This article is from www.retrorevival.co.uk, issue 3 (01.02.2005), and posted here with premission
Launched in the UK on the 14th October 1999, the Sega Dreamcast was to become a legend in the very short time it graced our retail shelves, and even more so since its commercial demise, thanks to the ever popular homebrew scene that has since developed for it.
Innovation and originality was at the forefront of the Dreamcast profile and it was the most powerful home console the world had seen. It was a smaller home version of the Naomi arcade board (see boxout) and came with a 33.6k modem as standard (NTSC machines had 56K modems). Future keyboard and mouse capabilities and a great catalogue of original games was not enough to ultimately compete with the likes of the Playstation and Nintendo 64. Domination of the market by Sony, along with the imminent arrival of the next generation machines, coupled with doubt over the system (due to the failure of the 32x and the Saturn before it) eventually sealed the fate of arguably the best console ever.
After only having been on sale in the UK for 17 months, Sega announced in March 2001 that it was to stop production of the console in a bid to restructure themselves as a ‘software only’ company after some four years of financial losses. As soon as the announcement was made third party games developers began to drop off the DC bandwagon, and by the end of 2001 game production was all but over. Only hardcore publishers in Japan continued to release games after this (Ikaruga possibly being the best of the bunch), with the last game from Sega themselves being Puyo Puyo Fever in early 2004.
Even though the Dreamcast has been commercially dead for some three years or so, the emulation and homebrew scene goes from strength to strength, with some offerings being equivalent if not better than anything that has already been released.
In fact the only other console to come anywhere near as close to the Dreamcast in terms of homebrew development is
Microsoft’s XBOX. If you are looking at playing retro games on your TV, the Dreamcast is a great way to get initiated as you can pick one up for around £20 now, and the best thing about it is that you do not need to modify the machine, unlike the XBOX, to play any of the homebrew offerings.
SEGA AGAINST THE PIRATES
The DC homebrew scene was never
meant to happen as Sega had a host of
anti-piracy methods installed in the
console to protect their profits.
They had seen that cartridge based
console piracy was virtually non existent
due to the cost of buying a programmer
and blank cartridges. However it was
realised that Sega’s Next Gen machine
would need a cd based format (due to
the amount of data needed for each
game), and therefore the piracy situation
would probably change.
They decided that they needed to create
a cd system which would be hard, if not
impossible to copy, thus stopping the
appearance of pirate games as much as
they could.
They came up with their own proprietary
format (well Yamaha did and Sega
bought it from them – See boxout),
called the GDRom, which was in essence
a 1GB CDRom disc of the same physical
size.
Initially the GDRom was the perfect
method to stop the copying of games.
Blank GDRom discs were not available
(and never would be commercially), and
the blank space in between the low and
high density tracks was not by-passable
by normal CDROM drives. All was
looking good.
In April 2000 a coder by the name of
Skywalker, a member of the demo group
Hitmen, released the A.E.G -Demo.
It was shown at the Mekka & Symposium
2000, an annual demo scene meet for all
computers and consoles, held in
Fallingbostel. It was created with the
Dreamcast Debug Handler (a PC to DC
cable and software) and ran off of a
normal CDRom disc on a totally
unmodified console.
The Dreamcast world was stunned, and
so was Sega.
The A.E.G Demo gave hope to other
programmers, and they slowly started to
see what they could create, however the
Debug Handler was cumbersome to
create and use, so coders all over the
world started to look for alternatives.
Help was to arrive for them from an
unusual and unpredicted source.
Sega’s protection methods in the
Dreamcast’s hardware itself had been
breached by Skywalker and he had
proven to everyone that homebrew
software could run on an unmodified
machine. Sega, still concerned about
software piracy were comforted by the
fact that they still had the ace card up
their sleeves in the form of their GDRom
formatted discs.
For now the games themselves were safe
but it was not long before this situation
would change and ultimately pave the
way for gifted bedroom coders to show
off their talents…
MIL-CD AND BLEEM
Back in 1999 Sega launched the MIL-cd
format in Japan. It was created as an
enhanced format designed to improve on
the then current cd music media by fully
utilizing the space on the 1GB GDRom.
The idea was to allow the inclusion of
additional elements such as video clips,
image galleries and extra data not
normally found on the already
standardised CD-Extra format.
It was planned that new music cds would
include full screen video, internet
capabilities and enhanced navigational
interfaces, to take advantage of the DC’s
ability to play them. It would be this
new music cd format that would be the
thorn in the Dreamcast’s side as it would
allow the booting of code from a CDRom
bypassing the need for GDRom discs
altogether.
Fast forward to May 2000, and a small
company called Bleem Inc had wowed
onlookers at the annual E3 gaming show
with information on a new piece of
software for the DC called Bleemcast.
The demo they showed was touted as an
emulator that would not only enable you
to play PSX games on your Dreamcast,
but also enhance the experience, as it
would use portions of the consoles
hardware to dramatically improve those
games. What was remarkable was that it
was an unofficial product, but more
importantly it used the DC’s ability to
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