From 63a88ef365db1b2fb4df80f2d97217818d6a5e4e Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 14:43:28 +0000 Subject: [PATCH 01/10] Update GameGearDevKit.md: enhance details on the Sega Game Gear development board - Clarified distribution details of the Game Gear development board, specifying involvement of select third-party developers. - Added a quote from Paul Hutchinson regarding the Game Gear development board. - Included additional context about the ZAX-ICE units used for Game Gear development. --- pages/consoles/gamegear/GameGearDevKit.md | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) diff --git a/pages/consoles/gamegear/GameGearDevKit.md b/pages/consoles/gamegear/GameGearDevKit.md index bf6aadfa..61d91f16 100644 --- a/pages/consoles/gamegear/GameGearDevKit.md +++ b/pages/consoles/gamegear/GameGearDevKit.md @@ -32,9 +32,9 @@ The SEGA Game Gear was released in a time where official development kits were f
-The Game Gear development board was most likely distributed to SEGA first party developers, but it is unclear if it was ever sold to third party developers. +The Game Gear development board was most likely distributed to SEGA first party developers, and some select third party developers such as **Paul Hutchinson** [^6]. -It is incredibly rare and this is the only one that we know that exists so it is likely it was just a SEGA in house kit that wasn't distributed to outside developers. +It is incredibly rare and this is the only one that we know that exists. The image on the left is from the excellent Andrew Earley (@AndrewEarley7).
@@ -42,6 +42,10 @@ The image on the left is from the excellent Andrew Earley (@AndrewEarley7).

Find of the week! Sega Game Gear Development Board!! There’s a lot of mystery with this board because there’s little to no info if it online and the cartridge port is for Master System carts. I’ll be mailing this to @GerryRobotics to replace capacitors and get the unit working! pic.twitter.com/SsV8OXdCs6

— Andrew (@AndrewEarley7) May 28, 2020
+In a **Game SoundTracks** interview with Paul Hutchinson, he references a Game Gear Development board which I believe is the same as the image above [^6]: +> The Game Gear had a special development board, into which the ZAX-ICE plugged, it looked nothing like an actual Game Gear. + +He got it directly from Sega of America after leaving **Innerprise** while working on the Sega Master System version of **Spider-Man vs. The Kingpin** [^6]. ## Sega Game Gear with built-in Parallel Port Although no photo of this kit exists it is mentioned in the source code to the Game Gear Game **Barbie Super Model**. In the **INSTRUCT.DOC** file describing the Game Gear Character editor it states: @@ -62,12 +66,13 @@ Note that it is possible the development Game Gear they are talking about is jus
-Although the original eBay link was never archived, it seems there was a ZAX ICE on sale that was used for Game Gear development [^4]. +Although the original eBay link was never archived, there was a **ZAX-ICE** on sale that was used for Game Gear development [^4]. Sega also distributed these for Sega Mega Drive development due to the sound chip being a Z80 processor.
+In fact in an interview with Paul Hutchinson he states that Sega of America sent him two **ZAX- ICE** units worth $50,000 each, one for the Game Gear and another for Sega Master System [^6]. ## Wide Gear @@ -128,3 +133,4 @@ You can find more information about the Romulator in the SNES development sectio [^3]: [Sega Game Gear 1 MB EPROM Cartridge](http://devkits.handheldmuseum.com/GG_1MBEPROM.htm) [^4]: [View topic - Gamegear dev kit - Forums - SMS Power!](https://www.smspower.org/forums/8090-GamegearDevKit) [^5]: [View topic - Realtime / Riverrun development board for Game Gear & Super Ni****do - Forums - SMS Power!](https://www.smspower.org/forums/14418-RealtimeRiverrunDevelopmentBoardForGameGearSuperNiDo#76384) +[^6]: [GST♥: Part 1: A Chat with Paul Hutchinson](https://gstdaisuki.tumblr.com/post/746416707047981056/a-chat-with-paul-hutchinson#:~:text=cover%20was%20removed%20in%20order,and%20we%20would%20meet%20and) \ No newline at end of file From c85b040b6a9d794c24dc2769744e1204f3abaf31 Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 14:58:36 +0000 Subject: [PATCH 02/10] - Added new interview sections for MirrorSoft and Paul Hutchinson in SegaMasterSystem.md - Included links to interviews in the new sections - Updated hardware development kit information in SegaMasterSystem.md --- categories/consoles/SegaMasterSystem.md | 18 +++++++++++++++--- 1 file changed, 15 insertions(+), 3 deletions(-) diff --git a/categories/consoles/SegaMasterSystem.md b/categories/consoles/SegaMasterSystem.md index d6bab7ec..fc69ebba 100644 --- a/categories/consoles/SegaMasterSystem.md +++ b/categories/consoles/SegaMasterSystem.md @@ -31,9 +31,7 @@ tags: # Introduction Welcome to our