GD-ROM: Difference between revisions
Added more MIL-CD info; removed Warnings section due to unnecessary and unsupported detail |
GD-ROM holds only 1 GB of accessible data, 1.2 GB includes subchannels |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 7: | Line 7: | ||
| type = [[Optical disc]] |
| type = [[Optical disc]] |
||
| encoding = |
| encoding = |
||
| capacity = 1 [[gigabyte|GB]] |
|||
| capacity = 1.2 [[gigabyte|GB]]<ref name="EGM115">{{cite magazine |title=Hands On: Dreamcast |last=Johnston |first=Chris |date=February 1999 |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=115 |page=26}}</ref> |
|||
| blocksize = |
| blocksize = |
||
| read = |
| read = |
||
Line 21: | Line 21: | ||
{{Optical disc authoring}} |
{{Optical disc authoring}} |
||
{{short description|Proprietary optical disc format used in the Dreamcast video game console}} |
{{short description|Proprietary optical disc format used in the Dreamcast video game console}} |
||
The '''GD-ROM''' ([[gigabyte]] disc [[read-only memory]]) is a proprietary [[optical disc]] format developed as a collaboration between [[Sega]] and [[Yamaha Corporation|Yamaha]] for the [[Dreamcast]].<ref name="Unified">{{cite journal |last1=Hagiwara |first1=Shiro |last2=Oliver |first2=Ian |date=November–December 1999 |title=Sega Dreamcast: Creating a Unified Entertainment World |journal=[[IEEE Micro]] |volume=19 |pages=29–35 |doi=10.1109/40.809375 |number=6}}</ref> |
|||
'''GD-ROM''' (an abbreviation of "[[Gigabyte]] Disc [[Read-Only Memory]]") is a proprietary [[optical disc]] format originally used for the [[Dreamcast]] video game console, as well as its arcade counterpart, the [[Sega NAOMI]] and select Triforce arcade board titles. It was developed by [[Yamaha Corporation|Yamaha]] to curb piracy common to standard [[CD]]s and to offer increased storage capacity without the expense of the fledgling [[DVD-ROM]]. It is similar to the standard [[CD-ROM]] except that the pits on the disc are packed more closely together, resulting in a higher storage capacity of 1 [[gigabyte]],<ref name="EGM115"/> a 46% increase over a conventional CD's capacity of 700 megabytes. |
|||
== Specification == |
|||
The Dreamcast ended up being the only sixth-generation console with a disc based on CD technology rather than DVD technology; even the [[Nintendo]] [[GameCube]]'s smaller 8 cm (3") discs held 20% more data due to being based on DVD technology. In addition, GD-ROM proved to be an ineffective anti-piracy measure when it was discovered the Dreamcast's forgotten [[MIL-CD]] functionality could be exploited to boot games burned to CD albeit with some content removed. |
|||
A double-density format based on the [[CD-ROM]]<ref>{{cite news |last1=Kent |first1=Steven |title=Here comes Sega's Dreamcast |url=https://www.zdnet.com/article/here-comes-segas-dreamcast/ |access-date=July 5, 2024 |work=[[ZDNet]] |date=November 23, 1998 |language=en}}</ref> that could hold up to {{val|1|ul=GB}}, it consists of a single-density [[track (optical disc)|track]] near the disc's center surrounded by a double-density track comprising much of the disc's capacity.<ref name="Unified" /> The GD-ROM was created in response to developers exceeding the typical {{val|650|ul=MB}} storage capacity of the CD-ROM; while [[DVD-ROM]] would have addressed this limitation, implementing its then-new technology would have made console production cost prohibitive.<ref name="Unified" /> Along with the format's general novelty, the extra capacity also had the theoretical benefit of curbing [[video game piracy]],<ref>{{cite news |last1=Ohbuchi |first1=Yutaka |title=New Look at Dreamcast |url=https://www.gamespot.com/articles/new-look-at-dreamcast/1100-2464977/ |access-date=July 5, 2024 |work=[[GameSpot]] |date=September 30, 1998}}</ref><ref>{{cite news |last1=Robinson |first1=John |title=Sega unleashes a 128-bit monster on the gaming world |url=http://www.cnn.com/TECH/computing/9909/09/dreamcast/ |access-date=July 5, 2024 |work=[[CNN]] |date=September 9, 1999}}</ref> a major concern of [[CD]]-based consoles that was validated by its rampancy on the [[PlayStation (console)|PlayStation]].