Difference between pages "RPCS3" and "Sega Dreamcast emulators"

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{{Infobox emulator
+
{{Infobox console
|logo = RPCS3-Logo.png
+
|title = Sega Dreamcast
|version = {{RPCS3Ver}}<ref group=N name=version>The developers are currently treating version increments as milestones, not as stable builds.</ref>
+
|logo = DreamcastConsole.png
|active = Yes
+
|developer = [[:Sega]]
|platform = Windows, Linux, BSD
+
|type = [[:Category:Home consoles|Home video game console]]
|target = [[PlayStation 3 emulators|PlayStation 3]], [[PlayStation emulators|PlayStation Classics]] <small>(PSN versions)</small>
+
|generation = [[:Category:Sixth-generation video game consoles|Sixth generation]]
|architecture = x86_64
+
|release = 1998
|orig-developer = [https://github.com/DHrpcs3 DH], Hykem
+
|discontinued = 2001
|developer = [https://rpcs3.net/about RPCS3 Team]
+
|predecessor = [[Sega_Saturn_emulators|Sega Saturn]]
|prog-lang = C++
+
|emulated = {{✓}}
|website = [https://rpcs3.net/ RPCS3.net]
 
|support = [https://www.patreon.com/Nekotekina Patreon]
 
|source = [https://github.com/rpcs3/rpcs3 GitHub]
 
|license = GNU GPLv2
 
|compatibility = [https://rpcs3.net/compatibility Compatibility list]
 
|bios = [[Emulator_Files#PlayStation_3|Required]]
 
 
}}
 
}}
  
'''RPCS3''' is a very promising open-source, multi-platform [[PlayStation 3 emulators|PlayStation 3 (PS3)]] emulator/debugger written in C++. RPCS3 can run over 1,900 commercial titles without major glitches (see the [https://rpcs3.net/compatibility compatibility list]). It also emulates the PSN versions of the [[PlayStation emulators|PlayStation Classics]]. The emulator is making huge progress, improving every month. (See the [https://rpcs3.net/blog/ progress reports])
+
The '''[[wikipedia:Sega Dreamcast|Dreamcast]]''' is a sixth-generation console released by [[wikipedia:Sega|Sega]] on November 27, 1998 in Japan and later on September 9, 1999 in NA. It retailed for {{Inflation|USD|199.99|1999}}. It had a Hitachi SH-4 RISC CPU at 200 MHz with 16 MB of RAM and 8 MB of VRAM. It had a PowerVR2 GPU at 100 MHz, which theoretically was capable of pushing 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. The audio chip could generate 64 voices with PCM or ADPCM codec and provided ten times the performance of the [[Sega Saturn emulators|Saturn's]] sound system.. Sega also released the '''[[Sega NAOMI and variants|Naomi]]''', 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 Naomi.
  
==Download==
+
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 optimized version of '''Windows CE''' (with DirectX) on each disc. However, Windows CE wasn't mandatory to use and most developers opted for Sega's development tools instead out of convenience. Even in major emulators, this aspect isn't implemented (or implemented well).
{| cellpadding="4"
+
 
 +
==Emulators==
 +
{| 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://demul.emulation64.com/downloads/ {{DEmulVer}}]
 +
|{{✗}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✗}} ||{{✗}} ||{{✓}}
 +
|-
 +
|[[redream]]
 +
|align=left|{{Icon|Windows|Linux|macOS}}
 +
|[https://redream.io/download {{RedreamVer}}]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}
 +
|-
 +
|[[Flycast|Flycast]]
 +
|align=left|{{Icon|Windows|Linux|macOS|Android}}
 +
|[https://flyinghead.github.io/flycast-builds/ Builds]
 +
|{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}
 +
|-
 +
|[[reicast]]
 +
|align=left|{{Icon|Windows|Linux}}
 +
|[http://builds.reicast.com/ Dev Builds]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}
 +
|-
 +
|[[nullDC]]
 +
|align=left|{{Icon|Windows}}
 +
|[http://www.emucr.com/2013/03/nulldc-svn-r150.html 1.0.4 r150]
 +
|{{✗}} ||{{~}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}
 +
|-
 +
|[[Makaron]]
 +
|align=left|{{Icon|Windows}}
 +
|[https://www.zophar.net/dreamcast/makaron.html T12/5]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{~}} ||{{✗}} ||{{✗}} ||{{✗}}
 +
|-
 +
|[http://washemu.org/ WashingtonDC]
 +
|align=left|{{Icon|Linux}}
 +
|[https://github.com/washingtondc-emu/washingtondc git]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}
 +
|-
 +
|[http://www.lxdream.org Lxdream]
 +
|align=left|{{Icon|Linux|macOS}}
 +
|[http://www.lxdream.org/download.php 0.9.1]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✗}}
 +
|-
 +
|[https://segaretro.org/Chankast Chankast]
 +
|align=left|{{Icon|Windows}}
 +
|[http://chanka.emulatronia.com/FrameSetDC_Down.htm 0.25]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✗}}
 +
|-
 +
|[[MAME]]
 +
|align=left|{{Icon|Windows|Linux|macOS|FreeBSD}}
 +
|[http://www.mamedev.org/release.html {{MAMEVer}}]
 +
|{{✓}} ||{{~}} ||{{~}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{✗}}
 +
|-
 +
!colspan="10"|Mobile / ARM
 +
|-
 +
|[[redream]]
 +
|align=left|{{Icon|Android|LinuxARM}}
 +
|[https://play.google.com/store/apps/details?id=io.recompiled.redream 1.1.98]<small> (Android)</small><br/>[https://redream.io/download Dev]<small> (Raspberry Pi)</small>
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{✓}} ||{{✓}}
 