page dedicated to Sega Master System reverse engineering! The Sega Master System was a popular gaming console released by Sega in 1985, and has since become a beloved classic of the gaming world. If you're interested in learning more about the technical aspects of this console and how it works, you've come to the right place. -On this page, we've compiled a list of links to other pages that cover various topics related to Sega Master System reverse engineering. Whether you're interested in understanding the hardware architecture of the console, analyzing game code, or exploring the many mods and hacks that have been created by enthusiasts over the years, you'll find a wealth of resources and information on the pages we've linked to. - -So grab your Sega controller, and get ready to dive into the exciting world of Sega Master System reverse engineering! +On this page, we've compiled a list of links to other pages that cover various topics related to Sega Master System reverse engineering. --- # Developer Interviews @@ -57,17 +55,31 @@ It is a rather odd statement to make, almost sounds like one of the developers w You can read the full interview here: * [Zero - Issue 07 - Stay A While... - Articles - SMS Power](https://www.smspower.org/Articles/Zero-Issue07-StayAWhile) +--- ## MirrorSoft Interview One of the best interviews with Sega Master System Developers was in the UK Magazine called **S the Sega Magazine**, specifically issue 8 where they interview the programmers of MirrorSoft in Bath about their upcoming game **Speedball**. You can read the full interview here: [S the Sega Magazine - Issue 8 - Back to the Future - Articles - SMS Power](https://www.smspower.org/Articles/STheSegaMagazine-Issue8-BackToTheFuture) +--- +## Paul Hutchinson Interview +[Game SoundTracks](https://gstdaisuki.tumblr.com/post/746416707047981056/a-chat-with-paul-hutchinson) has an interview with Paul Hutchinson where he talks about developing Sega Master System games such as **Spider-Man vs. The Kingpin**, including details of the development hardware that he was sent from Sega of America. + +He programmed the game with a little help from John Kennedy and created all the Music and Sound! He worked from home as a stay-at-home dad so he sent the code to Sega over a Bulletin Board System (BBS). + +He used a $2200 **Intel 486 DX2 66** CPU with a $300 14" CRT monitor, which is likely what he used to develop his Sega Master System games and then later an Amiga 2000HD for Deluxe Paint (Pixel Art) and Pro-Tracker (Music). + +{% include link-to-other-site.html url="https://gstdaisuki.tumblr.com/post/746416707047981056/a-chat-with-paul-hutchinson" description="An interview with Paul Hutchinson where it mentions his time with Sega Master System and Game Gear Development" title="A Chat with Paul Hutchinson" %} + + --- # Hardware The Sega Master System has multiple hardware revisions in its life time along with many different development kits as SEGA themselves didn't produce an official one for developers to use. ## Development Kit Hardware +Unlike other consoles the Sega Master System has very little information online about the hardware game developers used to develop software for it. What we know so far is covered in our specific page about the topic: + {% include link-to-other-post.html post="/hardware/devkits/" description="For more information on Master System Development Hardware check out this post." %} ### Sega Digitizer System From fb713c4d6e2fab26abba3abc6726a7982358b501 Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 15:10:59 +0000 Subject: [PATCH 03/10] - Added new section "Games Industry Legends" to Industry.md - Included retrospective on Archer Maclean (1962-2022) with a video link --- categories/misc/Industry.md | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/categories/misc/Industry.md b/categories/misc/Industry.md index 9edfef3d..eae3629e 100644 --- a/categories/misc/Industry.md +++ b/categories/misc/Industry.md @@ -220,6 +220,15 @@ Many Game Boy developers worked freelance and were contracted out by companies t He heard about the job through his agent which was a common way for game programmers to find work in the late 80s to early 90s. But by the 2000s games had grown so much that they would require whole teams of developers and hiring freelances who worked from home became rarer. +--- +## Games Industry Legends + +### Remembering Archer Maclean (1962-2022) +[Mamemeister](https://www.youtube.com/watch?v=5yS_tmO_vSs) presents a retrospective on the life and work of Archer Maclean, a renowned programmer known for pushing the technical limits of 8-bit and 16-bit hardware. The video discusses his most famous works, such as *Dropzone* and *International Karate +*, and shares personal anecdotes about his passion for arcade hardware and game development. + + + + --- # All Games Industry Posts From