<ref>{{cite book |last1=Scullion |first1=Chris |title=The Dreamcast Encyclopedia: Every Game Released for the Sega Dreamcast |date=30 November 2023 |publisher=[[White Owl (books)|White Owl]] |isbn=978-1-5267-7224-4 |page=12 |chapter-url=https://books.google.com/books?id=vFXHEAAAQBAJ&pg=PA12 |access-date=July 4, 2024 |language=en |chapter=The Games |via=[[Google Books]]}}</ref><ref>{{cite book |last1=Diver |first1=Mike |title=THE CON50LE: 50 Years of Home Video Gaming |date=April 18, 2024 |publisher=[[White Owl (books)|White Owl]] |isbn=978-1-3990-4050-1 |page=120 |chapter-url=https://books.google.com/books?id=byrqEAAAQBAJ&pg=PA120 |access-date=July 4, 2024 |language=en |chapter=Dreamcast |via=[[Google Books]]}}</ref> |
|||
== Dreamcast console == |
|||
After the discontinuation of the Dreamcast worldwide on March 31, 2001, Sega continued to use the GD-ROM format in arcades with the [[Sega NAOMI 2]], [[Triforce (arcade system board)|Triforce]] and [[Sega Chihiro]]. With the release of the [[Sega Lindbergh]] in 2005, Sega moved on to DVD discs and continued to use satellite and internet technology in the arcade. The last disc-based Naomi 2 and Triforce games were released in 2006 which marked the final releases using the GD-ROM format. |
|||
⚫ | The Dreamcast was considered by the [[video game industry]] as one of the most secure consoles on the market with its use of the GD-ROM,<ref name="Wired">{{cite magazine |title=Sega Crushes Dreamcast Pirates |url=https://www.wired.com/2000/07/sega-crushes-dreamcast-pirates/ |access-date=June 15, 2024 |magazine=[[Wired (magazine)|Wired]] |date=July 20, 2000}}</ref> but this was nullified by a flaw in the Dreamcast's support for the MIL-CD format, a [[Mixed Mode CD]] first released on June 25, 1999, that incorporates interactive visual data similarly to [[CD+G]].<ref name="Kohler">{{cite book |last1=Kohler |first1=Chris |chapter=Retro-Hack the Dreamcast |chapter-url=https://www.oreilly.com/library/view/retro-gaming-hacks/0596009178/ch04s20.html |title=Retro Gaming Hacks |date=October 2005 |publisher=[[O'Reilly Media]] |isbn=9780596009175 |language=en}}</ref><ref name="MIL-CD release - IGN">{{cite news |title=First MIL CDs released in Japan |url=https://www.ign.com/articles/1999/06/29/first-mil-cds-released-in-japan |access-date=June 15, 2024 |work=[[IGN]] |date=June 28, 1999 |language=en}}</ref>{{efn|The MIL-CD is only compatible with Japanese Dreamcast consoles due to [[regional lockout]].<ref name="Kitahe - IGN">{{cite web |last1=Gantayat |first1=Anoop |title=Soundtrack Review: Kitahe - Pure Songs and Pictures |url=https://www.ign.com/articles/2000/06/08/soundtrack-review-kitahe-pure-songs-and-pictures |website=IGN |access-date=June 17, 2024 |language=en |date=June 7, 2000}}</ref>}}{{efn|Unlike other mixed mode CDs, MIL-CD was capable of muting its data section from playback on typical [[CD player]]s, preventing potential damage to connected speakers.<ref name="MIL-CD release - IGN" /><ref name="Kitahe - IGN" /> Some GD-ROM titles include such a warning as an audio track.