Advertisement
atreyu187

Dreamcast Guides : GD Workshop & GD Mastering

Jan 4th, 2013
195
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.50 KB | None | 0 0
  1. GD-Workshop and
  2. GD-Mastering
  3.  
  4. Dylan Bromley
  5. Sega of America
  6. (Retyped into one big document by ProtoCat)
  7.  
  8.  
  9.  
  10. Using GD-Workshop: A Walkthrough
  11.  
  12. Emulation Drive:
  13.  
  14. 4 gig SCSI Hard Drive
  15. 1 possible 2: 2 gig FAT16 partitions
  16. Can be reformatted to one 4 gig FAT32 or NTFS drive
  17. Physical GD-ROM:
  18.  
  19. 120 Minutes
  20. 1 Gig of data
  21. Definition of Data Areas:
  22.  
  23. Low Density Area: 4 minutes long and holds ~35MB of data
  24. High Density Area: 112 minutes long and holds ~1GB of data
  25.  
  26.  
  27. Track Types:
  28.  
  29. CDDA: Contains raw audio files.Each audio file must be on its own track
  30. Mode1: These tracks contain game data information and the game executable
  31. Definition of Sessions:
  32.  
  33. Session 1: Low Density Area of GD
  34. Both tracks must contain 4 sec of data:
  35. Track 1 - Mode1: GD buffer
  36. Track 2- CDDA: Stores audio file to be played when inserted into a CD player
  37. Session 2: High Density Area of GD
  38. Need for two Mode1 tracks:
  39. Track 3: Mode1 buffer area
  40. Needs 4 secs of data
  41. Track Tab: Pad Track Check Box
  42. Track 4: Mode1 Game Data
  43. Outer most track on physical GD
  44. Contains 1ST_READ.BIN File
  45. Files can be reordered for file read speed optimizations via the listview option
  46. Adding of Digital Audio Tracks:
  47.  
  48. Insertion of CDDA tracks
  49. Reorder of last Mode1 track
  50.  
  51.  
  52. GD-Mastering
  53.  
  54. Compilation of a Bootable File:
  55.  
  56. All example files contain a BIN option
  57. In the EXE directory the BIN file is created
  58. BIN file must be placed on the last Mode1 track
  59. IP.BIN: The First File Loaded:
  60.  
  61. IP.BIN and IP0000.BIN are required to be present in the project
  62. IP0000.BIN = IP.BIN x8
  63. Creation of IP.BIN and IP0000.BIN is included in the release in the Shinobi samples directory
  64. This file contains several different fields which need to be customized for each title:
  65. Hardware ID
  66. Maker ID
  67. Device Information
  68. Area Symbols
  69. Peripherals
  70. Product Number
  71. Version
  72. Release Date
  73. 1st Read File Name
  74. Software Maker Info
  75. 90 - d0: Title String info
  76. Game Title
  77. Placement of IP.BIN files within the project:
  78.  
  79. Disc tab within GD-Workshop
  80. System Area File (single): IP0000.BIN
  81. System Area File (high): IP.BIN
  82. Testing Your Bootable Project:
  83.  
  84. Close the drawer
  85. Reset the Dev Station
  86. Burning the Image:
  87.  
  88. Add the GD-Writer
  89. Configuration\SCSI Bus
  90. Select the GD-Writer and Add as GD-Writer
  91. Testing Burning
  92. Emulator\Test Write
  93. Goes through the process of burning without turning on the laser
  94. Final Burning
  95. Emulator\Write
  96. ~1 hour to burn
  97. Testing the Burn
  98. Switch GD Emulator to GD-ROM mode
  99. This mode allows booting from the GD drive
  100. Insert GD and reset Dev Station
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement