Dusting off Dreamcast Linux
oldvcr.blogspot.com
oldvcr.blogspot.com
I see this narrative parroted a lot but more than likely Dreamcast (and it's piracy) had very little to do with sega's exit from the hardware market.
Sega, the company, was already hanging on by the thread by a time the Dreamcast launched since they'd already been in massive debt at that point from previously launching and abandoning hardware projects in quick succession such as the Sega CD that 32x and the Saturn. Also, If I remember correctly this was during a recession in Japan. Around this time Sega was already looking at several companies to sell to.
I don’t remember the story but I do remember reading something about how Sega US was pretty hype to continue with the Dreamcast and got a bit blindsided by the decision to stop.
Fun aside: I only learned about pirating on Dreamcast thanks to an article in Tips&Tricks talking about it being a problem. As a kid I did not grok that maybe illegally downloading games is no bueno
I was a Sega fan, but I had no interest in the Dreamcast because I had been burned by the Saturn. When they did eventually decide to discontinue the Dreamcast, they had a fire sale to get rid of them. I, and a bunch of my friends, did end up getting Dreamcasts at that point since they were dirt cheap and there was a fantastic library of games that were easy to pirate. But had piracy been the key issue from the start, Sega wouldn't have been sitting on a glut of unsold consoles to begin with.
But then Sega had to go full fucking Sega and the Dreamcast had a fishing controller, a microphone, keyboard, mouse, light gun, and fucking maracas.
And Dreamcast game pirating, while it had a very visible scene, was not something a common user would do.
In the case of Dreamcast pirates, while I'm sure they wouldn't pay for every game or even most games, many of these folks would very likely purchase some games, had pirated copies not been ridiculously easily available for free.
In the specific case of the person I knew, he had purchased games for plenty of other consoles.
DC piracy flourished because of easier to find ISOs and a faster internet than the PS1 gen of consoles. PS2 had piracy issues at the same time of the DC, but PS2 piracy was much tougher to do due to the larger game disc sizes transferring over the wire and subsequent uncompressed video and code developers didn’t have to optimize for and pirates had to compress or cut to compensate.
That was in Brazil btw.
Someone know more to this story? (i.e what was exactly on the disc, and what were the legal basis of said police action)
The modem did work surprisingly well for online gaming though and routers with Ethernet sockets weren’t (yet) common in most homes so I don’t disagree with Sega’s decision not to ship Ethernet as standard. It’s just a pity those Ethernet adapters are now in such short supply.
I still play on my Dreamcast a lot. It is a great console that, in my opinion, is the first of a whole new generation of consoles based around online play. But like a lot of pioneers, it suffered a little from being ahead of its time. Plus the fiasco of the Sega CD, 32x and Saturn (all of which were actually pretty decent in their own right but shouldn’t have existed from a commercial perspective) wouldn’t have helped peoples options of Sega ahead of the Dreamcast launch either.
Of course it is. If I were in on Sega’s board at the time then I’d have made they same decisions they had too. Those were the “correct” decisions for what they knew at the time. But that doesn’t change that it was the wrong architecture in hindsight.
That said, execs at Sony predicted the downfall of Saturn and would tease Sega execs about it at friendly lunch events. (There have been details accounts of those conversations shared by Sega execs, but a lot of them are published in Japanese)
> The conclusion our analysts reached was that the Saturn would win, largely on the strength of Virtua Fighter as compared to Tekken.
Sega developers were already experienced working on the Saturn’s architecture because they’d had exposure to similar boards on Sega’s arcade architectures. The problem was Sega existed in a little bit of a bubble compared to the direction that the rest of the industry was moving in with regards to 3D rendering.
So the problems with the Saturn weren’t obvious to observers until much later when games studios started complaining (though Sony had also “incentivised” discontent by buying up studios with exclusivity deals).
On top of this, Sega had some major unforced errors between harming their own credibility with the 32X and Sega CD and their surprise early launch that led to them launching with almost no games and angering retailers so badly that they refused to stock the system.
To me these are bigger factors than the architecture; the Saturn still does have impressive 3D games.
I also don’t think it’s entirely fair to say that SDKs were unknown to Sega at the time. They were being occasionally used on earlier consoles too (even if it wasn’t the norm). The real reason Sony had an SDK on launch and Sega didn’t was simply because Sega had a massive development resource whereas Sony had to rely entirely solely on 3rd party developers. So releasing an SDK was always on the roadmap for Sega but a lesser priority than it wouldn’t have been for Sony.
An SDK would certainly have made it easier to program for the Saturn but ultimately it would still have been significantly harder than the PlayStation.
Your overall point that there were lots of contributing factors is correct though. I wasn’t intending to suggest that the Saturns failure was down to one specific thing.
