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Getting Started with Dreamcast R10 and Mastering a GD-ROM
Getting Started with Dreamcast R10 and Mastering a GD-ROM
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Table of Contents
1. Hardware and Software Requirements
Programming Environment
Supported Art Packages
2. Dreamcast System Components
3. Installing the Hardware and Drivers
4. Installing the Development Software
5. Flashing the DA and GD-M Firmware and the BOOT ROM
6. Using the CodeScape Debugger
7. Using GD Workshop
Getting Started with the GD-ROM Workshop
8. Testing the Dreamcast Development System
9. Compiling the Samples
10.Burning a GD-ROM
Track 3
Track 4
Compiling a Bootable File (a 1ST_READ.BIN file)
Track 5
Creating the lST_READ.BIN File
Making a Disk Bootable
A Final Check
Two Ways to Burn a Disk
------------------------------------------------------
Preface
Getting Started with Dreamcast
This document contains material for programmers who are getting
started with the Dreamcast development system.
To get set up as quickly as possible, follow the procedures detailed
in each section, in order. Start with "Installing the Hardware and
Software" and work through each section. This guide concludes with a a
brief walkthrough showing how to compile, debug, and execute a sample
program.
1. Hardware and Software Requirements
Programming Environment
o IBM PC compatible running Windows 95, 98, or NT 4.0 (Not Windows
2000)
o P200 or greater
o 32 MB of memory
o 500-600 MB of free hard drive space (minimum)
o Adaptec 2940U PCI-to-Ultra SCSI card dedicated to Dreamcast
o A second VGA monitor and/or composite TV monitor
o CD-ROM drive
Supported Art Packages
o SoftImage v.3.51 & 3.7 for SGI or Windows NT
o Alias for SGI v.7.5
o 3D Studio Max R2
o Lightwave 3D
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2. Dreamcast System Components
Before you start using this guide, make sure that your Dreamcast
development system includes all of the following components:
o Set 5.24 development mini-tower
o 50-pin external SCSI cable
o 2 Active SCSI terminators
o Dreamcast control pad
o Stereo AV cable (composite video + stereo audio)
o Katana Software Development Kit CD-ROM, Release 10
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3. Installing the Hardware and Drivers
Sega recommends Adaptec 2940U (PCI-to-Ultra SCSI) or 2940UW
(PCI-to-Wide Ultra SCSI) controllers for use with the Dreamcast
development system. These controllers have been tested and verified
with both the Cross Products' Debug Adapter (DA) and GD-ROM Emulator
(GD-M).
Note: When you purchase a 2940UW, make sure the package includes a
68-pin to 50-pin external adapter.
Do not connect the Dreamcast development system to a SCSI controller
serving other SCSI devices, such as the Windows boot drive.
During the development process, the debug adapter may lock up or
crash, contributing to timing problems and possibly causing data loss.
Although other PCI SCSI controllers may function with the KatanaDA,
problems in the GD-ROM file system have been reported when other
controllers were used. Cards known to have failed to operate properly
include Diamond Fireport 20/40s and older Adaptec ISA 1540/1542s.
The following procedure assumes the use of an Adaptec 2940U
controller.
Before installing the Dreamcast development system, make sure your
computer has been properly shut down and that the power cord has been
disconnected from the wall outlet.
Note: If a dedicated SCSI controller has already been installed for a
Set 4 or early Set 5 development system, skip to step 4.
1) Remove the outer case from the computer as described in the owner's
manual.
2) Locate an open PCI slot and remove the protective plate covering
the opening. If you are installing a second SCSI controller, make a
note of the card location dedicated to the Dreamcast development
system. (This card may need to be swapped later).
3) Install the SCSI controller according to the instructions provided
by Adaptec. Fasten the card in place.
4) Connect one end of the supplied 50-pin SCSI cable to the port on
the back of the Set 5.24 labeled SCSI-A and the other end to the
dedicated SCSI controller card (use the 68-pin to 50-pin adapter if
required).
5) Attach the two active-SCSI terminators to the ports labeled SCSI-B
and For GD-WRITER.
6) Connect the Dreamcast controller to the leftmost port (Port A) on
the front of the development system.
7) Connect a TV monitor to the composite video and audio jacks on the
back of the Set 5.24 using the AV cable provided (or substitute an
S-Video cable if available). Optionally connect a VGA monitor to
the RGB Analog (VGA) port on the back of the development system.
8) Plug the Set 5.24 unit into the wall outlet and press the large
power button on the front left corner of the development system to
boot it.
9) Wait approximately 15 seconds while the Dreamcast development
system completes the power-on sequence. When the hard drive
finishes mounting, plug the PC's power cord back into the wall
outlet and boot the system.
10) As the PC boots, watch the SCSI controller's status information
and verify that the following devices mount:
ID 3: CPL KATANA DA
ID 4: CPL GD-M
If you have previously installed a development system, skip to step 21.
11) On some PCs with two SCSI controllers, the Windows boot drive may
need to be located on the first controller. If no boot device is
found after the Katana development system mounts, shut down both
computers, and swap the SCSI controller cards. Repeat the
installation procedure described above.
Note: Do not attempt to modify the default SCSI controller settings
unless absolutely necessary.
12) Windows will auto-recognize the Adaptec 2940U card and load the
appropriate software. Follow the instructions provided by Adaptec
to install the latest AHA-2940U/AHA-2940UW SCSI controller
drivers.
