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The Saturn was a powerhouse for sprite based games, it's a console I'll keep playing as long as I'm able to buy the capacitors to repair them!
by zyemuzu 5y ago
The Saturn was a powerhouse for sprite based games, it's a console I'll keep playing as long as I'm able to buy the capacitors to repair them!
- corysama 5y agoSaturn support is in progress for FPGA gaming. Not the real thing. But, a good second place fallback plan. https://www.reddit.com/r/MiSTerFPGA/comments/pmw6ld/saturn_mister_fpga_daytona_usa_srg320/ https://www.reddit.com/r/MiSTerFPGA/comments/pmw6ld/saturn_m...
- lostgame 5y agoIt’s a shame the proprietary nature of the Dreamcast’s GD-ROMs makes it impractical for us to actually have a disc-based solution for Dreamcast support with official games. As far as I can see, there’s no real solution to this?
- vernie 5y agoJust wondering why that's preferable to a flash-based optical disc emulator like the GDEMU?
- 0xcde4c3db 5y agoIt's been ages since I've looked into this, so my memory is probably bad on the details, but my understanding is that GD-ROM is very close to standard CDs in most respects, and can even be read in some PC optical drives with the right procedure (which I think involved either hacked firmware or hot-swapping between a specially crafted CD-R and the GD-ROM, to trick the drive into reading the high-density area). The main CD interface that Sega used is an off-the-shelf Oak Technology chip, but not driven by stock firmware. The high-density area was in a second session that was not linked in the first session, but rather was at a fixed offset that the firmware knew to look for. The high-density area basically worked by spinning the disc at half the speed that would normally be used for the interface chip. Since the disc was recorded the same way, the signal coming off of it looks exactly like a regular CD signal (maybe with a bit worse SNR).