|-
 
|-
|align=center|{{Icon|Win|Lin|BSD}}
+
|[[Flycast]]
|'''[https://rpcs3.net/download Latest builds]'''<br/><small>[https://www.playstation.com/en-us/support/hardware/ps3/system-software/ Official Firmware] needed.
+
|align=left|{{Icon|Android|iOS|Linux|Pandora}}
 +
|[https://flyinghead.github.io/flycast-builds CI Builds]
 +
|{{✓}} ||{{~}} ||{{~}} ||{{✓}} ||{{✓}} ||{{✓}} ||{{✓}}
 +
|-
 +
|[[reicast]]
 +
|align=left|{{Icon|Android|Pyra}}
 +
|[http://builds.reicast.com Builds][https://play.google.com/store/apps/details?id=com.reicast.emulator r20.04]</br>[https://pyra-handheld.com/repo/apps/122 Pyra Build]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{~}} ||{{✓}}
 +
|-
 +
!colspan="10"|Console
 +
|-
 +
|[[nullDC PSP]]
 +
|align=left|{{Icon|PSP}}
 +
|[https://github.com/PSP-Archive/nulldce-psp git][https://archive.org/details/nullDC-PSP 1.2.1]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✓}} ||{{~}}
 +
|-
 +
|nulldc-360
 +
|align=left|{{Icon|Xbox360}}
 +
|[https://github.com/gligli/nulldc-360 git]
 +
|{{✗}} ||{{✗}} ||{{✗}} ||{{✗}} ||{{✓}} ||{{✗}} ||{{~}}
 
|}
 
|}
  
==Overview==
+
===Comparisons===
RPCS3 was started by programmers 'DH' and 'Hykem' (Who began beta-testing and coding for [[JPCSP]] in 2008) on May 23, 2011. The developers initially hosted the project on Google Code and eventually moved it to GitHub later in its development. The emulator was first able to successfully boot and run simple homebrew projects and was then later publicly released in June of 2012. Then-[[Orbital]] founder, Alex Altea, even joined these two developers in the late summer of 2013, and worked on a number of aspects, and maintained the project up till early 2015. DH left the project in mid-2016 and started doing [https://github.com/RPCS4 PlayStation 4 related research]. Hykem was forced to leave the emulation scene in mid-2016 for a number of legitimate reasons.<ref>[http://www.emunewz.net/forum/showthread.php?tid=174735 [IMPORTANT] Hykem says goodbye] (August 18, 2016)</ref>
+
;[[DEmul]]: Has the highest compatibility and accuracy, but it' Windows-only and closed-source. It supports Windows CE games, but in general, they run worse than standard Dreamcast titles. It's also more resource-intensive than other emulators.
 
+
;[[redream]]: Multi-platform and easy to use, but it's closed-source. Compatible with [https://redream.io/compatibility 90+% of the Dreamcast library] (Windows CE now supported), has a good user interface, is easy to set up, and can run without a BIOS. Runs on [https://youtu.be/rywLHa1i9yk?t=529 low-end machines] provided that they support OpenGL 3.1. There's a payware premium version that provides high-definition rendering.
Three years into its development, it could load the intros to some games with sound,<ref>[https://www.youtube.com/watch?v=oOcUcD9y51w Rpcs3 Update Quality Sound - Intro Video - The Guided Fate Paradox] (Mar 26, 2014)</ref> as well as play some portions of Disgaea 3 and The Guided Fate Paradox, but with heavy graphical glitches and no sprites.<ref name="Disgaea3 video">[https://www.youtube.com/watch?v=IQEv6B6fIgA RPCS3 WIP - Disgaea 3 - Ingame!] (Mar 22, 2014)</ref> Today RPCS3 is dubbed one of the most complex video game console emulators of all time with an endless goal to effectively emulate the Sony PlayStation 3 and all of its aspects. The goal of this project is for its programmers to experiment, research, and educate on the topic of PlayStation 3 emulation that can be performed on compatible devices and operating systems.<ref>[https://rpcs3.net/about RPCS3: About Us page]</ref>
 
