- System Requirements
- Using a BIOS
- Loading a Game
- Exiting a Game
- Using the Keyboard
- Using a Controller
- Save Games
- Video Options
|Operating system||Windows 7+ 64-bit, macOS 64-bit or Linux 64-bit|
|Processor||x86_64 compatible with AVX2 or SSE2 support|
|Memory||512 MB RAM|
|Graphics||OpenGL 3.1 support, OpenGL 4.5 support for per-pixel polygon sorting|
There is no installation process for redream - download it, extract it to a folder and run. If you've upgraded and have a license, download and place it in the same directory before running.
Redream is built to be portable, all of the files used by it are stored alongside it in the same directory. The most important of these files are:
|Boot ROM / BIOS (optional)||
Using a BIOS
The Dreamcast shipped with a BIOS which provided additional code to help games interact with the Dreamcast hardware.
By default, redream will attempt to emulate the functionality provided by the original BIOS. However, this process is not yet perfect. There are a few issues in the issue queue tracking games that have issues with our BIOS replacement. If you would like to use an original BIOS instead of our replacement, name it
boot.bin and place it in the same directory as redream.
Finally, if you've added real BIOS, you can boot into it to manage VMU saves, etc. by going to
System -> Boot to BIOS:
Loading a Game
Games can be loaded and ran either through the UI, or directly from the command line.
Through the UI
Library -> Add Directory to add a directory containing valid game(s) to the library. After doing so, each game should be available from the main menu:
Through the command line
For quick testing, it's often desirable to run a game directly from the command line by passing it as the first argument to redream:
Exiting a Game
By default, the library can be returned to in-game by pressing the
Escape key on the keyboard, or the
Guide button on the controller.
The key this is bound to can be customized in the
Using the Keyboard
By default, the keyboard is bound to the first port and the default binds are:
The keyboard can be bound to all 4 ports, with unique binds for each, enabling multi-player arcade sticks which register themselves as keyboard to easily be used.
Using a Controller
Uing a controller is as simple as connecting it for most devices. On connect, SDL's controller database attempts to automatically configure it. If it's not configured automatically, you can manually configure it the
To get started, first select the port you want to connect the controller to, and then select the controller to use on the port:
After selecting an input device, select
Customize binds. In this menu, click the button you'd like to bind and then press the key or button you'd like it mapped to:
Each connected controller has an associated VMU which can be saved to ingame, just as they would be on the real Dreamcast.
The VMUs can be managed by booting into the BIOS to add and remove saves.
Save states are not currently supported.
Video options can be managed in the
Enable to make the window fill up the entire screen.
The Dreamcast output video with a
4:3 aspect ratio, causing black bars to be rendered on the sides when using a modern widescreen display. If you'd like to remove the black bars, change this to
stretch in order to make the video stretch to fit the window.
The Dreamcast originally rendered at either
640x480. Use this option to crank up the detail and render at much higher resolutions.
This feature is only available to Premium users.
Polygon Sort Accuracy
The Dreamcast's GPU supported sorting transparent polygons at the per-pixel level. Unfortunately, emulating this is demanding, especially when rendering at higher resolutions. Because of the significant performance hit, three accuracy modes are offered: