[-] Redkey@programming.dev 7 points 1 day ago

Unfortunately I think that Sega themselves weren't the only group lacking confidence in the Dreamcast. In fact, I feel like they put up a valiant fight, with marketing and first-party titles.

Critics and consumers all had an extremely "wait and see" attitude that I think took the theoretical advantage of the incredibly early launch and turned it into a huge liability. People didn't want to commit to buying their next console without seeing what the other offers were going to be. So Sega had to work hard for about two years to keep the real and actually available Dreamcast positioned high in the market while their competitors had the luxury of showing jaw-dropping demos of "potential" hardware (i.e. "Here is some video produced on $50,000 graphics workstation hardware that is made by the same company that's currently in talks to produce our GPU.")

Third-party publishers also didn't want to put any serious budget toward producing games for the Dreamcast, because they didn't want to gamble real money on the install base increasing. This resulted in several low-effort PS1 ports that made very little use of the Dreamcast hardware, which in turn lowered consumer opinion of the console. When some of these games were later ported to PS2 as "upgraded" or "enhanced" versions, that only further entrenched the poor image of the Dreamcast.

I have owned all four major consoles of that generation since they were still having new games published for them. And if I had to choose only one console to keep from that group, it'd be the PlayStation 2, because of the game library. It's huge and varied. I have literally hundreds of games for it, while I only have a few dozen games for the others. But looking at the average quality of the graphics and sound in the games for those systems, I'd also rank the PS2 in last place, even behind the DC.

Sony was a massive juggernaut in the console gaming market at the time. The PlayStation 1 had taken the worldwide market by storm, and become the defacto standard console. It's easy to forget that the console launches for this generation were unusually spaced out over a four year period, and Sony was the company best positioned to turn that to their favour. People weren't going to buy a DC without seeing the PS2, but once they did, many were happy to buy a PS2 without waiting for Nintendo or Microsoft to release their consoles. The added ability to play DVDs at exactly the time when that market was hitting its stride (and more affordably than many dedicated DVD players) absolutely boosted their sales in a big way. Nintendo's GameCube didn't do that, and by the time the original X-Box came to market, it wasn't nearly as much of a consideration.

[-] Redkey@programming.dev 4 points 1 day ago

They did, but apparently everyone has forgotten how prevalent swap discs and modchips were.

[-] Redkey@programming.dev 15 points 1 day ago

Problem is, you could pirate every single game on dreamcast. Just get a legit copy of the game (renting, buying and returning, borrow from a friend), and have a CD burner.

Then you could make a 1:1 copy of the game in roughly an hour.

You make it sound trivial. While Sega left a security hole open for games to be loaded from a regular CD, the official games were released on GD-ROMs, a dual-layer CD with a 1.2 GB capacity.

So first off, you couldn't read them completely in a regular CD-ROM or even DVD-ROM drive. (I'm not counting the "swap" method because it's failure-prone and involves partially dismantling the drive and fiddling with it during operation.) You had to connect your console to a computer and use some custom software to read the GD-ROM on the console, and send the data over.

Once you had the data, you then had the problem of trying to fit a potentially 1.2 GB GD-ROM image onto a regular CD-ROM. A handful of games were actually small enough to fit already, and 80-minute and 99-minute CD-Rs would work in the DC and could store larger games. But for many games, crackers had to modify the game files to make them fit.

Often they would just strip all the music first, because that was an easy way to save a decent amount of space. Then if that wasn't enough, they would start stripping video files, and/or re-encoding audio and textures at lower fidelity.

Burning a CD-R from a downloaded file was easy, but ripping the original discs and converting them to a burnable image generally was not.

[-] Redkey@programming.dev 2 points 3 days ago* (last edited 3 days ago)

Nope, you got it right. It was very much seen as only a console, despite the naming, Family BASIC, FDS, other peripherals, etc. I've been living in Japan for years with a keen interest in retro gaming/computing, and FC is never mentioned in the same breath as PC-88/MSX/FM/etc. By the by, on the rare occasions that it's mentioned, the SC-3000 is also lumped in with the consoles rather than the home computers.

[-] Redkey@programming.dev 13 points 3 days ago

When I go to that URL on a stock, direct FF install, I still see that notice.

[-] Redkey@programming.dev 5 points 4 days ago

Colour me double-surprised! Not only is it available for purchase in Japan, but also the descriptions for the individual games even have full Japanese translations, right down to the system requirements!

[-] Redkey@programming.dev 7 points 4 days ago

Since you seem earnest, probably play_my_game or possibly gamedev.

[-] Redkey@programming.dev 16 points 4 days ago

I reserve further comments until I know whether you posted this in this community: a) deliberately but seriously, b) deliberately and sarcastically, or c) by accident.

[-] Redkey@programming.dev 4 points 5 days ago

How about "top-down maze game"?

[-] Redkey@programming.dev 39 points 3 months ago

Unfortunately we all know what happens when you tell hackers that something's going to be very hard to break into.

I understand that they were excited about the idea and wanted to share it with gamers, but if they actually wanted to give the system the best chance of success, they should've kept their mouth shut.

[-] Redkey@programming.dev 46 points 7 months ago* (last edited 7 months ago)

This is a short, interesting video, but there's really nothing here for any competent programmer, even a fresh graduate. It turns out they they update the software by sending the update by radio (/s). The video hardly goes any deeper than that, and also makes a couple of very minor layman-level flubs.

There is a preservation effort for the old NASA computing hardware from the missions in the 50s and 60s, and you can find videos about it on YouTube. They go into much more detail without requiring much prior knowledge about specific technologies from the period. Here's one I watched recently about the ROM and RAM used in some Apollo missions: https://youtu.be/hckwxq8rnr0?si=EKiLO-ZpQnJa-TQn

One thing that struck me about the video was how the writers expressed surprise that it was still working and also so adaptable. And my thought was, "Well, yeah, it was designed by people who knew what they were doing, with a good budget, lead by managers whose goal was to make excellent equipment, rather than maximize short-term profits."

[-] Redkey@programming.dev 76 points 9 months ago

I once had a manager hand me a project brief and ask me how quickly I thought I could complete it. I was managing my own workload (it was a bad situation), but it was a very small project and I felt that I had time to put everything else on hold and focus on it. So, I said that I might be able to get it done in four days, but I wouldn't commit to less than a week just to be sure.

The manger started off on this half-threatening, half-disappointed rant about how the project had a deadline set in stone (in four days' time), and how the head of the company had committed to it in public (which in hindsight was absolute rot). I was young and nervous, but fortunately for me every project brief had a timeline of who had seen it, and more importantly, when they had received it. I noticed that this brief had originated over three months prior, and had been sitting on this manager's desk for almost a month. I was the first developer in the chain. That gave me the guts to say that my estimate was firm, and that if anyone actually came down the ladder looking for heads to set rolling (one of the manager's threats), they could come to me and I would explain.

In the end nothing ever came of it because I managed to get the job done in three days. They tried to put the screws to me over that small of a project.

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Redkey

joined 1 year ago