Dreamcast Today

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Dreamcast Today

Dreamcast Today

@DreamcastToday

Posting and Re-Posting Dreamcast goodness in 2025 and beyond. Follow us for Dreamcast related nuggets. #dreamcast #sega

United Kingdom Katılım Kasım 2012
464 Takip Edilen785 Takipçiler
Dreamcast Today retweetledi
Nai Adventure
Nai Adventure@YTNaiAdventure·
As the legend says: if a piece of hardware exists, it must run Doom! Here’s a sneak peek of DreamColor Plus running Doom. This new PCB fully replaces the original controller board and takes the console to the next level. Key features include true dual analog sticks (no button mapping), a built-in color screen, integrated rumble, and even emulator support directly on the controller. It’s basically a massive evolution of the original Dreamcast controller, bringing more precision, feedback, and new possibilities. The DreamColor Plus campaign is now live: catarse.me/dreamcolorplus… #Dreamcast #SEGA #Doom #RetroGaming #Homebrew #GameDev #IndieDev #GamingHardware #DreamColorPlus #Modding @angelofpontes @DrasgonDigger @EstacaoFiccao @DaniloCostenaro @Frogbull55
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Derek Pascarella (ateam)
Derek Pascarella (ateam)@DerekPascarella·
(1/4) It has risen... After 25 years of being locked away behind some of the most insane software/hardware protection I've ever seen for a $25 unlicensed console accessory, SEGA Dreamcast's DreamMovie has been unlocked, and is available for all! DOWNLOAD github.com/DerekPascarell…
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Falco Girgis
Falco Girgis@falco_girgis·
Today we're taking a look at an upcoming, all-original Sega Dreamcast homebrew game, Magic Dust, with this direct hardware capture of an early gameplay mechanic tech demo. @mousesmistake has taken inspiration from the great 3D platformers of the 6th generation and is aspiring to help tip the scales of gaming history after the Dreamcast missed out on so many great titles that the other 3 major consoles of the time received. The game is powered by the same Simulant Engine which brought us the Dreamcast's first commercial online homebrew game, Driving Strikers, and is now being used here to do some pretty complex and heavy skinning for the animations. @mousesmistake has been a total Chad, working with me to help accelerate some of his skinning and matrix math with SH4ZAM and working with @kazade to help improve the Simulant engine. @kazade and me are both hoping that between SH4ZAMification of the math, general Simulant optimizations, and low-level driver gainz for our GLdc OpenGL implementation, that Magic Dust can become one of the first homebrew games made with a fully homebrew, general-purpose engine that also manages to be a polygon pusher and technical showcase of the DC's power. Be sure to follow @mousesmistake for more updates as development progresses!
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DreamOn
DreamOn@1999DreamOn·
Did you know #Shenmue and #F355Challenge, both directed by #YuSuzuki and released in 1999 have real connections beyond just their creator? @phantom_river breaks down all the ties in this interesting article: #google_vignette" target="_blank" rel="nofollow noopener">phantomriverstone.com/2019/05/shenmu…
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🇪🇺🇵🇹 Ninja Dynamics
🇪🇺🇵🇹 Ninja Dynamics@ninjadynamics·
- SuperSolar - Dreamcast - Running at 60fps on real hardware!
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Falco Girgis
Falco Girgis@falco_girgis·
What is this BLASPHEMY??? Oh, just a scene from Kingdom Hearts running on a SEGA DREAMCAST! The dynamic duo of Mad Modder Esppiral and DC homebrew veteran, PH3NOM, has once again given us a juicy glimpse into a version of gaming history where the little white box of dreams wound up winning against Sony's PS2. If you're into righting historical gaming wrongs and seeing the impossible made possible on the Sega Dreamcast, be sure to follow Esppiral for more blasphemy! @esppiral" target="_blank" rel="nofollow noopener">youtube.com/@esppiral