<ref name="EGM115">{{cite magazine |title=Hands On: Dreamcast |last=Johnston |first=Chris |date=February 1999 |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=115 |page=26}}</ref>}} A [[hacker group]] self-named Utopia released their exploit in June 2000, having discovered that they could replace the visual data with Dreamcast code, enabling games burned onto [[CD-R]]s to run on the console without any [[modding]];<ref name="Kohler" /><ref name="Hackers">{{cite news |last=Borland |first=John |date=June 30, 2000 |title=Hackers break Dreamcast safeguards, distribute games online |url=http://news.cnet.com/2100-1023-242686.html |archive-url=https://web.archive.org/web/20141029093337/http://news.cnet.com/2100-1023-242686.html |archive-date=October 29, 2014 |access-date=October 28, 2014 |work=[[CNET]]}}</ref> boot discs were initially used to facilitate this effort, but hackers subsequently discovered the ability to have burned games self-boot without the need for a boot disc.<ref name="Hackers" /><ref>{{Harvnb|Carless|2004|page=217}}</ref> While copying Dreamcast games onto a CD-ROM sometimes required the removal of certain game features, this did not affect their playability; such games were typically distributed on [[file sharing]] networks such as [[Internet Relay Chat]].<ref name="Hackers" /><ref>{{cite news |title=Sega Shuts Down Computer Game Pirates |url=https://abcnews.go.com/Technology/story?id=119647 |access-date=July 4, 2024 |work=[[ABC News (United States)|ABC News]] |date=July 21, 2000 |language=en}}</ref> Sega initially responded by aggressively pursuing [[cease and desist]] orders against online marketplaces selling pirated games, announcing the effort a month after the exploit's release;<ref name="Wired" /> the company eventually released a new revision of the Dreamcast hardware that removed MIL-CD support towards the end of 2000, closing the loophole.<ref>{{Harvnb|Carless|2004|page=199}}</ref><ref>{{cite news |last1=Gantayat |first1=Anoop |title=Sega Kills MIL CD Format |url=https://www.ign.com/articles/2001/01/17/sega-kills-mil-cd-format |access-date=June 10, 2024 |work=IGN |date=January 16, 2001 |language=en}}</ref><ref>{{cite news |last1=Zackheim |first1=Ben |title=The Dreamcast never dies |url=https://www.engadget.com/2005-01-27-the-dreamcast-never-dies.html |access-date=June 13, 2024 |work=[[Engadget]] |date=January 27, 2005}}</ref> Games released around that time also began to incorporate a more robust copy protection system to thwart illegitimate use.<ref>{{cite news |last1=Bramwell |first1=Tom |title=Sega Fights Piracy |url=https://www.eurogamer.net/article-29995 |access-date=June 15, 2024 |work=[[Eurogamer]] |date=January 18, 2001 |language=en}}</ref> |
||
⚫ | Before the Dreamcast was released, Sega "confirmed that Dreamcast owners will one day be able to upgrade the GD-ROM drive to DVD" as part of its general expansion system to keep it competitive against more powerful contemporaries.<ref>{{cite magazine |url=https://retrocdn.net/images/2/26/EGM_US_122.pdf |title=Dreamcast Expandability |magazine=Electronic Gaming Monthly |publisher=Ziff Davis |volume=122 |date=September 1999 |page=204}}</ref> In June 1999, ''[[The Nihon Keizai Shimbun]]'' reported on the development of a DVD distribution system by Sega alongside [[Hitachi]], [[Nippon Columbia]], and an additional partner; one known planned use for it involved encrypted multi-title releases that were to be accessed via downloadable [[product key]]s.<ref>{{cite news |title=Sega to Co-Develop DVD Technology for Use with Dreamcast? |url=https://www.ign.com/articles/1999/06/09/sega-to-co-develop-dvd-technology-for-use-with-dreamcast |access-date=June 11, 2024 |work=IGN |date=June 8, 1999 |language=en}}</ref> Despite displaying a Dreamcast DVD display unit at E3 2000,<ref>{{Cite web|last=Justice|first=Brandon|url=https://www.ign.com/articles/2000/05/12/e3-2000-first-look-a-dreamcast-dvd-player?amp=1|title=E3 2000: First Look – Dreamcast DVD Player|work=IGN|date=May 12, 2000}}</ref> the plans for a DVD add-on or fully separate unit never materialized during the short production run of the Dreamcast, rendering it the only [[sixth generation console]] to not adopt the format. |
||
==History== |
|||
⚫ | |||
