROM archives instead of the actual ROMs (you can still load uncompressed ROMs by selecting "All files *.*" from the dropdown menu).|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{~}}
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{| class="mw-collapsible mw-collapsed wikitable"! colspan=1 |How to=Comparisons===|-|It's recommended that you ;[[httpDEmul]]://sourceforge.net/projects/medgui/ download a frontend]#Run MedGui.exe#YouHas the highest compatibility and accuracy, but it'll get a small windowWindows-only and closed-source. On your leftIt supports Windows CE games, you'll see two arrow buttons with a console/handheld icon but in betweengeneral, they run worse than standard Dreamcast titles. Choose your desired platformIt's also more resource-intensive than other emulators.#Click the button with the blue lightning icon ;[[redream]]: Multi-platform and look for the folder that contains your game(s). The emulator looks for compressed archives by defaulteasy to use, but you can still load uncompressed files by clicking on the drop down menuit's closed-source.#Pick your gameCompatible with [https://redream.#Click io/compatibility 90+% of the button with a checkered red ball and joystick to start the game.#You'll then Dreamcast library] (very likelyWindows CE now supported) get , has a message an update prompt. Click Yes, and wait.#Start the game. If it asks you to update againgood user interface, ignore it and restart the emulator.#While the game is loaded, press ALT + SHIFT + 1 to map your controller. You'll get several options per button (for example, UP 1, UP 2, UP 3, etc.). Just map the first one easy to your controllerset up, and the rest to can run without a key you'll never pressBIOS. You will have to repeat this step for every emulator core.#Close the emulator.#Click the arrow button Runs on the right side of the window[https://youtu. It should expand itbe/rywLHa1i9yk?t=529 low-end machines] provided that they support OpenGL 3.#Click Advanced Mode1.#Click the tab called Media/Network/UtilityThere's a payware premium version that provides high-definition rendering.
;[[nullDC]]: Can run a lot of games at great speed on mid-end PC and it's open-source, however, it's no longer developed and the more recent forks have improved upon it.
:;[[reicast]]: Eventually, nullDC's author forked his own project into reicast, with the main objective to widen platform availability to smartphones and tablets. While wider availability is generally a good thing, this resulted in cutting accuracy corners from the nullDC codebase to achieve the speed goals necessary to run on these platforms. Advancements in mobile hardware should have led to the removal of such "hacks"; however lack of developer resources and interest led to long delays in Reicast development, and the codebase remained virtually untouched for years before the RetroArch team began working with it as part of a "Reicast core", later named Flycast.
:;[[reicast#Libretro_core|Flycast]]: Fork of reicast available as a standalone emulator and as a [[libretro]] core. Libretro collaborators, primarily [https://github.com/flyinghead/reicast-emulator flyinghead], dramatically improved Reicast in areas such as graphics, input, system clock, and Dreamcast VMU. Atomiswave and NAOMI SH-4-based arcade systems have also been added to great fanfare<ref name="flycastnaomi">https://github.com/libretro/flycast/issues/136</ref>, along with support for MAME's popular CHD format. Even full MMU support, which is needed to run WinCE-based games such as "Armada", "Half-Life" and "SEGA Rally Championship 2", has recently been tackled through an experimental branch (anyone following Dreamcast emulation over the years understands what a tough nut this is to crack). Aside from some audio stuttering issues in games such as "Looney Toons Space Race" and "Resident Evil: Code Veronica", this is a highly compatible and accurate emulator.
;[[Makaron]]: One of the only two closed-source Dreamcast emulators that can properly play Windows CE games.
==Emulation issues==
For the emulators that are either mature or maturing, a very large percentage of games work well, but some games still have problems and glitches.
==VMU emulators==
While some Dreamcast emulators can leverage the screen of the VMU while the game is running, none of them allow you to play the minigames developed for it. See the main page on VMU emulation [[Sega VMU emulators|here]].
==Downloads==
* [[Emulator_Files#Dreamcast|BIOS]]
==References==
<references />
'''For Hosting:'''#In the Netplay-Server section, you have the following options:#*"Max Clients", as in, the number of people that can connect to your server (not necessarily players; theoretically you can use this as a makeshift stream)#*"Conn. Timeout" which is the number of seconds you'll allow for your clients to attempt establishing a connection#*"Port" where you'll choose one an open TCP/UDP one#*"Password" which you can establish or leave blank#When you're done fiddling with your settings, click Create standard.conf#Click Create Server. A cmd window will appear.#Click My IP to obtain your external IP address, and share it along with your port to your friend(s).#Launch the game.#Press T, and type /server localhost.#Wait for other people to connect.      '''If you're Connecting:'''#In the Netplay-Client section, you have the following options:#*"Host", which is the server's IP you'll connect to#*"Port, which is the one used by the server (which you should also have open on your end).#*"Password", blank if there is none.#*"Nickname" where you type whatever you want.#*"Localplayer" is the number of players that will also be playing from one computer.#*"Small font" which makes the chat font smaller.#When you're done fiddling with your settings, launch the game.#Press T, and type /server IP_goes_here.       You can chat in-game by pressing T. Also, remember that you can drop in and out of the game at any time, so you don't need to reset the game if someone accidentally disconnects.There are way too many settings, commands and features to list, so take a look at the emulator's documentation.|{{Sega}==External links==[http://fantasyanime.com/emuhelp/emuhelp_mednafen.htm Mednafen Tutorial] ==References==<references/>
[[Category:EmulatorsConsoles]][[Category:Multi-emulatorsHome consoles]][[Category:Nintendo Entertainment System emulatorsSega consoles]][[Category:PC Engine (TurboGrafx-16) Sega Dreamcast emulators|*]][[Category:Game Boy emulators]][[Category:Game Boy Advance emulators]][[Category:PlayStation emulators‎]][[Category:NetPlay]][[Category:Windows emulation software]][[Category:Linux emulation software]][[Category:OS X emulation softwareSixth-generation video game consoles]]
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