Reverse engineering the Sega Channel game image file format
infochunk.com
infochunk.com
It was typically used to transmit pages of information (news, weather, etc.) that could be viewed directly on the TV, but the BBC's Ceefax[2] Teletext service was also used to distribute software to the BBC Micro, when equipped with the appropriate Teletext Adapter[3].
In a similar fashion to the Sega Channel system, the Teletext system would broadcast looped data, with popular pages (such as news and weather) being repeated frequently so they would load quickly, and less popular pages taking longer to load (or more accurately, to wait for the next time they appeared in the looped data).
I was interested to see that the Sega system used a bitrate of 8Mbps, which sounded pretty high for the mid-90s, but I see that Teletext had a bitrate of almost 7Mbps for PAL broadcasts, despite being roughly 15 years older!
[1] https://en.wikipedia.org/wiki/Teletext
[2] https://en.wikipedia.org/wiki/Ceefax
[3] https://en.wikipedia.org/wiki/BBC_Micro_expansion_unit#Telet...
The continuous bandwidth of teletext was only 324 Kbit.
The main innovation of Sega Channel (and similar approaches from about the same time) was allocating a whole TV channel exclusively to data.
It's tempting to wrap it in fake horizontal/vertical blanking so it still looks like a TV signal (and you can send it through existing equipment that's expecting a TV signal). Essentially just Teletext but using every single line.
But what Scientific Atlanta created is much closer to cable internet. The total bandwidth number is notable, each 6Mbit carrier uses 3Mhz of bandwidth, so the two of them add up to 6Mhz, which is how much bandwidth a standard NTSC channel occupies.
I suspect this is because they have rented a single TV channel worth of bandwidth on the Galaxy 7 satellite for disruption to local cable companies.
Splitting into two 3Mhz carriers has the additional advantage of allowing the receiver design to be simpler, it only needs to tune into one at any time.
It's possible to RF modulate composite sources over coax for home cable systems (think blonder tongue gear or even consumer gear) - since it is combined to the 6Mhz signal somewhere along the line could one not pipe this signal into a coax cable and then into the hardware to recreate it?
Am looking at setting up my own home analog CATV system and this would be the cherry on the cake. I guess the real question is what was the device expecting in that signal - what was being modulated out over the wire.
Maybe they're into something?
This was over cable TV, so not very difficult to obtain these rates compared to general broadcast TV. Cable internet service rolled out in this time period with downstream rates of 40 Mbps per 6 MHz channel.
It was a really unreliable service, at least for me in Virginia. We had to call support all the time the short time I had it (1-3 months).
``` They would then send everything to a company called Foley Hi-Tech, who would create the game menu graphics/animations and insert all the monthly content. They ended up with a ~60MB file called a "game image", which was burnt to a CD and sent to a satellite uplink facility in Denver, Colorado. The CD would then be installed in the uplink game server computer, which would continuously transmit the game data in a loop over satellite. Cable headends all over the US would receive the satellite transmission and send it to cable subscribers. The data being sent in a continuous loop is how the service's "interactivity" was achieved at a time when cable TV providers could only transmit data to all subscribers and couldn't receive data (i.e. what game a given subscriber wants to download) ```
It was an interesting almost niche thing. My cousins had a unit and the service which I played all the time, but trying to describe it to other children at school years after the fact was difficult because nobody had ever heard of it. Honestly it was a toss-up if they even knew what a Genesis was at that point in life. I didn’t even know what a Sega Channel was called until I had finally found a solid description online with an accompanying picture at some point in high school.
Looking back, maybe my dad nudged him to change the subject so that I wouldn't spend the next month begging for a subscription.
The article claims 250,000 subscribers at its peak but it might as well have been zero on my little world. It's interesting how a service could have a quarter million subscribers and you could have basically no proof that anyone used it at all. That would be unheard of today. If Sega Channel launched today. Those 250k subscribers would be posting on social media, creating dedicated subreddits, uploading review videos to YouTube and live streaming on twitch. Anyone with even a passing interest in it would encounter the content of its users. The internet has really made the world smaller.
It makes sense that it was unreliable in certain areas, cable TV was analog back then so cable providers didn't really have to worry about signal noise being a serious problem until Sega Channel came along.
IIRC, it was $15/mo. There was a monthly or weekly rotation of games, including some pre-releases. I think at one point we played Vectorman when it was still new in stores or possibly just prior to its official launch.
I hope more information comes out about the system setup specifically (like how out of band signaling was used if at all) so the service might actually be able to be recreated ala the way dreampi has allowed webtv to be "reactivated"
Who woulda thunk that a little blue hedgehog paved the way for cable Internet? ;)
Obviously full sized games couldn’t fit in the built in 64k of normal RAM, so they had to be put somewhere.
I only got to use Sega Channel once. I knew about it from reading magazines, but when we went to a family Thanksgiving gathering it turned out my cousins had it! I don’t know if they were a test market or not, I don’t remember what year it was so I don’t know if it had been deployed nationally yet.
I don’t know if I realized how it worked. I think cable modems may have started to exist by that point so at the time I probably assumed it was actually two way communication.
I would’ve killed to have it at home. Sega Channel is the first place I ever played Sonic 3-D Blast, the two have always been linked in my memory because of that.
I used to play some of the roms of these games. The one of Legend of Zelda was pretty slick, redone with A Link to the Past graphics.
https://en.m.wikipedia.org/wiki/Satellaview_games_from_The_L...
Makes a lot of sense. A TV channel is just a stream of data, so just stream all the data you might need over and over and over.
It's not even so much 2 way communication in the local cable system as the fact that cable TV companies were not originally ISPs. Sega Channel was a broadcast over C band no-return-path satellite, it didn't have any Internet related moving parts.
They would buy a 30 minute paid programming in the early hours on cable TV networks under the name "Teleworld Paid Programming". The box would tune the channel, record the show, and then decode the data from the recording.
I always thought there was something interesting there, as the process would need to survive the MPEG encode/decode process on the TiVo itself in addition to whatever they needed to do the broadcast.
> Thanks for choosing SA-Ware for your packet spreading requirements!
It's probably short for "packet spreading"