Re: DC dev: requirements?
der Mouse <[email protected]> Mon, 4 Oct 2010 19:35:57 -0400 (EDT)
| Newsgroups | gmane.os.netbsd.ports.dreamcast |
|---|---|
| Message-ID | <[email protected]> |
>> This sounds as though the Dreamcast ROMs just load and execute a >> handful of sectors from the disk (beginning of the first data track? >> absolute sector numbers?) and the use of 9660 filesystems is more in >> the nature of a convention used by the usual bootblocks. Is that a >> fair statement? > No. [...] That's...a bit annoying, but tolerable. > The code loaded from the sectors is a standard bootstrap which is not > specific to the software on the disc, and the largest part of it (the > code that displays the screen "produced or licensed by SEGA") can't > even be customized, because the ROM compares it to an internal copy. That's ugly; getting rid of that was one of the first things I'd been intending to do. Oh well. That too is annoying but tolerable. >> [...] > See <http://mc.pp.se/dc/ip.bin.html>. Indeed. Sounds as though I should shut up here until I've been through all your pages. I've spidered them and will move them to my laptop, so I can do that even if I'm somewhere I don't have connectivity.... /~\ The ASCII Mouse \ / Ribbon Campaign X Against HTML [email protected] / \ Email! 7D C8 61 52 5D E7 2D 39 4E F1 31 3E E8 B3 27 4B