r/SEGA

Star Wars Trilogy Arcade Dreamcast Port - Endor Forest
▲ 79 r/SEGA+1 crossposts

Star Wars Trilogy Arcade Dreamcast Port - Endor Forest

Hi all! Back with another update on my Star Wars Trilogy Arcade Dreamcast project.

Today’s update features a complete playthrough of the Endor Forest stage! This level posed a particularly interesting challenge because my development process has largely focused on the completely on-rails stages of the original game. The opening section of Endor Forest is unique, giving players partial control of their Speeder Bike so they can steer and dodge trees. Recreating this sequence meant rebuilding and approximating its behavior from scratch through observational reverse-engineering, rather than simply porting over the recording data from the emulated Model 3 original as done with the completed Space stages. As a result, the Speeder Bike section may not be a perfect match for the arcade original, but I think I’ve gotten it very close!

I've taken in feedback regarding the controls, and I'm working on both D-Pad controls, analog sensitivity and toggle settings for the 'snap-back'. I am aware of requests to add light gun support, however as I do not own a light gun or a CRT to test with, it is not on the project roadmap at this time.

I also wanted to share some personal thoughts about the future of this project.
Nearly every day, it seems like new recompilations and ports are appearing for the Dreamcast, and it’s exciting to see what people are accomplishing. At the same time, I realize that a Model 3 recompilation may eventually make a much more faithful conversion of Star Wars Trilogy Arcade possible. Naturally, that makes me think about where my own project fits into the picture. I wanted to explain a little more about my approach, especially as AI-assisted development and recompilation projects become increasingly common in the Dreamcast community.

As a reminder, and for the sake of transparency, I’ve been using Claude Code as a coding assistant throughout development, which I’ve disclosed on the project page. As a software engineer by trade, I’ve seen shifting trends in the industry with a growing embrace of well architected agentic coding, and as such I am no stranger to AI assisted development. However, the approach I’m taking with this project is different from the typical AI recompilation attempt: I’m building an original implementation from scratch, recreating the game’s behavior through reverse-engineering and observation, without using the original source code or recompiled source code. In a sense, I’m remaking the game specifically for the Dreamcast rather than simply bringing the original code over. Though I utilize Opus to assist with the large coding portions, I am still in the drivers seat, I'm still directing the development, debugging issues, and iterating on the implementation myself. The technical decisions, the reverse-engineering process, and the overall vision for this project are my own - I wouldn’t want this project to be simply dismissed as ‘soulless’. My finished project continues to aim for a “what-if” scenario, if Sega put out a Dreamcast release of the game, with expanded features and bonus levels for the home experience.

Even if a Model 3 recompilation becomes available before I finish, I intend to see this project through to completion. I’ve put a lot of work into bringing this game to the Dreamcast in my own way, and I think there’s value in that regardless of what other approaches become possible. As always, I encourage the discussion, and would love to hear your thoughts as well. I am genuinely passionate about this game - it’s always been my absolute favorite since I was younger, and it’s been a dream come true remaking it and sharing it with you all.
Anyways, I hope you enjoy this preview! I’m excited to keep making progress and share more with you all soon.

And for those unaware, the demo is available now featuring the Yavin and Boba Fett stages here! https://toastedgreedo.itch.io/star-wars-trilogy-arcade-dreamcast

youtu.be
u/ToastedGreedo — 5 days ago
▲ 81 r/SEGA+1 crossposts

Finally have a Megadrive again

Might be a little cheating since it's the mini, but wow feels good to play Megadrive again on semi-original hardware 🎮👾

u/sjimmi3 — 5 days ago
▲ 37 r/SEGA

My Attempt to make Hornet from daytona usa into robot of sorts

i had to jump through so many hoops just to get the textures, man also i made the model

u/hatter21hat — 5 days ago
▲ 5 r/SEGA

Afterburner Cabinet in SRCW replaces the F-14?

Does anyone know why the F-14 was replaced with what's seemingly an F-22? (The F-14 and F-22 are planes if you don't already know.)

u/WinFan_Bob — 4 days ago
▲ 7 r/SEGA+1 crossposts

What are we thinking about the new Sonic characters that I leaked

So I secretly broke into sega hq and leaked the new Sonic game (Sonic the Multiverse and Orvile) here’s a look at some of the new characters
We got Orvile the hedgehog, Pail the fox
And Muckles, I think this will be a great game by sega!

u/IceCub777 — 4 days ago
▲ 67 r/SEGA+1 crossposts

I built a modern Sega Channel-style system for real Genesis / Mega Drive hardware

I’ve been working on this project for quite a while and finally got it running on real hardware.

It’s called NovenRetro Channel. The idea was to recreate some of the feeling of Sega Channel, but using modern hardware: a flashcart handles the Genesis side, while an ESP32 can connect over Wi-Fi and download catalog updates to the SD card.

The console itself runs the interface, lets you browse categories and descriptions, and launches homebrew directly on the real Genesis / Mega Drive.

There’s also a fully offline mode, so the ESP32 is optional.

Right now I’ve physically validated it on a Chinese EverDrive-MD family clone (V1 and V3). I’m testing other flashcarts separately before claiming compatibility.

The catalog is only intended for homebrew/freeware/demos that can legally be redistributed or have permission from their creators.

I’d genuinely love feedback from Genesis people here, especially on the concept and what you’d want from something like this.

What homebrew would you want to see in a modern Sega Channel-style catalog?

u/Immediate-Grab-2319 — 11 days ago
▲ 42 r/SEGA+1 crossposts

Daytona USA / デイトナ USA | AM2 / Sega 1994 (Arcade) | DLSS5 NR | 4K HDR | 60FPS | RECOMP PC |

Testing the Daytona USA Arcade Recomp - a static recompilation of the classic Sega Model 2 racing game that runs as native code (no emulation). Running at 4K HDR 60FPS with DLSS 5 Neural Rendering for modern visuals and performance.

Given the game's age, DLSS 5 NR don't make a huge visual difference. Even so, this Daytona USA Recomp is easily the best-looking and best-performing version available today

Features include :
• Native performance on Windows, macOS & Linux, PS Vita
• Widescreen support (16:9 / 21:9)
• Higher draw distance & supersampling
• Experimental GPU renderer
• Force feedback (wheel & gamepad rumble)
• Network link play for multi-cabinet races

youtu.be
u/Angeluz01 — 12 days ago