ee66f225c3b771afa3b3c44bc19f02da320f9429 Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 15:33:10 +0000 Subject: [PATCH 04/10] - Added details about the ZAX-ICE In-Circuit Emulator used for Sega Master System development in SegaMasterSystem.md - Included a reference to an interview with Paul Hutchinson regarding the development kit --- categories/consoles/SegaMasterSystem.md | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) diff --git a/categories/consoles/SegaMasterSystem.md b/categories/consoles/SegaMasterSystem.md index fc69ebba..146448c6 100644 --- a/categories/consoles/SegaMasterSystem.md +++ b/categories/consoles/SegaMasterSystem.md @@ -78,9 +78,17 @@ He used a $2200 **Intel 486 DX2 66** CPU with a $300 14" CRT monitor, which is l The Sega Master System has multiple hardware revisions in its life time along with many different development kits as SEGA themselves didn't produce an official one for developers to use. ## Development Kit Hardware -Unlike other consoles the Sega Master System has very little information online about the hardware game developers used to develop software for it. What we know so far is covered in our specific page about the topic: +Unlike other consoles the Sega Master System has very little information online about the hardware game developers used to develop software for it. -{% include link-to-other-post.html post="/hardware/devkits/" description="For more information on Master System Development Hardware check out this post." %} +Thanks to a [Game SoundTracks](https://gstdaisuki.tumblr.com/post/746416707047981056/a-chat-with-paul-hutchinson) interview with Paul Hutchinson we know that Sega used to send out ZAX-ICE In-Circuit Emulators along with a modified Sega Master System [^1]: +> The Sega development kit included a ZAX-ICE (In-Circuit Emulator), which plugged into an SMS where the Z80 cpu would be (the SMS top cover was removed in order to achieve that). + +We do have information about a third party development kit used for Master System development called the Krisalis development kit: +{% include link-to-other-post.html post="/krisalis-development-kit-(sega)/" description="For more information on The Third Party Master System Development Hardware check out this post." %} + +The Sega Game Gear was a very similar system so some of the development hardware for Game Gear was also used for Master System games, you can find out about Game Gear development hardware in the post below: + +{% include link-to-other-post.html post="/sega-game-gear-devkit" description="For more information on Master System Development Hardware check out this post." %} ### Sega Digitizer System The Sega Digitizer System was a development kit specifically for creating sprites and background tiles officially inside SEGA. It is unclear if they ever sold the system to third party developers. @@ -123,3 +131,7 @@ It would be up to the game developers to find their own Z80 Assembler and Linker {% include console.html %} + +--- +# References +[^1]: [GST♥: Part 1: A Chat with Paul Hutchinson](https://gstdaisuki.tumblr.com/post/746416707047981056/a-chat-with-paul-hutchinson#:~:text=cover%20was%20removed%20in%20order,and%20we%20would%20meet%20and) \ No newline at end of file From 4bf4d9d1e0cd126539808f302fccec3b5324fcbe Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 16:59:33 +0000 Subject: [PATCH 05/10] - Updated GameGear.md with new sections on sound and music creation, software used for game development, and final ROM building processes. - Added references to Paul Hutchinson's contributions and tools used in Game Gear development. --- categories/consoles/GameGear.md | 43 +++++++++++++++++++++++++++--- scripts/rr-spelling-dictionary.txt | 1 + 2 files changed, 41 insertions(+), 3 deletions(-) diff --git a/categories/consoles/GameGear.md b/categories/consoles/GameGear.md index 24de729c..729b798e 100644 --- a/categories/consoles/GameGear.md +++ b/categories/consoles/GameGear.md @@ -2,7 +2,6 @@ permalink: /gamegear/ layout: post title: Sega Game Gear Reverse Engineering -recommend: gamegear recommendTitle: All GG Posts editlink: ../categories/consoles/GameGear.md console: 'gamegear' @@ -19,14 +18,43 @@ breadcrumbs: tags: - gamegear - sega + - handhelds +recommend: + - gamegear + - sega + - handhelds --- # Introduction Welcome to our page dedicated to Game Gear reverse engineering! The Game Gear was a handheld gaming console that was released by SEGA in 1990, and was notable for its full-color backlit screen and library of classic SEGA games. If you're interested in learning more about the technical aspects of this console and how it works, you've come to the right place. -On this page, we've compiled a list of links to other pages that cover various topics related to Game Gear reverse engineering. Whether you're interested in understanding the hardware architecture of the console, analyzing