Breaking Eggs And Making Omelettes

Topics On Multimedia Technology and Reverse Engineering


Archives:

Dreamcast Archival

May 23rd, 2011 by Multimedia Mike

Console homebrew communities have always had a precarious relationship with console pirates. The same knowledge and skills useful for creating homebrew programs can usually be parlayed into ripping games and cajoling a console into honoring ripped copies. For this reason, the Dreamcast homebrew community tried hard to distance itself from pirates, rippers, and other unsavory characters.


Lot of 9 volumes of the Official Sega Dreamcast Magazine

Funny how times change. While I toed the same line while I was marginally a part of the community back in the day, now I think I’m performing a service for video game archivists and historians by openly publishing the same information. I know of at least one solution already. But I think it’s possible to do much better.

Pre-existing Art
Famed Japanese game hacker BERO (FFmpeg contributors should recognize his name from a number of Dreamcast-related multimedia contributions including CRI ADX and SH-4 optimizations) crafted a program called dreamrip based on KOS’s precursor called libdream. This is the program I used to extract 4XM multimedia files from Alone in the Dark: The New Nightmare.

Fun facts: The Sega Dreamcast used special optical discs called GD-ROMs. The GD stands for ‘GigaDisc’ which implied that they could hold roughly a gigabyte of data. How long do you think it takes to transfer that much data over a serial cable operating at 115,200 bits/second (on the order of 11 Kbytes/sec)? I seem to recall entire discs requiring on the order of 27-28 hours to archive.

If only I possessed some expertise in data compression which might expedite this process.

KallistiOS’ Unwitting Help
The KallistiOS (KOS) console-oriented RTOS provides all the software infrastructure necessary for archiving (that’s what we’ll call it in this post) Dreamcast games. KOS exposes the optical disc’s filesystem via the /cd mount point on the VFS. From there, KOS provides functions for communicating with a host computer via ethernet (broadband adapter) or serial line (DC coder’s cable). To this end, KOS exposes another mount point on the VFS named /pc which allows direct access to the host PC’s filesystem.

Thus, it’s pretty straightforward to use KOS to access the files (or raw sectors) of the Dreamcast disc and then send them over the communication line to the host PC. Simple.

Compressing Before Transfer
Right away, I wonder about compiling 3 different compression libraries: libz, libbz2, and liblzma. The latter 2 are exceptionally CPU-intensive to compress. Then again, it doesn’t really matter how long the compressor takes to do its job as long as it can average better than 11 Kbytes/sec on a 200MHz Hitachi SH-4 CPU. KOS can be set up in a preemptive threading mode which means it should be possible to read sectors and compress them while keeping the UART operating at full tilt.

A 4th compression algorithm should be in play here as well: FLAC. Since some of these discs contain red book CD audio tracks that need archival, lossless audio compression should be useful.

This post serves as a rough overview for possible future experiments. Readers might have further brainstorms.

Posted in Sega Dreamcast | 13 Comments »

CD-R Read Speed Experiments

May 21st, 2011 by Multimedia Mike

I want to know how fast I can really read data from a CD-R. Pursuant to my previous musings on this subject, I was informed that it is inadequate to profile reading just any file from a CD-R since data might be read faster or slower depending on whether the data is closer to the inside or the outside of the disc.

Conclusion / Executive Summary
It is 100% true that reading data from the outside of a CD-R is faster than reading data from the inside. Read on if you care to know the details of how I arrived at this conclusion, and to find out just how much speed advantage there is to reading from the outside rather than the inside.

Science Project Outline

  • Create some sample CD-Rs with various properties
  • Get a variety of optical drives
  • Write a custom program that profiles the read speed

Creating The Test Media
It’s my understanding that not all CD-Rs are created equal. Fortunately, I have 3 spindles of media handy: Some plain-looking Memorex discs, some rather flamboyant Maxell discs, and those 80mm TDK discs:



My approach for burning is to create a single file to be burned into a standard ISO-9660 filesystem. The size of the file will be the advertised length of the CD-R minus 1 megabyte for overhead– so, 699 MB for the 120mm discs, 209 MB for the 80mm disc. The file will contain a repeating sequence of 0..0xFF bytes.

Profiling
I don’t want to leave this to the vagaries of any filesystem handling layer so I will conduct this experiment at the sector level. Profiling program outline:

  • Read the CD-ROM TOC and get the number of sectors that comprise the data track
  • Profile reading the first 20 MB of sectors
  • Profile reading 20 MB of sectors in the middle of the track
  • Profile reading the last 20 MB of sectors

Unfortunately, I couldn’t figure out the raw sector reading on modern Linux incarnations (which is annoying since I remember it being pretty straightforward years ago). So I left it to the filesystem after all. New algorithm:

  • Open the single, large file on the CD-R and query the file length
  • Profile reading the first 20 MB of data, 512 kbytes at a time
  • Profile reading 20 MB of sectors in the middle of the track (starting from filesize / 2 – 10 MB), 512 kbytes at a time
  • Profile reading the last 20 MB of sectors (starting from filesize – 20MB), 512 kbytes at a time

Empirical Data
I tested the program in Linux using an LG Slim external multi-drive (seen at the top of the pile in this post) and one of my Sega Dreamcast units. I gathered the median value of 3 runs for each area (inner, middle, and outer). I also conducted a buffer flush in between Linux runs (as root: 'sync; echo 3 > /proc/sys/vm/drop_caches').

