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GD-ROM holds only 1 GB of accessible data, 1.2 GB includes subchannels
 
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| type = [[Optical disc]]
| type = [[Optical disc]]
| encoding =
| encoding =
| capacity = 1 [[gigabyte|GB]]
| capacity = 1 [[gigabyte|GB]]<ref name="EGM115">{{cite journal|title=Hands On: Dreamcast|author=Johnston, Chris|journal=Electronic Gaming Monthly|publisher=EGM Media, LLC.|issue=115|page=26}}</ref>
| blocksize =
| blocksize =
| read =
| read =
| write =
| write =
| standard =
| standard =
| owner = [[Yamaha]]
| owner = [[Yamaha Corporation|Yamaha]]
| use = {{ubl|[[Dreamcast]]|[[Sega NAOMI]]|[[Triforce (arcade system board)|Triforce]]|[[Sega Chihiro]]}}
| use = {{ubl|[[Dreamcast]]|[[Sega NAOMI]]|[[Triforce (arcade system board)|Triforce]]|[[Sega Chihiro]]}}
| dimensions =
| dimensions =
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{{Optical disc authoring}}
{{Optical disc authoring}}
{{short description|Proprietary optical disc format used in the Dreamcast video game console}}
'''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 [[compact disc]]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 42% increase over a conventional CD's capacity of 700 megabytes.
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>


== 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 discs held 50% 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==
The format was developed for [[Sega]] by [[Yamaha Corporation|Yamaha]], and first commercially appeared with the Dreamcast's Japanese launch in November 1998. GD-ROM was created because the standard CD-ROM was prone to piracy and reaching the limits of its storage capacity, while implementing the then brand-new [[DVD-ROM]] technology would have made console production too costly. In addition, the Dreamcast did retain the ability to read standard CD-ROM discs, and thus still suffered from software piracy as bootleggers managed to fit certain games on CDs and exploit the Dreamcast console's compatibility with the [[MIL-CD]] format.


== Arcade systems ==
Before the Dreamcast was released, Sega "confirmed that Dreamcast owners will one day be able to upgrade the GD-ROM drive to DVD," as information indicated Sony's upcoming [[PlayStation 2]] would use the DVD format with its much larger capacity 4.7 GB single-layered up to 8.5 GB double-layered discs compared to the 1 GB capacity of the GD-ROM.<ref>"Dreamcast Expandability" ''Electronic Gaming Monthly'' ZD Inc., vol. 122, September 1999, p. 204,</ref> Despite displaying a Dreamcast DVD display unit at E3 2000,<ref>"Dreamcast DVD" http://dreamcastgaga.blogspot.jp/2013/04/dreamcast-dvd.html</ref> the plans for a DVD add-on or fully separate unit never materialized during the short production run of the Dreamcast.
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>


The GD-ROM drive in the Dreamcast reads data in [[constant angular velocity]] (CAV) mode at up to 12× speed.<ref name="Unified" />
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. It is also used as an option on both the [[Sega Chihiro]] and [[Triforce (arcade system board)|Triforce]].


[[File:Triforce hardware (2).png|thumb| GD-ROM drive as an option on Triforce]]
==Regions==
There are three data areas on a GD-ROM disc. The first is in conventional CD format, and usually contains an audio track with a warning that the disc is for use on a Dreamcast, and can damage CD players. These vary by region. This section is 4 minutes long with 35 MB size.

The CD section also contains a data segment, which is only readable in PCs. Although most discs include only text files identifying the game, its copyright and bibliography, some contain bonus material for home computer users (for example, ''[[Sonic Adventure]]'' contains images of [[List of Sonic the Hedgehog characters|Sonic characters]] to use on the desktop). There then follows a separator track which contains no data except for the text ''Produced by or under license from Sega Enterprises LTD Trademark Sega'' (Similar to the [[Sega Saturn]], it was believed that the security key was stored in this area to prevent piracy). The final (outer) section of the disc contains the game data itself in a higher density format. This section is 112 minutes long, with a data size of 1.0 [[Gigabyte|GB]].

A normal CD-reader will not read beyond the first track because, according to the CD [[TOC (CD)|table of contents]] (TOC), there is no data there. With modified [[firmware]] on a few optical drive models that looks for a second TOC in the high-density region it is possible to read data from the high-density region. One can also utilize a "swap-trick" by first letting the CD-reader read the TOC from an audio CD with a special 99 minute TOC and then swapping that disc with a GD-ROM in a way that avoids alerting the CD-reader that a new disc has been inserted. <ref>{{cite web|title=GD-ROM "Swap Trick" Ripping Process - The Main Guid|url=http://stc.hacking-cult.org/gd-rom_stuff/the_main_guide.html|website=Rob's Hacking Shed|accessdate=26 March 2018}}</ref> It is then possible to read as much data from the high-density region as indicated by the TOC from the first disc.

The most popular way to access data from GD-ROMs, however, is to use the Dreamcast itself as a drive, and copy the data to a computer by means of a "coder's cable" or a [[Dreamcast Broadband Adapter]]. Another alternative is modding the Dreamcast to add a USB connector.<ref>{{cite web|url=http://dknute.livejournal.com/25454.html |title=Archived copy |accessdate=2009-04-29 |url-status=dead |archiveurl=https://web.archive.org/web/20110814182612/http://dknute.livejournal.com/25454.html |archivedate=2011-08-14 }}</ref>
Sega has discontinued production of GD-ROM media.

=== Warnings ===
The first section (in conventional CD format) usually contains a message informing users that the disc can damage AV equipment. This is a possible because a [[CD player]] can interpret the game data track as an audio track, which will result in loud noise being played through the speakers. Different discs, usually varying by region, contain different messages.

