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6 changes: 6 additions & 0 deletions categories/consoles/Amiga.md
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Expand Up @@ -252,6 +252,12 @@ RobSmithDev has an excellent video about the history and reverse engineering of

<iframe width="560" height="315" src="https://www.youtube.com/embed/MgBm8UzyxtQ" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>

### 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
<div>
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42 changes: 41 additions & 1 deletion categories/consoles/Dreamcast.md
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Expand Up @@ -31,20 +31,49 @@ 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" %}

### 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.

{% 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.

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.

{% 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.

<iframe width="560" height="315" src="https://www.youtube.com/embed/4RZr3CSYRns" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen></iframe>


---
# Game Software Development

Expand Down Expand Up @@ -80,6 +109,17 @@ 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
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43 changes: 40 additions & 3 deletions categories/consoles/GameGear.md
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Expand Up @@ -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'
Expand All @@ -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
Expand All @@ -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
Expand All @@ -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." %}

---
Expand Down Expand Up @@ -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
Expand Down Expand Up @@ -155,3 +187,8 @@ CTG | Possible someones name? Or a company Has written files for the GG Characte

{% include console.html %}
</div>

---
# 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)
32 changes: 28 additions & 4 deletions categories/consoles/SegaMasterSystem.md
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Expand Up @@ -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
Expand All @@ -57,18 +55,40 @@ 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
{% include link-to-other-post.html post="/hardware/devkits/" description="For more information on Master System Development Hardware check out this post." %}
Unlike other consoles the Sega Master System has very little information online about the hardware game developers used to develop software for it.

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.
Expand Down Expand Up @@ -111,3 +131,7 @@ It would be up to the game developers to find their own Z80 Assembler and Linker
{% include console.html %}

</div>

---
# 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)
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