LG Slim external multi-drive (reading from inner, middle, and outer areas in kbytes/sec):

  • TDK-80mm: 721, 897, 1048
  • Memorex-120mm: 1601, 2805, 3623
  • Maxell-120mm: 1660, 2806, 3624

So the 120mm discs can range from about 10.5X all the way up to a full 24X on this drive. For whatever reason, the 80mm disc fares a bit worse — even at the inner track — with a range of 4.8X – 7X.

Sega Dreamcast (reading from inner, middle, and outer areas in kbytes/sec):

  • TDK-80mm: 502, 632, 749
  • Memorex-120mm: 499, 889, 1143
  • Maxell-120mm: 500, 890, 1156

It’s interesting that the 80mm disc performed comparably to the 120mm discs in the Dreamcast, in contrast to the LG Slim drive. Also, the results are consistent with my previous profiling experiments, which largely only touched the inner area. The read speeds range from 3.3X – 7.7X. The middle of a 120mm disc reads at about 6X.

Implications
A few thoughts regarding these results:

  • Since the very definition of 1X is the minimum speed necessary to stream data from an audio CD, then presumably, original 1X CD-ROM drives would have needed to be capable of reading 1X from the inner area. I wonder what the max read speed at the outer edges was? It’s unlikely I would be able to get a 1X drive working easily in this day and age since the earliest CD-ROM drives required custom controllers.
  • I think 24X is the max rated read speed for CD-Rs, at least for this drive. This implies that the marketing literature only cites the best possible numbers. I guess this is no surprise, similar to how monitors and TVs have always been measured by their diagonal dimension.
  • Given this data, how do you engineer an ISO-9660 filesystem image so that the timing-sensitive multimedia files live on the outermost track? In the Dreamcast case, if you can guarantee your FMV files will live somewhere between the middle and the end of the disc, you should be able to count on a bitrate of at least 900 kbytes/sec.

Source Code
Here is the program I wrote for profiling. Note that the filename is hardcoded (#define FILENAME). Compiling for Linux is a simple 'gcc -Wall profile-cdr.c -o profile-cdr'. Compiling for Dreamcast is performed in the standard KallistiOS manner (people skilled in the art already know what they need to know); the only variation is to compile with the '-D_arch_dreamcast' flag, which the default KOS environment adds anyway.

Read the rest of this entry »

Posted in Science Projects, Sega Dreamcast | 10 Comments »

Dreamcast Development Desktop

March 27th, 2011 by Multimedia Mike

Some people are curious about what kind of equipment is required to program a Sega Dreamcast. This is my setup:



It’s a bit overcomplicated. The only piece in that picture which doesn’t play a role in the Dreamcast development process is the scanner. The Eee PC does the heavy lifting of development (i.e., text editing and cross compilation) and uploads to the Dreamcast via a special serial cable. Those are the most essential parts and are really the only pieces necessary for a lot of algorithmic stuff (things that can be validated via a serial console). But then I have to go up a level where I output video. That’s where things get messy.



The Mac Mini and giant monitor really just act as a glorified TV in this case. Ideally, it will be more than that. The DC outputs audio and video via composite cables to a Canopus DV capture bridge. That’s connected via FireWire to the external hard drive underneath the Mac Mini, which is connected to the Mac. Adobe Premiere Pro handles the DV capture / display.

One day I hope to have something worthwhile to capture.

Posted in Sega Dreamcast | 1 Comment »

Announcing Dreamroq

March 19th, 2011 by Multimedia Mike

I have pushed the first public version of my new Dreamroq (we open source types are just so creative in our naming schemes) library up to Github:

https://github.com/multimediamike/dreamroq

To review, this is a library for playing RoQ video files on the Sega Dreamcast. It has a lot of problems right now, many of which are listed in the README file. It comes with a Dreamcast/KOS sample player. It also comes with a simple Unix testing utility which decodes a file to a series of PNM files. If anyone is interested in debugging RoQ again after all these years that it has been supported in other open source programs, there is still a bug in the video decoder that produces some notable artifacts.

Also, here are some samples I generated that appear to meet the data rate requirements laid out in this post. These samples are based on this sample media set from Xiph.org.

Posted in Sega Dreamcast | 1 Comment »

« Previous Entries Next Entries »