NTSC-U discs usually contain the message "Warning! This disc is only for use on Sega Dreamcast.", "This disc is for use only on Sega Dreamcast." or "This is a Dreamcast game disc, the first track contains game data, please do not play it on a normal CD Player." Some discs contain light-hearted or humorous messages from the game's characters (For example, ''[[Skies of Arcadia]]'' gives the message "''We can't save the world from a CD player, so just put us back in the Dreamcast so we can do our job!''"). This is also common on Japanese NTSC-J discs.

PAL region discs contain the message "''This is a Dreamcast disc and is for use only on a Dreamcast unit. Playing this disc on a Hi-Fi or other audio equipment can cause serious damage to its speakers. Please stop this disc now.''" The message is also repeated in French, German, Spanish and Italian. Some PAL region games however, use the NTSC messages.

==Technical information==
The GD-ROM in the Dreamcast works in [[constant angular velocity]] (CAV) mode, like the majority of modern optical drives. Very old CD-ROM drives read with a [[constant linear velocity]] (CLV) design, however (usually 12× or slower). Sega achieved the higher density by decreasing the speed of the disc to half and by letting the standard CD-ROM components read at the normal rate thus nearly doubling the disc's data density. This method allowed Sega to use cheaper off-the-shelf components when building the Dreamcast.

The [[NetBSD]] project has developed a GDRom driver for NetBSD. A port of that driver for [[Linux]] exists, though due to licensing issues and the poor compatibility of that driver with Linux kernel interfaces, a new Linux driver is under development.

[[Linux kernel]] 2.6.25 comes with support for the GD-ROM drive on the Dreamcast.<ref>{{cite web | url=https://lwn.net/Articles/263284/ | title=Add support for GD-Rom device | publisher=[[LWN.net]] | first=Adrian | last=McMenamin | date=2007-12-20| accessdate=2008-07-16}}</ref>


== See also ==
== See also ==
*[[Nintendo Optical Disc]]
*[[Nintendo optical discs]]
*[[Double Density Compact Disc]]
*[[Double-density compact disc]]
*[[MIL-CD]]
*[[MIL-CD]]
*[[Universal Media Disc]]
*[[Universal Media Disc]]

== Notes ==
{{notelist}}


== References ==
== References ==
{{reflist}}
{{reflist}}


== Bibliography ==
==External links==
{{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 ==
* [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

GD-ROM
The underside of a GD-ROM disc
Media typeOptical disc
Capacity1 GB
Developed byYamaha
Usage

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 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]

GD-ROM drive as an option on Triforce

See also

[edit]

Notes

[edit]
  1. ^ The MIL-CD is only compatible with Japanese Dreamcast consoles due to regional lockout.[10]
  2. ^ 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]
  1. ^ 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.
  2. ^ Kent, Steven (November 23, 1998). "Here comes Sega's Dreamcast". ZDNet. Retrieved July 5, 2024.
  3. ^ Ohbuchi, Yutaka (September 30, 1998). "New Look at Dreamcast". GameSpot. Retrieved July 5, 2024.
  4. ^ Robinson, John (September 9, 1999). "Sega unleashes a 128-bit monster on the gaming world". CNN. Retrieved July 5, 2024.
  5. ^ 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.
  6. ^ 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.
  7. ^ a b "Sega Crushes Dreamcast Pirates". Wired. July 20, 2000. Retrieved June 15, 2024.
  8. ^ a b Kohler, Chris (October 2005). "Retro-Hack the Dreamcast". Retro Gaming Hacks. O'Reilly Media. ISBN 9780596009175.
  9. ^ a b "First MIL CDs released in Japan". IGN. June 28, 1999. Retrieved June 15, 2024.
  10. ^ a b Gantayat, Anoop (June 7, 2000). "Soundtrack Review: Kitahe - Pure Songs and Pictures". IGN. Retrieved June 17, 2024.
  11. ^ Johnston, Chris (February 1999). "Hands On: Dreamcast". Electronic Gaming Monthly. No. 115. Ziff Davis. p. 26.
  12. ^ 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.
  13. ^ Carless 2004, p. 217
  14. ^ "Sega Shuts Down Computer Game Pirates". ABC News. July 21, 2000. Retrieved July 4, 2024.
  15. ^ Carless 2004, p. 199
  16. ^ Gantayat, Anoop (January 16, 2001). "Sega Kills MIL CD Format". IGN. Retrieved June 10, 2024.
  17. ^ Zackheim, Ben (January 27, 2005). "The Dreamcast never dies". Engadget. Retrieved June 13, 2024.
  18. ^ Bramwell, Tom (January 18, 2001). "Sega Fights Piracy". Eurogamer. Retrieved June 15, 2024.
  19. ^ "Dreamcast Expandability" (PDF). Electronic Gaming Monthly. Vol. 122. Ziff Davis. September 1999. p. 204.
  20. ^ "Sega to Co-Develop DVD Technology for Use with Dreamcast?". IGN. June 8, 1999. Retrieved June 11, 2024.
  21. ^ Justice, Brandon (May 12, 2000). "E3 2000: First Look – Dreamcast DVD Player". IGN.
  22. ^ Gantayat, Anoop (September 20, 2000). "JAMMA 2000: Naomi 2 Revealed". IGN. Retrieved June 12, 2024.
  23. ^ "SEGA Arcade Continues Its Dominance". IGN. February 9, 2001. Retrieved June 12, 2024.
  24. ^ Gantayat, Anoop (September 19, 2002). "JAMMA 2002: First Look at Chihiro". IGN. Retrieved June 12, 2024.
  25. ^ 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.

[edit]