 
 
Developer Nekotekina opened [https://www.patreon.com/Nekotekina a Patreon campaign] in 2017, with kd-11 joining not long after.
 
 
 
As of April 2021, RPCS3 has been able to play 59.75% of the PS3 library from start to finish. The emulator is capable of running over 1,900 games at a playable speed with no major glitches<ref name="Compatibility Page">https://rpcs3.net/compatibility</ref>, though it requires very demanding hardware on most games. In June 2018 after a few improvements and fixes, at least most [https://rpcs3.net/blog/2018/07/15/progress-report-june-2018/ PlayStation 1 Classic titles] became playable. Currently, only the PSN versions work (No PS1 discs are able to be loaded in-game yet).
 
 
 
Since the emulator started getting funded on Patreon, development has been progressing quickly, so more games are expected to be playable in the near future.
 
 
 
* [https://code.google.com/archive/p/rpcs3/source/default/source Source code] for original RPCS3 code from 2011-2013.
 
 
 
==Special features==
 
===Enhancements===
 
;[https://rpcs3.net/blog/2018/08/08/eliminating-stutter-with-asynchronous-shader-implementation/ Asynchronous Shader Recompilation]:Makes games run [https://www.youtube.com/watch?v=eu-HwEEU5K0 virtually stutter free] at the cost of some [https://www.youtube.com/watch?v=59q7wbeJLOo new shaders/textures popping into existence]. Note: It only gives a [https://www.youtube.com/watch?v=OGWk1p7pCVk tiny performance boost] - a powerful computer and further optimizations from the emulator will be needed to get the more demanding titles to run at full frame rate speeds, i.e. 30 FPS or 60 FPS. Many demanding games may utilize multiple secondary cores plus the primary core of the PS3's CPU so parallelization techniques will be needed, perhaps running on a user's GPU or 8-core and better CPU. This recompilation mode only simulates the shaders coming through the RSX graphics processor.
 
 
 
;[https://www.youtube.com/watch?v=Sag4SF7dDrw ReShade]:Third-party suite. Makes many games appear [https://www.youtube.com/watch?v=kPcHjnTZC_o more vibrant or saturated], particularly more pronounced in those with dull textures like the Tales of series, Naruto series, and other anime-based titles.
 
 
 
==Setting up==
 
===Installing the firmware===
 
RPCS3 does not work without firmware. This firmware contains libraries used to interface with the games in different ways, like Bluetooth, PlayStation Eye, and so on. For a long time, it was commonly thought that these libraries could only be extracted from a modded PS3, which would have greatly increased the barrier to entry, however one of the developers discovered all the libraries were actually bundled with each system update, and that [https://www.playstation.com/en-us/support/hardware/ps3/system-software/ Sony also supplies these updates through their website]. This is the preferred method of installing the firmware; download the latest update from Sony, then in RPCS3 go to File -> Install Firmware, and select the downloaded update file.
 
 
 
===Installing games and updates===
 
The game's serial should be present in the folder or archive name, the download page, and/or the PARAM.SFO file. If it's a retail game, it has the ID on the bottom side edge of the game's case. An internet search for <code>InsertGameNameHere + Region ID</code> should turn it out. It's also important that each game's files and folders are all placed under a single folder named as the correct region ID.
 
 
 
For '''Blu-ray Disc''' games, i.e. retail games:
 
 
 
* '''File layout''': PS3_GAME folder, PS3_DISC.sfb, PS3_UPDATE folder (not required)
 
* '''Game ID''' starts with a <code>B</code>. First-party Sony games use <code>BC</code>, while third-party games use <code>BL</code>. For example: <code>BCAS20071</code> (Demon's Souls Asia retail), <code>BLUS31197</code> (Drakengard 3 USA retail).
 
* May be dumped through a CFW-enabled PS3, using select compatible Blu-ray drives on PC, or acquired from someone else.
 
* Game folders for retail games can be put under the <code>\dev_hdd0\disc</code> or ''anywhere'' really... '''except''' the folder used for digital games (<code>\dev_hdd0\game</code>) because some games write there causing really bad conflicts. To open games, use '''File/Boot Game'''.
 
 
 
For '''PSN''' games, i.e. digital versions downloaded from the PlayStation Store:
 
 
 
* '''File layout''': TROPDIR folder, USRDIR folder, ICON0.png, PARAM.sfo, etc.
 
* '''Game ID''' starts with a <code>N</code>, for example <code>NPEB02436</code> (Persona 5 EUR digital)
 
* May be dumped through a CFW-enabled PS3, Sony's own poorely secured servers (PSNdl then psnpkgdecryptor-extractor), or acquired from someone else.
 
* May come as a PKG file. RPCS3 has an '''Install .PKG''' option to install these.
 
* Game folders for digital games must be placed under <code>\dev_hdd0\game</code>, as intended by design on real hardware. Using the '''Install .pkg''' option does that automatically for you.
 
 
 
'''Paid digital releases''' <u>require</u> a '''.RAP license file''' to decrypt a few important files before they can be booted.
 
 
 
* Maybe dumped from the <code>\dev_hdd0\home\00000001\exdata</code> directory of a CFW-enabled PS3, or included alongside the download you got from someone else. That someone else might not include the .RAP file, and instead give a "fix" with the pre-decrypted files. In that case, you might have to install the PKG file first (or all of them, if there are multiple ones) and ''then'' copy and overwrite the "fix" files to your game folder.
 
* If your source doesn't include a RAP or crack instructions, either it's replaced beforehand or it's actually useless. The last resort can be to try searching for a fix for the specific release.
 
* Must be placed under <code>\dev_hdd0\home\00000001\exdata\</code>
 
 
 
Game and software '''updates''' are handled exactly like '''PSN''' games.
 
 
 
* Installed using the '''Install .PKG''' option
 
* The update will be placed in the game or software folder that corresponds to the correct region ID.
 
* Take care to use '''the same region''' for the base game and the update, otherwise there's a potential risk of irreversible damage to your installed game dumps.
 
 
 
'''Files under the <code>.66600x</code> extensions''' are split files that accommodate for the 4-gigabyte file size limit on volumes formatted as FAT32; the PS3 does not support other types of filesystems that pass this limit, such as NTFS or the ext family. Use a tool like PS3merge to recombine these files.
 
 
 
===Updating RPCS3===
 
Note that RPCS3's official Discord server can also be a good resource for bringing up issues or learning about major breakthroughs or updates if any further information is required.
 
 
 
====Windows====
 
RPCS3 is compiled to 7z files using Azure. To update RPCS3, [[{{PAGENAME}}#Download|download the latest build]], and replace the necessary files.
 
 
 
For most minor updates, you only need to extract and replace the <code>RPCS3.exe</code> executable for them to take effect, but it's recommended that you backup old builds so that you can revert to the older ones if new problems crop up, or you can extract the whole 7z archive file and replace files to their respective folders.
 
 
 
====Linux====
 
RPCS3 is compiled to AppImages using Azure. To update RPCS3, [[{{PAGENAME}}#Download|download the latest build]], and replace your previous AppImage with the new one. Reenable executable permissions if they were disabled during the update. Most file managers can let you change it from their properties window.
 
 
 
==Basic troubleshooting==
 
Issues are to be expected since the emulator is still early (even though the project was started in 2011).
 
 
 
===Audio stutter===
 
Cannot be completely eliminated in most cases, but you can at least try to mitigate it by playing around with the "Preferred SPU Thread" setting as well as the "lower SPU thread priority" and "Bind SPU thread" to secondary core settings.  
 
  
In addition, manually adjusting the priority and affinity of the RPCS3 process can affect it independently of the other internal settings. On Windows, this is done via the Task Manager. On Linux, CLI and GUI tools exist like System Monitor and Task Manager that can change the priority. It varies by distribution. This can influence audio stutter and performance in general but especially for Ryzen users.
+
;[[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.  
  
===Unavailable setting(s)===
+
;[[Makaron]]: One of the only two closed-source Dreamcast emulators that can properly play Windows CE games.
If you can't find a specific setting in RPCS3, you could be using an old build, and should probably update it.
 
  
===Locked PSN demos===
+
==Emulation issues==
Some PSN titles use an '''.EDAT''' file to differentiate between "trial" and "full version" states rather than a '''.RAP''' file; these games are often referred to as "c00" games, stemming from the c00 folder in their installation which contains parameters for the full version. This can cause issues with unlocking certain titles, with a notorious example being '''Castlevania: Harmony of Despair'''. If a title utilizing an .EDAT file will not unlock its full version, renaming the .EDAT to .RAP will usually unlock as intended.
+
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.
  