game code, or exploring the many mods and hacks that have been created by enthusiasts over the years, you'll find a wealth of resources and information on the pages we've linked to. +On this page, we've compiled a list of links to other pages that cover various topics related to Game Gear reverse engineering. + +## How were sound and music created for the GameGear? +In an interview with **Paul Hutchinson** he states that he used an Amiga 2000HD with the software **Pro-Tracker**. He wrote a DOS program in Turbo-C++ to convert the Pro-Tracker MIDI export format directly to a format that the Game Gear sound routines could easily use [^1]. + +This method was used for **Chakan** then later for **X-Men** he wrote a program to convert MOD to MIDI which then would be passed through the previously created MIDI to GG converter [^1]. + +## What Software was used to create Game gear games? +We know that **Paul Hutchinson** used the following software when developing Game Gear games such as X-Men 1 & 2 (and likely also Chakan and Spiderman vs the kingpin): +* **Avocet Z80 Assembler** - Z80 Assembly programming +* **Turbo C++** - writing utilities such as converters for file formats +* **Deluxe Paint** - Artwork +* **Pro-Tracker** - Sound & Music +* **TUME** (The Ultimate Map Editor) - Map creation, created by Dan Chang + +## What assemblers were used for Game Gear Z80 code? +We know of two confirmed assemblers that were used for Game Gear programming: +* **Avocet Z80 Assembler** - Used on games such as X-Men 1 & 2, Chakan and Spiderman vs the Kingpin +* **Microtech Research ASM80** - Used for the Barbie Game Gear game + +## How was the final ROM built? +Normally it was up to the main programmer to put everything together, all the images, sounds, music and other assets into the final game ROM that would be sent to Sega. + +Developers such as **Paul Hutchinson** wrote programs with Turbo C++ to convert the asset data into assembler files (Define Byte (`.DB`), Define Word (`.DW`) etc statements) [^2]. Then an assembler is used to put everything together into a single file that can then be burned onto an EPROM using hardware such as **Needham’s Electronics EPROM programmer**. + +The EPROM was then inserted on to a development cartridge and tested on the retail system before finally sending to Sega via their Bullitin Board System (BBS) [^2]. -So grab your Game Gear, and get ready to dive into the exciting world of Game Gear reverse engineering! --- # Hardware @@ -35,6 +63,8 @@ If you're interested in reverse engineering software for the Sega Game Gear hand This section of our guide will provide you with comprehensive information and resources on the hardware of the Sega Game Gear, including retail, prototype, and development hardware. ## Official Development Hardware +We have a specific post all about the known Game Gear development hardware such as the development board and the ZAX-ICE **ERX308** that was used: + {% include link-to-other-post.html post="/sega-game-gear-devkit" description="For information about SEGA's Game Gear development hardware check out this post." %} ### Sega Digitizer System @@ -49,6 +79,7 @@ This was not exclusive to Game Gear development, it was also used in early sega You can find out more including lots of images on [Video Games Densetsu: The Sega Digitizer System, a tool used by graphic...](https://videogamesdensetsu.tumblr.com/post/149092824100/the-sega-digitizer-system-a-tool-used-by-graphic) ## Third Party Development Hardware +There is one known third party development kit called **Krisalis** which we have a seperate post about: {% include link-to-other-post.html post="/krisalis-development-kit-(sega)/" description="For information about the Krisalis 3rd party development hardware check out this post." %} --- @@ -76,6 +107,7 @@ PPV.exe | Maybe ProPack Verify? The assembler toolchain is made by **Microtech Research** from 1991 and supported the standard Z80 and also the **Hitachi 64180** processor (which is a Zilog Z180 processor). The Game Gear used the standard Z80 so the Z180 functionality was unused. This folder also contains pre-compiled executables known as the **GGUtils** which were written by **Paul Hutchinson** with the source code available, they are in the table below: + Name | Description ---|--- Bin2Page.exe | Creates Intel Hex .HEX 16k pages from a binary file @@ -155,3 +187,8 @@ CTG | Possible someones name? Or a company Has written files for the GG Characte {% include console.html %} + +--- +# References +[^1]: [GST♥: Part 2: A Discovery with Paul Hutchinson](https://gstdaisuki.tumblr.com/post/746416756992688128/part-2-a-discovery-with-paul-hutchinson) +[^2]: [GST♥: Part 1: A Chat with Paul Hutchinson](https://gstdaisuki.tumblr.com/post/746416707047981056/a-chat-with-paul-hutchinson#:~:text=cover%20was%20removed%20in%20order,and%20we%20would%20meet%20and) \ No newline at end of file diff --git a/scripts/rr-spelling-dictionary.txt b/scripts/rr-spelling-dictionary.txt index 137e638e..6fc05dc7 100644 --- a/scripts/rr-spelling-dictionary.txt +++ b/scripts/rr-spelling-dictionary.txt @@ -75,6 +75,7 @@ Starfox Takashi Tetris Timesplitters +TUME TurboGrafx Turok twitterimage From 8693a7f7cd99d156102a39526dbe122b7daac2ee Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 17:09:48 +0000 Subject: [PATCH 06/10] - Added section "Essential Guide: The History of Trackers" to Amiga.md - Included a link to MusicTech's article on the history of music trackers --- categories/consoles/Amiga.md | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/categories/consoles/Amiga.md b/categories/consoles/Amiga.md index 92df215b..3ef90548 100644 --- a/categories/consoles/Amiga.md +++ b/categories/consoles/Amiga.md @@ -252,6 +252,12 @@ RobSmithDev has an excellent video about the history and reverse engineering of +### Essential Guide: The History of Trackers +[MusicTech](https://musictech.com/guides/essential-guide/history-of-trackers/) provides a comprehensive history of music trackers, starting with Karsten Obarski's *Ultimate Soundtracker* on the Amiga and evolving through the demoscene to PC tools like *FastTracker II* and *Impulse Tracker*. The article details the technical limitations that shaped the unique "tracker sound"—such as the vertical timeline and hexadecimal commands—and discusses their lasting legacy in modern production tools like *Renoise*. + +{% include link-to-other-site.html url="https://musictech.com/guides/essential-guide/history-of-trackers/" description="MusicTech chronicles the rise of music trackers, from the Amiga's 4-channel MOD format to the sophisticated multi-channel tools of the DOS era and their influence on modern DAWs." image="https://upload.wikimedia.org/wikipedia/commons/7/7b/Protracker_2.3a_screenshot.png" title="Essential Guide: History of Trackers" %} + + --- # All Posts
From 3455b2ee7818e7f5f318ca640e389257281b3a41 Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 18:01:38 +0000 Subject: [PATCH 07/10] - Added "History of Dreamcast Hacking" section to Dreamcast.md - Included details on the "MIL-CD" exploit and homebrew development tools - Added links to external articles on Dreamcast homebrew and security - Introduced sections on "Castlevania: Resurrection" and "Agartha" reverse engineering --- categories/consoles/Dreamcast.md | 28 +++++++++++++++++++++++++++- 1 file changed, 27 insertions(+), 1 deletion(-) diff --git a/categories/consoles/Dreamcast.md b/categories/consoles/Dreamcast.md index 6a4621ce..537208d4 100644 --- a/categories/consoles/Dreamcast.md +++ b/categories/consoles/Dreamcast.md @@ -31,6 +31,18 @@ Whether you're interested in understanding the hardware architecture of the cons So grab your VMU, fire up your Dreamcast, and get ready to dive into the exciting world of SEGA Dreamcast reverse engineering! +## History of Dreamcast Hacking +[Neperos](https://www.neperos.com/article/p5rxdje14b48db27) hosts an article (originally from *Retro Revival* magazine) that chronicles the rise of the Sega Dreamcast homebrew scene. The piece details how the "MIL-CD" exploit and the release of the **Utopia Boot Disc** bypassed the console's copy protection, paving the way for homebrew development tools like **KallistiOS** and the porting of emulators and media players such as **DCDivX** and **ScummVM**. + +{% include link-to-other-site.html url="https://www.neperos.com/article/p5rxdje14b48db27" description="A retrospective on the technical origins of the Dreamcast homebrew scene, covering the discovery of the MIL-CD backdoor, the release of the Utopia bootloader, and the evolution of open-source development kits." image="https://i.ytimg.com/vi/YbYY7JE4M1I/hqdefault.jpg" title="History of Dreamcast Homebrew" %} + +### How the Dreamcast's Security was Hacked (MIL-CD) +This article debunks the common myth that the Dreamcast lacked security, explaining instead how the "MIL-CD" format—intended for interactive music albums—became the system's Achilles' heel. We detail how hackers exploited this oversight to bypass GD-ROM authenticity checks, allowing modified game ISOs to run on standard CD-Rs despite the console's built-in copy protection mechanisms. + +{% include link-to-other-post.html post="/How-the-Dreamcast-Security-was-Hacked" %} + + + --- # Hardware If you're keen on reverse engineering SEGA Dreamcast games, it's crucial to possess a strong comprehension of the hardware that fuels the gaming console. This knowledge will aid in understanding how the software interacts with the hardware and how you can potentially modify or enhance it. @@ -38,7 +50,10 @@ If you're keen on reverse engineering SEGA Dreamcast games, it's crucial to poss This segment of our guide furnishes you with comprehensive insights and resources on SEGA