⚫ | Before the Dreamcast was released, Sega "confirmed that Dreamcast owners will one day be able to upgrade the GD-ROM drive to DVD" as part of its general expansion system to keep it competitive against more powerful contemporaries.<ref>{{cite magazine |url=https://retrocdn.net/images/2/26/EGM_US_122.pdf |title=Dreamcast Expandability | |
||
== Arcade systems == |
|||
GD-ROM was also made available as an upgrade for the Dreamcast's arcade cousin, [[Sega NAOMI]] and the later [[Sega NAOMI 2]], providing alternate media to its cartridge-based software.<ref>{{cite news |last1=Gantayat |first1=Anoop |title=JAMMA 2000: Naomi 2 Revealed |url=https://www.ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed |access-date=June 12, 2024 |work=IGN |date=September 20, 2000 |language=en}}</ref><ref>{{cite news |title=SEGA Arcade Continues Its Dominance |url=https://www.ign.com/articles/2001/02/10/sega-arcade-continues-its-dominance |access-date=June 12, 2024 |work=IGN |date=February 9, 2001 |language=en}}</ref> It is also used as an option on both the [[Sega Chihiro]] and [[Triforce (arcade system board)|Triforce]], respectively based on the [[Xbox (console)|Xbox]] and [[GameCube]] consoles.<ref>{{cite news |last1=Gantayat |first1=Anoop |title=JAMMA 2002: First Look at Chihiro |url=https://www.ign.com/articles/2002/09/19/jamma-2002-first-look-at-chihiro |access-date=June 12, 2024 |work=IGN |date=September 19, 2002 |language=en}}</ref><ref>{{cite news |last1=Gantayat |first1=Anoop |title=AOU2002: First Triforce Game Footage |url=https://www.ign.com/articles/2002/02/21/aou2002-first-triforce-game-footage |access-date=June 12, 2024 |work=IGN |date=February 21, 2002 |language=en}}</ref> |
GD-ROM was also made available as an upgrade for the Dreamcast's arcade cousin, [[Sega NAOMI]] and the later [[Sega NAOMI 2]], providing alternate media to its cartridge-based software.<ref>{{cite news |last1=Gantayat |first1=Anoop |title=JAMMA 2000: Naomi 2 Revealed |url=https://www.ign.com/articles/2000/09/21/jamma-2000-naomi-2-revealed |access-date=June 12, 2024 |work=IGN |date=September 20, 2000 |language=en}}</ref><ref>{{cite news |title=SEGA Arcade Continues Its Dominance |url=https://www.ign.com/articles/2001/02/10/sega-arcade-continues-its-dominance |access-date=June 12, 2024 |work=IGN |date=February 9, 2001 |language=en}}</ref> It is also used as an option on both the [[Sega Chihiro]] and [[Triforce (arcade system board)|Triforce]], respectively based on the [[Xbox (console)|Xbox]] and [[GameCube]] consoles.<ref>{{cite news |last1=Gantayat |first1=Anoop |title=JAMMA 2002: First Look at Chihiro |url=https://www.ign.com/articles/2002/09/19/jamma-2002-first-look-at-chihiro |access-date=June 12, 2024 |work=IGN |date=September 19, 2002 |language=en}}</ref><ref>{{cite news |last1=Gantayat |first1=Anoop |title=AOU2002: First Triforce Game Footage |url=https://www.ign.com/articles/2002/02/21/aou2002-first-triforce-game-footage |access-date=June 12, 2024 |work=IGN |date=February 21, 2002 |language=en}}</ref> |
||
==Technical information== |
|||
The GD-ROM drive in the Dreamcast reads data in [[constant angular velocity]] (CAV) mode at up to 12× speed.<ref name="Unified" /> |
The GD-ROM drive in the Dreamcast reads data in [[constant angular velocity]] (CAV) mode at up to 12× speed.<ref name="Unified" /> |
||
[[File:Triforce hardware (2).png|thumb| GD-ROM drive as an option on Triforce]] |
|||
== See also == |
== See also == |
||
Line 50: | Line 51: | ||
== Bibliography == |
== Bibliography == |
||
{{cite book |last1=Carless |first1=Simon |author-link=Simon Carless |title=Gaming Hacks |date=2004 |publisher=O'Reilly Media |isbn=978-0-596-00714-0 |url=https://books.google.com/books?id=zrqz84QUuSEC |language=en}} |
{{cite book |last1=Carless |first1=Simon |author-link=Simon Carless |title=Gaming Hacks |date=2004 |publisher=[[O'Reilly Media]] |isbn=978-0-596-00714-0 |url=https://books.google.com/books?id=zrqz84QUuSEC |language=en |via=[[Google Books]]}} |