<!--==Netplay==
+
==VMU emulators==
* RPCS3 uses Kaillera clients.
+
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]].
-->
 
  
==Notes==
+
==Downloads==
<references group=N />
+
* [[Emulator_Files#Dreamcast|BIOS]]
  
 
==References==
 
==References==
{{reflist}}
+
<references />
  
==External links==
+
{{Sega}}
*[https://wiki.rpcs3.net/ Official wiki]
 
*[https://www.youtube.com/channel/UCz3-0QxNr4S4gK0xaWy7exQ Official YouTube channel]
 
*[https://discordapp.com/invite/EWMQZ8 Official Discord server]
 
*[https://forums.rpcs3.net/ Official forums]
 
*[http://www.youtube.com/user/B1ackDaemon B1ackDaemon] (RPCS3 Developer)
 
  
[[Category:Emulators]]
+
[[Category:Consoles]]
[[Category:Consoles' emulators]]
+
[[Category:Home consoles]]
[[Category:Home consoles' emulators]]
+
[[Category:Sega consoles]]
[[Category:PlayStation emulators]]
+
[[Category:Sega Dreamcast emulators|*]]
[[Category:PlayStation 3 emulators]]
+
[[Category:Sixth-generation video game consoles]]
[[Category:Windows emulation software]]
 
[[Category:Linux emulation software]]
 
<!--[[Category:Netplay]]-->
 

Revision as of 04:52, 6 September 2021

Sega Dreamcast
DreamcastConsole.png
Developer Sega
Type Home video game console
Generation Sixth generation
Release date 1998
Discontinued 2001
Predecessor Sega Saturn
Emulated

The Dreamcast is a sixth-generation console released by Sega on November 27, 1998 in Japan and later on September 9, 1999 in NA. It retailed for $199.99. It had a Hitachi SH-4 RISC CPU at 200 MHz with 16 MB of RAM and 8 MB of VRAM. It had a PowerVR2 GPU at 100 MHz, which theoretically was capable of pushing 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. The audio chip could generate 64 voices with PCM or ADPCM codec and provided ten times the performance of the Saturn's sound system.. Sega also released the Naomi, an arcade system board with similar components to the Dreamcast. Sammy's Atomiswave arcade board was also based on the Dreamcast and Naomi.

Sega collaborated with Microsoft on the Dreamcast's development, and this partnership would continue later with the Xbox. What came out of this was the possibility for games to be developed for an optimized version of Windows CE (with DirectX) on each disc. However, Windows CE wasn't mandatory to use and most developers opted for Sega's development tools instead out of convenience. Even in major emulators, this aspect isn't implemented (or implemented well).

Emulators

Name Platform(s) Latest Version Libretro Core Naomi Atomiswave Windows CE FLOSS Active Recommended
PC / x86
DEmul Windows 0.7 Build 280418
redream Windows Linux macOS 1.5.0 (Windows, macOS, Linux, Raspberry Pi)
1.2.07 (Android)
Flycast Windows Linux macOS Android Builds
reicast Windows Linux Dev Builds
nullDC Windows 1.0.4 r150 ~
Makaron Windows T12/5 ~
WashingtonDC Linux git
Lxdream Linux macOS 0.9.1
Chankast Windows 0.25
MAME Windows Linux macOS FreeBSD 0.264 ~ ~
Mobile / ARM
redream Android Linux ARM 1.1.98 (Android)
Dev (Raspberry Pi)
Flycast Android iOS Linux Pandora CI Builds ~ ~
reicast Android Dragonbox Pyra Buildsr20.04
Pyra Build
~
Console
nullDC PSP PSP git1.2.1 ~
nulldc-360 Xbox 360 git ~

Comparisons

DEmul
Has the highest compatibility and accuracy, but it' Windows-only and closed-source. It supports Windows CE games, but in general, they run worse than standard Dreamcast titles. It's also more resource-intensive than other emulators.
redream
Multi-platform and easy to use, but it's closed-source. Compatible with 90+% of the Dreamcast library (Windows CE now supported), has a good user interface, is easy to set up, and can run without a BIOS. Runs on low-end machines provided that they support OpenGL 3.1. There'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.
Flycast
Fork of reicast available as a standalone emulator and as a libretro core. Libretro collaborators, primarily 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[1], 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 here.

Downloads

References

Dreamcast logo.png
Consoles: SG-1000Master SystemGenesis / Mega DriveCD32XPicoSaturnDreamcast
Handhelds: Game GearVMU / VMS
Arcade: System seriesModel 1Model 2Model 3NAOMI