In September 1997, 3dfx filed a lawsuit against Sega and NEC later including VideoLogic, stating "breach of contract",Īnd accusing Sega of starting the deal in bad faith to take 3dfx technology, although they later settled.ĭreamcast was released on Novemin Japan on Septemin North America and on Octoin Europe. In July 1997, perhaps as a result of 3dfx's IPO, it was decided that the Japanese "Katana" would be the chosen format, renamed Dreamcast. Sega had been keeping the development of its next-generation console secret during this competition, and was supposedly outraged when 3dfx publicly laid out its deal with Sega over the new system in the IPO. When 3dfx declared its Initial Public Offering in April 1997, it revealed every detail of the contract with Sega. prototype boards were silk-screened "Shark" and later "Dural". skunk works group, 11 people in a secret suite away from the Sega of America headquarters led by Tatsuo Yamamoto settled on an Hitachi SH4 processor with a 3dfx Voodoo 2 graphics processor, which was originally codenamed "Black Belt". The first Japanese prototype boards were silk-screened "Guppy", and the later ones "Katana". This was originally codenamed "White Belt". The Japanese group led by Hideki Sato settled on an Hitachi SH4 processor with a PowerVR graphics processor developed by VideoLogicand manufactured by NEC. It soon became apparent that the existing Japanese hardware group led by Hideki Sato did not want to relinquish control of the hardware department, bringing rise to two competing designs led by two different groups. When the time came to design the successor to the Sega Saturn, the new President of Sega, Shoichiro Irimajiri, took the unusual step of hiring an outsider, Tatsuo Yamamoto from IBM Austin, to head a "skunk works" group to develop the next-generation console. When it was announced that Sega would be discontinuing the Saturn permanently in favor of Dreamcast, many third-party developers in Japan were angered, as it meant that they were putting money into developing titles for what would soon be a dead system. At E3 1997, Stolar made public his opinion on the Saturn with his comment, "The Saturn is not our future" and referred to the doomed console as "the stillbirth". Please let me know if there are any problems/mistakes and I will do my best to correct them.In 1997, the Saturn was struggling in North America, and Sega of America president Bernie Stolar pressed for Sega's Japanese headquarters to develop a new platform which eventually became Dreamcast. (See the included 'demul-naomi-non-standard-controls.pdf' for instructions) There are a handful of games that require Xpadder to map the controls to the Xbox 360 controller - this is because Demul is coded to use the mouse for these games.
Hyperlaunch will automatically use the 'Demul (v0.5.8).ini' to map the controls every time a game is launched. Installation is easy, you simply drop the 'Demul (v0.5.8).ini' into your 'Hyperlaunch\Modules\Demul' folder and then the 'nvram' folder into your Demul Emulator folder. I have also included nvram files containing fixes/configurations for games that need them.
I have included PDF documents that detail all of the controls (The Atomiswave PDF looks different as I made it over a year ago!). Other games have been configured to whatever felt the most natural layout. Most games keep the layout from their matching console port on the Dreamcast, PS2, Gamecube and Xbox 360. I have spent a great deal of time researching/configuring/testing each and every game on the XML to get the best possible controller layout. This set covers ALL working games from the following XML's (If you don't have FTP access, you can also find it here: )
You will find them on the FTP under upload here\urbangangsta101\Demul Xbox 360 Controls\
I have uploaded a full set of DEMUL v0.5.8 Control configurations for Xbox 360 Controllers (Should work on older versions of the emulator too!)