Edit: just to add, I agree there are some awesome 3D games on the Saturn. I own one and have a few. But the existence of good 3D games doesn’t negate the point that it was architecturally a challenging platform to do 3D on. I’d describe it really more of a 2D console that can do 3D via an official hack.
From going multicore before the tools were ready to backing quads over polygons.
The big thing folks have remember, Sony was not considered a major threat. It was entirely possible it could have just become. another obscure Japanese console from a hifi company. Like the X68000, PcEngine, Pippin & FMtowns Marty.
Whereas I was talking about gaming on the Dreamcast back when it was still supported by Sega.
There was an arcade system based on the Dreamcast hardware called the Atomiswave. Instead of GDROMs, it used solid state storage.
Many (20+) of the Atomiswave games have now been converted to the Dreamcast and work great on the MODE etc.
That said, the Sega CD was reasonably successful for what it was, and I don't think it contributed much to Sega's downfall (if anything, it helped Sega foster an impression with customers of being on the cutting edge of things back then). Far more egregious were the 32X, since it confused customers about the company's direction after the Genesis and was abandoned so quickly, and the Saturn's architecture being so much more expensive and complicated than the PlayStation, especially for 3D games. The cost let Sony undercut them because they knew Sega couldn't match them without losing money on each console, and the complexity was such a hurdle that even Sega's first-party developers had trouble figuring it out (they had to release "do-over" ports of Virtua Fighter and Daytona USA because the first versions were so rushed and buggy). Sega of America also pulled the plug on the Saturn way too early (because of Bernie Stolar's infamous interview where he said the console wasn't the company's future, which caused third parties to immediately cancel their releases for it), which left the company with basically no presence in their biggest market for about two years.
And do what exactly then, deploy it's x86/64 Monero miner?
use 5.010; # Or higher...
...would run. Yes, giving up on say and function signatures would be unfortunate, but Perl code tends to have very good backwards compatibility.The SuperH is still fully supported by the GCC toolchain and is well maintained.
Also the guy behind compiler explorer, Matt Godbolt, himself was a DC developer and has added the SH architecture there as well.
https://github.com/KallistiOS/KallistiOS/commit/99c716c8915f...
lol, definitely going to get flagged as a honeypot then:)
I never knew about issues with ethernet interfaces being too busy, so this finally explains things I saw way back when and never properly understood.
Interestingly, SuperH is one of those architectures that still has good toolchain support even though most people aren't even aware of its existence. The most recent quarter's NetBSD pkgsrc directory for SuperH has 5,900 modern packages, all built on a SuperH system with just 64 megabytes:
https://cdn.netbsd.org/pub/pkgsrc/packages/NetBSD/sh3el/9.0_...
It's wonderful to see preservation efforts like this. Now I wish I had a Dreamcast!
https://github.com/KallistiOS/KallistiOS/commit/99c716c8915f...
I admit I didn’t even know you could just buy a mobo with CPUs and pretty much build it like any regular PC https://www.raptorcs.com/content/TL2B02/intro.html
And you can, more or less, use you PCI GPU too https://wiki.raptorcs.com/wiki/POWER9_Hardware_Compatibility...
There is a prebuilt version too https://www.raptorcs.com/content/TL2WK2/intro.html
On the other hand what’s the use case of a POWER9 desktop system? I’ve only heard about them in supercomputers and mainframes but why would anyone use one as a, daily, desktop PC?
Why, it's because they're "increasingly needed to assure safety and compliance with new regulations, such as the EU's GDPR.", according to the 'prebuilt' page you linked to!
It's pretty much the only platform which can be run without firmware blobs that's somewhat competitive in terms of performance afaik.
I agree that NBD would be heavy on the network and would probably trigger the "20 times" bug in that useless Realtek driver.
Maybe I missed it, but why didn't he use the hard drive adapter? One of these arbitrary restrictions like not using SH-boot? I think the hard drive mod was first discovered in 2002
It's ironic that Sony suing them closed them down, only for the original developers to go to work at Sony. My guess is they received nice pay packages in exchange.
The late 90's early 2k's was a really great time for tech.
We get to be all practical and stuff at our jobs.
For example on a modern PC you can write terrible code to access files, on poor hardware you really start worrying about file layout (i.e. file packs), access patterns, streaming, async (DC has DMA, even to VRAM), preprocessing before deploying and the tooling for that, asymmetric compression to improve CD read speeds, locality, file caching, etc.
The CPU also only has 1 level of cache and it is directly mapped, so you’re forced to learn about data oriented programming (SOA/AOS, hot/cold data, DC has some SIMD), tiling loops, CPU cache invalidation management, etc.
Nowadays I write software that blows the performance of the competition out of the water before I even start optimizing. It’s great fun in a challenging way and sharpens your skills. You should try it sometime.