Sega Dreamcast emulators
|Type||Home video game console|
More in depth, it had a Hitachi SH-4 RISC CPU at 200 MHz with 16 MB of RAM and 8 MB of VRAM. Also, it had a PowerVR2 GPU at 100 MHz, which theoretically was capable of pushing 3 million polygons/second on-screen. The audio system had 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.
In the same year of Dreamcast's launch, Sega 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.
Also, it 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 well.
|Name||Platform(s)||Latest Version||Libretro Core||Naomi||Atomiswave||Windows CE||FLOSS||Active||Recommended|
|PC / x86|
|DEmul||0.7 Build 280418||✗||✓||✓||✓||✗||✗||✓|
|reicast||CI Builds (Not Working)
r8.1 (Snap Store)
|Mobile / ARM|
1.5.0 (Raspberry Pi)
|nullDC PSP||git 1.2.1||✗||✗||✗||✗||✓||✓||~|
- 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 and additional slots for save states.
- 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.
- 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.
- 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, 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.
- Flycast Dojo
- Fork of Flycast with a focus on netplay features and replay. Also, available on the Fightcade matchmaking service.
- Has the highest compatibility and accuracy, but it's 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.
- One of the only two closed-source Dreamcast emulators that can properly play Windows CE games.
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.
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.