||
==External links== |
== External links == |
||
* [https://web.archive.org/web/20080218151806/http://mc.pp.se/dc/gdrom.html Sega's GD-ROM Presentation] |
* [https://web.archive.org/web/20080218151806/http://mc.pp.se/dc/gdrom.html Sega's GD-ROM Presentation] |
||
* [https://segaretro.org/images/5/5d/Gdfm_k214e.pdf GD-ROM Format Basic Specification Ver. 2.14] |
|||
{{Optical storage media}} |
{{Optical storage media}} |
||
{{Sega|Dreamcast}} |
{{Sega|Dreamcast}} |
Latest revision as of 21:14, 22 September 2024
Media type | Optical disc |
---|---|
Capacity | 1 GB |
Developed by | Yamaha |
Usage |
Optical discs |
---|
The GD-ROM (gigabyte disc read-only memory) is a proprietary optical disc format developed as a collaboration between Sega and Yamaha for the Dreamcast.[1]
Specification
[edit]A double-density format based on the CD-ROM[2] that could hold up to 1 GB, it consists of a single-density track near the disc's center surrounded by a double-density track comprising much of the disc's capacity.[1] The GD-ROM was created in response to developers exceeding the typical 650 MB storage capacity of the CD-ROM; while DVD-ROM would have addressed this limitation, implementing its then-new technology would have made console production cost prohibitive.[1] Along with the format's general novelty, the extra capacity also had the theoretical benefit of curbing video game piracy,[3][4] a major concern of CD-based consoles that was validated by its rampancy on the PlayStation.[5][6]
Dreamcast console
[edit]The Dreamcast was considered by the video game industry as one of the most secure consoles on the market with its use of the GD-ROM,[7] but this was nullified by a flaw in the Dreamcast's support for the MIL-CD format, a Mixed Mode CD first released on June 25, 1999, that incorporates interactive visual data similarly to CD+G.[8][9][a][b] A hacker group self-named Utopia released their exploit in June 2000, having discovered that they could replace the visual data with Dreamcast code, enabling games burned onto CD-Rs to run on the console without any modding;[8][12] boot discs were initially used to facilitate this effort, but hackers subsequently discovered the ability to have burned games self-boot without the need for a boot disc.[12][13] While copying Dreamcast games onto a CD-ROM sometimes required the removal of certain game features, this did not affect their playability; such games were typically distributed on file sharing networks such as Internet Relay Chat.[12][14] Sega initially responded by aggressively pursuing cease and desist orders against online marketplaces selling pirated games, announcing the effort a month after the exploit's release;[7] the company eventually released a new revision of the Dreamcast hardware that removed MIL-CD support towards the end of 2000, closing the loophole.[15][16][17] Games released around that time also began to incorporate a more robust copy protection system to thwart illegitimate use.[18]
Before the Dreamcast was released, Sega "confirmed that Dreamcast owners will one day be able to upgrade the GD-ROM drive to DVD" as part of its general expansion system to keep it competitive against more powerful contemporaries.[19] In June 1999, The Nihon Keizai Shimbun reported on the development of a DVD distribution system by Sega alongside Hitachi, Nippon Columbia, and an additional partner; one known planned use for it involved encrypted multi-title releases that were to be accessed via downloadable product keys.[20] Despite displaying a Dreamcast DVD display unit at E3 2000,[21] the plans for a DVD add-on or fully separate unit never materialized during the short production run of the Dreamcast, rendering it the only sixth generation console to not adopt the format.