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Sega Dreamcast Info
Sega Dreamcast Info@CombyLaurent1·
Many have been waiting for this day for 25 years, and it’s finally here! Propeller Arena’s multiplayer is now playable Online. It’s now up to you to enjoy battling your friends in this iconic Unreleased title from the Dreamcast era! A big Win for the DC👇 …dreamcast-info-games-preservation.com/en/post/propel…
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Philippe JoshProd
Philippe JoshProd@knifesuisse·
Hey Dreamcast community! We just started development on a brand new 3D survival horror game — exclusively for our beloved console. 🖤 Fixed cameras. Dark atmosphere. A love letter to the classics. Stay tuned. The darkness is coming. 🌙 #Dreamcast #SurvivalHorror #RetroGaming
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Falco Girgis
Falco Girgis@falco_girgis·
"Wait, WTF is this," you ask? Oh, nothing much... Just "The Tomb of Raithwall" from Final Fantasy 12... RUNNING ON AN ACTUAL FREAKING SEGA DREAMCAST!!! Mad modder Esppiral has cooked us up another round of epic console blasphemy with this one, this time teaming up with DC homebrew scene veteran, PH3NOM, who was also one of my partners in crime on our Grand Theft Auto 3 and Vice City ports to the Sega Dreamcast. Anyway, Esppiral has managed to warez this iconic scene from the big bad PS2 for our little white box of dreams by leveraging PH3NOM's new engine, the aptly named "Dreamcast Engine." I've been watching those two cook up crazy new scenes and push the DC to new levels for most of the week in our Discord server, so be sure to tune in to the two of them for updates! Follow PH3NOM for more updates on the engine and his science experiments with new rendering techniques using the DC's PowerVR GPU here: itch.io/profile/ph3nom… Follow Esppiral for more blasphemous experiments with bringing iconic scenes from other platforms to the DC here: @esppiral" target="_blank" rel="nofollow noopener">youtube.com/@esppiral
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Falco Girgis
Falco Girgis@falco_girgis·
ALRIGHTY FOLKS TIME FOR A HUGE ANNOUNCEMENT.... thanks to the hard work of @darcag3nt, the Nintendo Gamecube will soon be joining the Sega Dreamcast within the KallistiOS ecosystem! This means that we will soon be able to easily share code between the Dreamcast and Gamecube and target both with these homebrew games, ports, and apps you've been seeing that have been written using our KOS SDK! As a KOS contributor and developer, I have done my part to welcome the Gamecube into the fold by introducing a new back-end into my SH4ZAM fast-math and linear algebra library, which was originally only intended to target the Sega Dreamcast's SH4 CPU. SH4ZAM now supports a vanilla C-based software back-end, which allows you to write code that very efficiently targets the Dreamcast but also compiles and runs natively on literally anything with a C compiler and FPU. What you're seeing here is our Sega Dreamcast port of Super Mario 64 re-targeted to the Nintendo Gamecube, using KOS, a modified GLdc to target the GC's flipper GPU, and the same SH4ZAM library that accelerates the math in these ports, except using the new SW back-end! We've already done quite a bit of preliminary research into providing a dedicated, hand-optimized PPC-specific, accelerated SH4ZAM back-end to allow developers to fully utilize the GC's Gekko CPU as efficiently as SH4ZAM allows them to utilize the DC's SH4 CPU... and I'm convinced that the two CPUs have so much architecturally in common, especially in the area of FPU math, that SH4ZAM will work just as well for Gekko as it does for the SH4! For more information on the KallistiOS Gamecube back-end, infrastructure, and upcoming Mario 64 (and eventually GTA3/VC GC ports), follow @darcag3nt! If you're interested in checking out SH4ZAM, the source code is here: github.com/gyrovorbis/sh4…
Eric Fradella@darcag3nt

This is Super Mario 64 for Nintendo GameCube, a very rough port that barely took an afternoon. How? Leveraging the Sega Dreamcast ecosystem. Last year I started porting the Dreamcast's homebrew SDK, KallistiOS, to the GameCube. It's now to the point where I can quite easily port DC software over. So I ported GLdc, the Dreamcast's OpenGL implementation. Then I worked with @falco_girgis to get a portable standard C backend incorporated into SH4ZAM, the Sega Dreamcast SH4 fast math library. Dreamcast's Super Mario 64 port is built upon KOS + GLdc+ SH4ZAM. Thus, with the pieces in place, it wasn't difficult to bring up Super Mario 64 on the GameCube. Sure, it needs some love and polish, but again, this was just an afternoon.

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Dreamcast Today
Dreamcast Today@DreamcastToday·
This is really impressive!
Falco Girgis@falco_girgis

It's finally time for the massive update I know EVERYONE has been eagerly waiting for... Presenting to you over 6 straight minutes of spliced footage directly captured from my actual physical Sega Dreamcast... RUNNING THE LATEST BUILD OF OUR SONIC MANIA PORT!!! I can't even begin to describe to you how polished and fantastic it's starting to feel... as though it belonged on the Dreamcast all-along... Thanks to the hard work of jnmartin, sonicfreak94, and a few others, not only is the Dreamcast port nearing completion, but... wait for it... THE 3D STAGES THAT STRUGGLED ON EVERY UNOFFICIAL PORT ARE NOW ALL RUNNING FULLSPEED!!!! Trust me when I say that this took an absolutely ENORMOUS amount of effort from jnmartin and the crew to pull off, considering the low-end for this game was the original Nintendo Switch, and ports running on consoles with twice our processing power struggled to run these levels fullspeed. The first and most obvious thing is that the 3D software renderer was ditched and all rendering was done natively with our PowerVR GPU... which actually wasn't as simple as it sounds. The tilemaps for these levels have had to be tessellated into a bajillion PVR quads and transformed and rendered as individual polygons to look correct and run faster than a slideshow. Mr anonymous Ocarina of Time chad developer came up with a pretty slick LoD scheme for drawing tiles closest to the player at 1x1 pixel sizes with sizes increasing with distance up to 2x2 and 4x4 pixels, allowing them to reduce the overall number of tile vertices that have to be transformed by the SH4 CPU and submitted to the PVR GPU, by strategically keeping the majority of the polygon detail closest to the camera, with detail decreasing as the tiles get further away. Next, the 3D geometry was preprocessed and converted from being triangle-based to being triangle-strip based, drastically reducing the number of vertices per model that our 200Mhz SH4 CPU had to transform (with plain integer arithmetic and no FPU vectorization, since this is all slow-ass fixed-point integer math)! Finally, it was discovered that the lighting was a disproportionately significant contributor to the TnL load on the SH4 for processing vertices. Jnmartin came to the realization that 99% of the time only the Y axis direction is considered for lighting equation intensity with just a white color. So this simplified lighting model got baked into the renderer, which gave another round of gainz. So in the end, after all of this work came together, a draw distance of 75% the distance of the retail Sonic Mania versions was achieved for the decorations, plus the character models have their full geometry count and have not been simplified on a freaking Sega Dreamcast with a 200Mhz SH4 CPU and only 16MB of RAM! 🔥

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Dreamcast Today retweetledi
Nai Adventure
Nai Adventure@YTNaiAdventure·
Quick test of DreamColor Plus + GTA 3 running together! • Color screen • Rumble • Microphone • 2 real analog sticks • Wireless • Saves on SD card The DC+ campaign goes live this weekend: catarse.me/dreamcolorplus… If you're at DevGame Show, come try it firsthand! 🚀
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Midlife Crysis | Retro Gaming
Midlife Crysis | Retro Gaming@MidlifeCrysis_·
The Sega Dreamcast. I remember being blown away by it. It felt like Sega had nailed it. EVERY criticism aimed at the Saturn was answered and more. It started so well yet in the end nothing could stop the PS2 Juggernaut. An amazing system with an excellent library for its short life.
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Dreamcast Today
Dreamcast Today@DreamcastToday·
@Nemesis2K It’s a surprisingly decent game once you get into the swing of things though, I found a couple of points where I struggled to work out where to actually go, so I used a guide. Perhaps it’s one I’ll return to this year !
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꩜ Dreamcast Forever
꩜ Dreamcast Forever@Nemesis2K·
Hah, I can imagine that might make it just a little less grindy. I think I should have chosen the male protag. The female does so little damage, each enemy is a sponge, more so when they block a lot. Her magic is OP, however, you only get a few blasts of it per stage so I’m always saving it.
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꩜ Dreamcast Forever
꩜ Dreamcast Forever@Nemesis2K·
Gonna start off playing Treyarchs, Dragons Blood (Draconus: Cult of the Wyrm if you wanna get American about it). It’s one of those games I’ve never read a review, seen a clip or know anything about! A truly unknown game in my eyes. But I’m looking forward to it.
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Dreamcast Today
Dreamcast Today@DreamcastToday·
Bloomin’ heck, Segagaga is just a wee bit fun, isn’t it! 😃
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Dreamcast Today retweetledi
Falco Girgis
Falco Girgis@falco_girgis·
What you're seeing in this here screenshot is the world's VERY FIRST look at The Simpsons: Hit & Run... for the Sega Dreamcast! It currently requires either a 32MB HW mod or an emulator supporting extended memory and runs absolutely horribly, clocking in at around 6FPS... which is basically completely standard procedure at this stage in the porting game, no surprises... Actually, she's looking and running better than GTA3 did at this stage!🤣 ANYWAY, fantastic work from @craf7y24, the same madman who brought us Xash3D, Half-Life, and Counterstrike DC ports! Will be keeping a close eye on this one and hopefully helping to accelerate some of the matrices and math with SH4ZAM!
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