Dreamcast hardware, encompassing retail, prototype, and development hardware. ## Retail Hardware Architecture -[Dreamcast Architecture | A Practical Analysis](https://www.copetti.org/writings/consoles/dreamcast/) +[Copetti](https://www.copetti.org/writings/consoles/dreamcast/) presents a comprehensive "practical analysis" of the Sega Dreamcast's internal architecture, authored by Rodrigo Copetti. The article provides a deep technical breakdown of the system's components, including the Hitachi SH-4 CPU's superscalar pipeline, the PowerVR2's tile-based deferred rendering GPU, and the AICA sound processor, while also discussing the "MIL-CD" backdoor that enabled the homebrew and piracy scene. + +{% include link-to-other-site.html url="https://www.copetti.org/writings/consoles/dreamcast/" description="Rodrigo Copetti examines the technical design of the Sega Dreamcast, detailing the SH-4 CPU, PowerVR2 GPU, and AICA audio system, alongside an analysis of the console's memory management and anti-piracy flaws." image="https://www.copetti.org/images/consoles/dreamcast/motherboard_marked.jpg" title="Dreamcast Architecture | A Practical Analysis" %} + ## Development Hardware The Dreamcast arguably had the best development kit that SEGA had ever sold for their consoles, it is just a shame the lifespan of the Dreamcast was cut short. @@ -80,6 +95,17 @@ Wikipedia maintains a list of Dreamcast exclusives - [Dreamcast-only games - Wi There is an excellent article by **Rings of Saturn** on reverse engineering Ecco the Dolphin for the Dreamcast, specifically how the cheat codes work via save names: [Under the microscope: Ecco the Dolphin — Defender of the Future](https://32bits.substack.com/p/under-the-microscope-ecco-the-dolphin) +## Castlevania: Resurrection Dreamcast Reverse Engineering +[Sega Dreamcast Info](https://www.sega-dreamcast-info-games-preservation.com/en/castlevania-dreamcast-reverse-engineering) provides a deep dive into the reverse engineering of the unreleased *Castlevania: Resurrection* E3 1999 prototype. The write-up details the discovery of plain text scripting for AI and level data, the extraction of hidden assets like music and textures, and the technical work required to create playable GDI and CDI images for modern hardware. + +{% include link-to-other-site.html url="https://www.sega-dreamcast-info-games-preservation.com/en/castlevania-dreamcast-reverse-engineering" description="Sega Dreamcast Info analyzes the unreleased Castlevania: Resurrection prototype, breaking down its script-based engine, file formats, and the process of making the E3 demo playable on retail consoles." image="https://generated.vusercontent.net/placeholder/castlevania-resurrection-title.jpg" title="Castlevania: Resurrection Reverse Engineering" %} + +## Agartha Dreamcast Reverse Engineering +[Sega Dreamcast Info](https://www.sega-dreamcast-info-games-preservation.com/en/agartha-dreamcast-reverse-engineering) details the extensive reverse engineering efforts behind *Agartha*, an unreleased survival horror game by No Cliché. The write-up explains the technical analysis of the proprietary `AGARTHA.PAK` file structure, the extraction of hidden assets like the 15-minute video and script files, and the methods used to re-enable debug menus and free camera modes to make the prototypes playable. + +{% include link-to-other-site.html url="https://www.sega-dreamcast-info-games-preservation.com/en/agartha-dreamcast-reverse-engineering" description="Sega Dreamcast Info breaks down the unreleased Agartha prototype, covering the file system analysis, asset extraction, and the technical restoration that allows users to explore the unfinished world of this cancelled survival horror title." image="https://generated.vusercontent.net/placeholder/agartha-dreamcast-title.jpg" title="Agartha Dreamcast Reverse Engineering" %} + + --- # All Posts tagged with Dreamcast
From 78daafe79f1d29c5210a506a54eec35deb53bf9c Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 18:39:14 +0000 Subject: [PATCH 08/10] - Added "Bleemcasting: An Interview With Bleemcast! Developer Randy Linden" section to Dreamcast.md - Included link to The Dreamcast Junkyard interview and additional insights on Bleemcast! development - Added "Treamcast - Chinese Pirate Sega Dreamcast System Overview" section to Dreamcast.md - Included link to Adam Koralik's YouTube review of the Treamcast --- categories/consoles/Dreamcast.md | 14 ++++++++++++++ 1 file changed, 14 insertions(+) diff --git a/categories/consoles/Dreamcast.md b/categories/consoles/Dreamcast.md index 537208d4..e8adcdcd 100644 --- a/categories/consoles/Dreamcast.md +++ b/categories/consoles/Dreamcast.md @@ -36,6 +36,12 @@ So grab your VMU, fire up your Dreamcast, and get ready to dive into the excitin {% include link-to-other-site.html url="https://www.neperos.com/article/p5rxdje14b48db27" description="A