Arcade systems
[edit]GD-ROM was also made available as an upgrade for the Dreamcast's arcade cousin, Sega NAOMI and the later Sega NAOMI 2, providing alternate media to its cartridge-based software.[22][23] It is also used as an option on both the Sega Chihiro and Triforce, respectively based on the Xbox and GameCube consoles.[24][25]
The GD-ROM drive in the Dreamcast reads data in constant angular velocity (CAV) mode at up to 12× speed.[1]
See also
[edit]Notes
[edit]- ^ The MIL-CD is only compatible with Japanese Dreamcast consoles due to regional lockout.[10]
- ^ Unlike other mixed mode CDs, MIL-CD was capable of muting its data section from playback on typical CD players, preventing potential damage to connected speakers.[9][10] Some GD-ROM titles include such a warning as an audio track.[11]
References
[edit]- ^ a b c d Hagiwara, Shiro; Oliver, Ian (November–December 1999). "Sega Dreamcast: Creating a Unified Entertainment World". IEEE Micro. 19 (6): 29–35. doi:10.1109/40.809375.
- ^ Kent, Steven (November 23, 1998). "Here comes Sega's Dreamcast". ZDNet. Retrieved July 5, 2024.
- ^ Ohbuchi, Yutaka (September 30, 1998). "New Look at Dreamcast". GameSpot. Retrieved July 5, 2024.
- ^ Robinson, John (September 9, 1999). "Sega unleashes a 128-bit monster on the gaming world". CNN. Retrieved July 5, 2024.
- ^ Scullion, Chris (30 November 2023). "The Games". The Dreamcast Encyclopedia: Every Game Released for the Sega Dreamcast. White Owl. p. 12. ISBN 978-1-5267-7224-4. Retrieved July 4, 2024 – via Google Books.
- ^ Diver, Mike (April 18, 2024). "Dreamcast". THE CON50LE: 50 Years of Home Video Gaming. White Owl. p. 120. ISBN 978-1-3990-4050-1. Retrieved July 4, 2024 – via Google Books.
- ^ a b "Sega Crushes Dreamcast Pirates". Wired. July 20, 2000. Retrieved June 15, 2024.
- ^ a b Kohler, Chris (October 2005). "Retro-Hack the Dreamcast". Retro Gaming Hacks. O'Reilly Media. ISBN 9780596009175.
- ^ a b "First MIL CDs released in Japan". IGN. June 28, 1999. Retrieved June 15, 2024.
- ^ a b Gantayat, Anoop (June 7, 2000). "Soundtrack Review: Kitahe - Pure Songs and Pictures". IGN. Retrieved June 17, 2024.
- ^ Johnston, Chris (February 1999). "Hands On: Dreamcast". Electronic Gaming Monthly. No. 115. Ziff Davis. p. 26.
- ^ a b c Borland, John (June 30, 2000). "Hackers break Dreamcast safeguards, distribute games online". CNET. Archived from the original on October 29, 2014. Retrieved October 28, 2014.
- ^ Carless 2004, p. 217
- ^ "Sega Shuts Down Computer Game Pirates". ABC News. July 21, 2000. Retrieved July 4, 2024.
- ^ Carless 2004, p. 199
- ^ Gantayat, Anoop (January 16, 2001). "Sega Kills MIL CD Format". IGN. Retrieved June 10, 2024.
- ^ Zackheim, Ben (January 27, 2005). "The Dreamcast never dies". Engadget. Retrieved June 13, 2024.
- ^ Bramwell, Tom (January 18, 2001). "Sega Fights Piracy". Eurogamer. Retrieved June 15, 2024.
- ^ "Dreamcast Expandability" (PDF). Electronic Gaming Monthly. Vol. 122. Ziff Davis. September 1999. p. 204.
- ^ "Sega to Co-Develop DVD Technology for Use with Dreamcast?". IGN. June 8, 1999. Retrieved June 11, 2024.
- ^ Justice, Brandon (May 12, 2000). "E3 2000: First Look – Dreamcast DVD Player". IGN.
- ^ Gantayat, Anoop (September 20, 2000). "JAMMA 2000: Naomi 2 Revealed". IGN. Retrieved June 12, 2024.
- ^ "SEGA Arcade Continues Its Dominance". IGN. February 9, 2001. Retrieved June 12, 2024.
- ^ Gantayat, Anoop (September 19, 2002). "JAMMA 2002: First Look at Chihiro". IGN. Retrieved June 12, 2024.
- ^ Gantayat, Anoop (February 21, 2002). "AOU2002: First Triforce Game Footage". IGN. Retrieved June 12, 2024.
Bibliography
[edit]Carless, Simon (2004). Gaming Hacks. O'Reilly Media. ISBN 978-0-596-00714-0 – via Google Books.