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GD-ROM

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GD-ROM
The underside of a GD-ROM disc
Media typeOptical disc
Capacity1 GB
Developed byYamaha
Usage

The GD-ROM (gigabyte disc read-only memory) is a proprietary optical disc format developed as a collaboration between Sega and Yamaha for the Dreamcast.[1]

Specification

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A double-density format based on the CD-ROM[2] that could hold up to GB, it consists of a single-density track near the disc's center surrounded by a double-density track comprising much of the disc's capacity.[1] The GD-ROM was created in response to developers exceeding the typical 650 MB storage capacity of the CD-ROM; while DVD-ROM would have addressed this limitation, implementing its then-new technology would have made console production cost prohibitive.[1] Along with the format's general novelty, the extra capacity also had the theoretical benefit of curbing video game piracy,[3][4] a major concern of CD-based consoles that was validated by its rampancy on the PlayStation.[5][6]

Dreamcast console

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The Dreamcast was considered by the video game industry as one of the most secure consoles on the market with its use of the GD-ROM,[7] but this was nullified by a flaw in the Dreamcast's support for the MIL-CD format, a Mixed Mode CD first released on June 25, 1999, that incorporates interactive visual data similarly to CD+G.[8][9][a][b] A hacker group self-named Utopia released their exploit in June 2000, having discovered that they could replace the visual data with Dreamcast code, enabling games burned onto CD-Rs to run on the console without any modding;[8][12] boot discs were initially used to facilitate this effort, but hackers subsequently discovered the ability to have burned games self-boot without the need for a boot disc.[12][13] While copying Dreamcast games onto a CD-ROM sometimes required the removal of certain game features, this did not affect their playability; such games were typically distributed on file sharing networks such as Internet Relay Chat.[12][14] Sega initially responded by aggressively pursuing cease and desist orders against online marketplaces selling pirated games, announcing the effort a month after the exploit's release;[7] the company eventually released a new revision of the Dreamcast hardware that removed MIL-CD support towards the end of 2000, closing the loophole.[15][16][17] Games released around that time also began to incorporate a more robust copy protection system to thwart illegitimate use.[18]

Before the Dreamcast was released, Sega "confirmed that Dreamcast owners will one day be able to upgrade the GD-ROM drive to DVD" as part of its general expansion system to keep it competitive against more powerful contemporaries.[19] In June 1999, The Nihon Keizai Shimbun reported on the development of a DVD distribution system by Sega alongside Hitachi, Nippon Columbia, and an additional partner; one known planned use for it involved encrypted multi-title releases that were to be accessed via downloadable product keys.[20] Despite displaying a Dreamcast DVD display unit at E3 2000,[21] the plans for a DVD add-on or fully separate unit never materialized during the short production run of the Dreamcast, rendering it the only sixth generation console to not adopt the format.

Arcade systems

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GD-ROM was also made available as an upgrade for the Dreamcast's arcade cousin, Sega NAOMI and the later Sega NAOMI 2, providing alternate media to its cartridge-based software.[22][23] It is also used as an option on both the Sega Chihiro and Triforce, respectively based on the Xbox and GameCube consoles.[24][25]

The GD-ROM drive in the Dreamcast reads data in constant angular velocity (CAV) mode at up to 12× speed.[1]

GD-ROM drive as an option on Triforce

See also

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Notes

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  1. ^ The MIL-CD is only compatible with Japanese Dreamcast consoles due to regional lockout.[10]
  2. ^ Unlike other mixed mode CDs, MIL-CD was capable of muting its data section from playback on typical CD players, preventing potential damage to connected speakers.[9][10] Some GD-ROM titles include such a warning as an audio track.[11]

References

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  1. ^ a b c d Hagiwara, Shiro; Oliver, Ian (November–December 1999). "Sega Dreamcast: Creating a Unified Entertainment World". IEEE Micro. 19 (6): 29–35. doi:10.1109/40.809375.
  2. ^ Kent, Steven (November 23, 1998). "Here comes Sega's Dreamcast". ZDNet. Retrieved July 5, 2024.
  3. ^ Ohbuchi, Yutaka (September 30, 1998). "New Look at Dreamcast". GameSpot. Retrieved July 5, 2024.
  4. ^ Robinson, John (September 9, 1999). "Sega unleashes a 128-bit monster on the gaming world". CNN. Retrieved July 5, 2024.
  5. ^ Scullion, Chris (30 November 2023). "The Games". The Dreamcast Encyclopedia: Every Game Released for the Sega Dreamcast. White Owl. p. 12. ISBN 978-1-5267-7224-4. Retrieved July 4, 2024 – via Google Books.
  6. ^ Diver, Mike (April 18, 2024). "Dreamcast". THE CON50LE: 50 Years of Home Video Gaming. White Owl. p. 120. ISBN 978-1-3990-4050-1. Retrieved July 4, 2024 – via Google Books.
  7. ^ a b "Sega Crushes Dreamcast Pirates". Wired. July 20, 2000. Retrieved June 15, 2024.
  8. ^ a b Kohler, Chris (October 2005). "Retro-Hack the Dreamcast". Retro Gaming Hacks. O'Reilly Media. ISBN 9780596009175.
  9. ^ a b "First MIL CDs released in Japan". IGN. June 28, 1999. Retrieved June 15, 2024.
  10. ^ a b Gantayat, Anoop (June 7, 2000). "Soundtrack Review: Kitahe - Pure Songs and Pictures". IGN. Retrieved June 17, 2024.
  11. ^ Johnston, Chris (February 1999). "Hands On: Dreamcast". Electronic Gaming Monthly. No. 115. Ziff Davis. p. 26.
  12. ^ a b c Borland, John (June 30, 2000). "Hackers break Dreamcast safeguards, distribute games online". CNET. Archived from the original on October 29, 2014. Retrieved October 28, 2014.
  13. ^ Carless 2004, p. 217
  14. ^ "Sega Shuts Down Computer Game Pirates". ABC News. July 21, 2000. Retrieved July 4, 2024.
  15. ^ Carless 2004, p. 199
  16. ^ Gantayat, Anoop (January 16, 2001). "Sega Kills MIL CD Format". IGN. Retrieved June 10, 2024.
  17. ^ Zackheim, Ben (January 27, 2005). "The Dreamcast never dies". Engadget. Retrieved June 13, 2024.
  18. ^ Bramwell, Tom (January 18, 2001). "Sega Fights Piracy". Eurogamer. Retrieved June 15, 2024.
  19. ^ "Dreamcast Expandability" (PDF). Electronic Gaming Monthly. Vol. 122. Ziff Davis. September 1999. p. 204.
  20. ^ "Sega to Co-Develop DVD Technology for Use with Dreamcast?". IGN. June 8, 1999. Retrieved June 11, 2024.
  21. ^ Justice, Brandon (May 12, 2000). "E3 2000: First Look – Dreamcast DVD Player". IGN.
  22. ^ Gantayat, Anoop (September 20, 2000). "JAMMA 2000: Naomi 2 Revealed". IGN. Retrieved June 12, 2024.
  23. ^ "SEGA Arcade Continues Its Dominance". IGN. February 9, 2001. Retrieved June 12, 2024.
  24. ^ Gantayat, Anoop (September 19, 2002). "JAMMA 2002: First Look at Chihiro". IGN. Retrieved June 12, 2024.
  25. ^ Gantayat, Anoop (February 21, 2002). "AOU2002: First Triforce Game Footage". IGN. Retrieved June 12, 2024.

Bibliography

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Carless, Simon (2004). Gaming Hacks. O'Reilly Media. ISBN 978-0-596-00714-0 – via Google Books.

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