retrospective on the technical origins of the Dreamcast homebrew scene, covering the discovery of the MIL-CD backdoor, the release of the Utopia bootloader, and the evolution of open-source development kits." image="https://i.ytimg.com/vi/YbYY7JE4M1I/hqdefault.jpg" title="History of Dreamcast Homebrew" %} +### Bleemcasting: An Interview With Bleemcast! Developer Randy Linden +[The Dreamcast Junkyard](https://www.thedreamcastjunkyard.co.uk/2019/10/bleemcasting-interview-with-bleemcast.html) speaks with Randy Linden, the core developer behind the Bleemcast! emulator. The interview covers the technical challenges of porting the PC emulator to the Dreamcast's SH-4 architecture, the reverse engineering of the MIL-CD format to bypass Sega's licensing, and the history behind the unreleased "BleemPod" hardware. + +{% include link-to-other-site.html url="https://www.thedreamcastjunkyard.co.uk/2019/10/bleemcasting-interview-with-bleemcast.html" description="Randy Linden shares insights into the development of Bleemcast!, discussing the low-level optimizations required for the Dreamcast hardware, the legal pressures from Sony, and the unreleased peripherals intended for the system." image="https://generated.vusercontent.net/placeholder/bleemcast-interview.jpg" title="Bleemcasting: Interview With Randy Linden" %} + + ### How the Dreamcast's Security was Hacked (MIL-CD) This article debunks the common myth that the Dreamcast lacked security, explaining instead how the "MIL-CD" format—intended for interactive music albums—became the system's Achilles' heel. We detail how hackers exploited this oversight to bypass GD-ROM authenticity checks, allowing modified game ISOs to run on standard CD-Rs despite the console's built-in copy protection mechanisms. @@ -60,6 +66,14 @@ The Dreamcast arguably had the best development kit that SEGA had ever sold for {% include link-to-other-post.html post="/Sega-Dreamcast-Katana-Development-Kit" description="For information about SEGA's Dreamcast development hardware check out this post." %} +## Unofficial Hardware + +### Treamcast - Chinese Pirate Sega Dreamcast System Overview +[Adam Koralik](https://www.youtube.com/watch?v=4RZr3CSYRns) reviews the "Treamcast," an unauthorized portable clone of the Sega Dreamcast manufactured in China in 2003. The overview highlights the system's built-in LCD screen, internal region-free modification, and peculiar hardware quirks, such as the need to manually spin the disc to initiate reading. + + + + --- # Game Software Development From 7dc2212a51b994caee3d24b21413773b37a114f6 Mon Sep 17 00:00:00 2001 From: A Date: Sat, 20 Dec 2025 18:52:42 +0000 Subject: [PATCH 09/10] - Updated "How the Dreamcast's Security was Hacked" article with new sections on the history of Dreamcast hacking and Bleemcasting interview. - Added links and descriptions for external resources related to Dreamcast homebrew and Bleemcast! development. - Clarified misconceptions about Dreamcast's copy protection and the process of creating CD-R versions of games. --- ...How the Dreamcast's Security was Hacked.md | 30 +++++++++++++------ 1 file changed, 21 insertions(+), 9 deletions(-) diff --git a/pages/consoles/dreamcast/How the Dreamcast's Security was Hacked.md b/pages/consoles/dreamcast/How the Dreamcast's Security was Hacked.md index f87917a7..882d318e 100644 --- a/pages/consoles/dreamcast/How the Dreamcast's Security was Hacked.md +++ b/pages/consoles/dreamcast/How the Dreamcast's Security was Hacked.md @@ -30,22 +30,34 @@ editlink: /consoles/dreamcast/How the Dreamcast's Security was Hacked.md updatedAt: '2020-06-27' --- -It is a common misconception that the reason the Dreamcast failed was because it could play copied games... Well, that wasn't entirely true. -The point of this article is to explain that you can't simply copy the contents of a Dreamcast GD-ROM to a CD-R and expect it to boot on an unmodified retail Dreamcast. +## History of Dreamcast Hacking +[Neperos](https://www.neperos.com/article/p5rxdje14b48db27) hosts an article (originally from *Retro Revival* magazine) that chronicles the rise of the Sega Dreamcast homebrew scene. The piece details how the "MIL-CD" exploit and the release of the **Utopia Boot Disc** bypassed the console's copy protection, paving the way for homebrew development tools like **KallistiOS** and the porting of emulators and media players such as **DCDivX** and **ScummVM**. -There is copy protection in place to prevent this. The reason you can play burned games is because the ISO files you find online have been modified to take advantage of the **MIL-CD** exploit. Unlike games, MIL-CDs have no copy protection so the Dreamcast will boot them without questioning authenticity. +{% include link-to-other-site.html url="https://www.neperos.com/article/p5rxdje14b48db27" description="A retrospective on the technical origins of the Dreamcast homebrew scene, covering the discovery of the MIL-CD backdoor, the release of the Utopia bootloader, and the evolution of open-source development kits." image="https://i.ytimg.com/vi/YbYY7JE4M1I/hqdefault.jpg" title="History of Dreamcast Homebrew" %} + +## Bleemcasting: An Interview With Bleemcast! Developer Randy Linden +[The Dreamcast Junkyard](https://www.thedreamcastjunkyard.co.uk/2019/10/bleemcasting-interview-with-bleemcast.html) speaks with Randy Linden, the core developer behind the Bleemcast! emulator. The interview covers the technical challenges of porting the PC emulator to the Dreamcast's SH-4 architecture, the reverse engineering of the MIL-CD format to bypass Sega's licensing, and the history behind the unreleased "BleemPod" hardware. -The idea of this post was to de-bunk the myth that the Dreamcast had no security in place to keep people from copying games and playing them. Meanwhile, it had one of the most sophisticated forms of copy protection... With just one little oversight. +{% include link-to-other-site.html url="https://www.thedreamcastjunkyard.co.uk/2019/10/bleemcasting-interview-with-bleemcast.html" description="Randy Linden shares insights into the development of Bleemcast!, discussing the low-level optimizations required for the Dreamcast hardware, the legal pressures from Sony, and the unreleased peripherals intended for the system." image="https://generated.vusercontent.net/placeholder/bleemcast-interview.jpg" title="Bleemcasting: Interview With Randy Linden" %} -Also, for games that didn't fit onto a CD-R, they would rip out or downsample some of the content (usually FMV's or background music). +## Did the Dreamcast not have anti-piracy measures? +It is a common misconception that the reason the Dreamcast failed was because it has no prevention against playing copied games... Well, that wasn't entirely true. In fact it had one of the most sophisticated forms of copy protection at time time. With just one little oversight.... the MIL-CD format. +You can't simply copy the contents of a Dreamcast GD-ROM to a CD-R and expect it to boot on an unmodified retail Dreamcast. + +There is copy protection in place to prevent this. The reason you can play burned games is because the ISO files you find online have been modified to take advantage of the **MIL-CD** exploit. Unlike games, MIL-CDs have no copy protection so the Dreamcast will boot them without questioning authenticity. + +## How are Dreamcast games able to fit on a CD-R? The dreamcast actually used **GD-ROM** discs that only developers had access to writing such discs in a manufacturing setting. +The **GD-ROM** could fit about 1GB of data unlike the CD-R that had a maximum size of 700MB. + +Not all games used the full 1GB of space however so many games were in fact less than 700MB and could be used without removing any content. + +For games that didn't fit onto a CD-R, they would rip out or downsample some of the content (usually FMV's or background music). -It was an incredibly involved process to turn a GD-ROM game into a bootable CD-R. But already made CD-R games were easy to copy. +## How were CD-R versions of Dreamcast games created? +It was an incredibly involved process to turn a GD-ROM game into a bootable CD-R. But already made CD-R games were very easy to copy, so as soon as the process has been done once, anyone could clone that CD-R to distribute the game. -The GD-ROM fit about 1gb of data and only a small portion of the disc such as a certain audio track to tell you that you can't play in a cd player was there. -While many games actually had less than 700mb size, a few titles had more than 700mb size. -The 700mb or less size games can fit on a standard cd and be formatted into MIL-CD so the dreamcast can play it. From 81a670e583ea5b25a9759055233f522c165fb667 Mon Sep 17 00:00:00 2001 From: RetroGameDeveloper <40120498+RetroGameDeveloper@users.noreply.github.com> Date: Sun, 21 Dec 2025 12:40:01 +0000 Subject: [PATCH 10/10] Add details for 'the net' magazine (UK) Added information about 'the net' magazine, including its publication period and closure details. --- categories/misc/Magazines.md | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/categories/misc/Magazines.md b/categories/misc/Magazines.md index 15e2888b..de5d9e89 100644 --- a/categories/misc/Magazines.md +++ b/categories/misc/Magazines.md @@ -622,6 +622,12 @@ The most relevant to this site are the games and flash issues, giving an insight
+--- +## the net Magazine (UK) +**the net** was a UK magazine published by Haymarket Magazines that started in 1999 and finished in 2001 where it was absorbed into Future Publishing's .net magazine. + +It is believed the last issue was in November 2001 according to [Haymarket Closes The Net – The Media Leader](https://uk.themedialeader.com/haymarket-closes-the-net/). + --- ## Web Designer Magazine (UK)