13) As the system boots, a message should appear stating that an
unknown device has been found. When the Update Device Driver
Wizard opens, select Next to search for a device driver.
14) The hardware wizard should return with the message Unable to
locate a driver for this device. At this point, select Finish.
No device driver is necessary for the Katana DA.
15) Once the O/S has finished loading, go to the Windows Control Panel
and double-click the System icon.
16) Click on the Device Manager tab and select View devices by
connection.
17) Expand the Plug and Play BIOS category followed by the PCI bus
device type to reveal the Adaptec AHA-2940U/UHA-2940UW PCI SCSI
Controller.
Note: If you installed a second 2940U controller, verify that only two
devices are present. If a SCSI controller was swapped, multiple
'false' cards may be listed. In this case, highlight all the
conflicting devices and select Remove. Repeat steps 12 through 17.
18) The Adaptec AHA-2940U/UHA-2940UW PCI SCSI Controller should show
the CPL KATANA DA and CPL GD-M units as mounted (see step 10).
Select the Close button on the Device Manager control panel to return
to the desktop.
19) The Dreamcast development system usually contains a 4 GB hard
drive divided into two FAT-16 formatted partitions (2 GB each). If
you open My Computer, the Dreamcast's internal hard drive
partitions should show up as two Removable Disk drives. You can
read and write files on these drives just as you can on any
removable media.
A bug currently exists in Windows NT preventing the second partition
from being seen. If you need the entire 4 GB storage space, the drive
can be re-formatted as NTFS or (for Windows 95) FAT-32. For more
details, see the section titled "Formatting the Emulation Drive" in
the GD-Workshop User Guide distributed with this release.
20) Before continuing with the installation procedure, verify that
Windows is running the latest ASPI drivers from Adaptec. Locate
the following files in the Windows\System folder:
C:\WINDOWS\SYSTEM\WINASPI.DLL
C:\WINDOWS\SYSTEM\WNASPI32.DLL
C:\WINDOWS\SYSTEM\APIENUM.VXD
C:\WINDOWS\SYSTEM\IOSUBSYS\APIX.VXD
Right click on each file and select Properties. Click the Version tab
and verify that the File version number is 4.57 (1008).
The most recent ASPI drivers are available on the Adaptec web site:
http://www.adaptec.com/ support/faqs/aspilayer.html
Look for the file Aspi32.exe.
Note: The default Windows 98 ASPI drivers do not work with the
Dreamcast development system. Install the Adaptec drivers to overcome
this problem.
21) Locate the four DIP switches on the front of the Dreamcast
development system. Make certain all four DIP switches are in the
OFF (down) position for default operation.
Note: The left two DIP switches determine the standard video output
mode reported to software:
Switch 1 Switch 2 Meaning
OFF OFF Stereo AV cable, S-video, or RF output
ON OFF RGB (NTSC or PAL)
OFF ON Undefined
ON ON VGA cable
Note: The rightmost DIP switch determines whether the Dreamcast
development system boots in self-check mode. This mode outputs to VGA
display only. A MIDI loopback cable is required to test the sound
system.
Switch 4 Meaning
OFF Boot to flash memory (default)
ON Boot to EPROM (run self-check)
22) Make certain the slide switch on the front of the Dreamcast
development system is set to the LEFT.
Note: Setting this switch to the right enables writing to the
Dreamcast Boot ROM (flash memory). The Boot ROM contains code to load
games, play audio CDs, transfer files to save game cards, etc. This
switch has no effect on the Cross Products DA (Debug Adapter) and GD-M
(GD-ROM Emulator) flash ROMs.
Your development system may become unbootable if you accidentally
write to flash memory when this switch is to the right. Don't try to
reflash your system's Boot ROM unless instructed to do so by Sega.
23) Set the rotary switch on the front panel of the Dreamcast
development system to the country for which you're developing:
Code Country or Region
0 Japan (NTSC)
1 Not used
2 Not used
3 Not used
4 North America (NTSC)
5 Not used
6 Brazil (PAL-M)
7 Argentina (PAL-N)
8 Not used
9 Europe (PAL)
A Not used
B Not used
C Not used
D Not used
E Not used
F Not used
Note: The country code determines PAL/NTSC output. In a production
system, this code will also be checked by the boot loader to make
certain that the title was published for the country in which it is
running.
24) After the DIP switch settings have been verified, install the
Dreamcast development software, and continue the hardware setup by
following the procedure labeled "Testing the Development System."
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4. Installing the Development Software
To install the Katana Software Development Kit (SDK), open the "Katana
SDK, Release 10" CD-ROM and double-click the Setup.exe icon. Follow
the instructions contained within the installation program. Using this
method, you may select the entire SDK or Custom Install only a few
basic components. The full software release requires approximately
500-600 MB of drive space. When the installation completes, the
DBFlash utility starts automatically. (Chapter 5, "Flashing the DA and
GD-M Firmware and the BOOT ROM," tells how to use DBFlash.)
Note: To un-install the SDK, open the Windows Add/Remove Programs
Control Panel, select Katana Development Software, and click
Add/Remove.
To avoid confusion, install the current Katana SDK in a different
location from the previous release.
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5. Flashing the DA and GD-M Firmware and the BOOT ROM
Whenever a new version of the CodeScape debugger or GD-ROM Workshop is
released, the Flash ROM files on the Dreamcast development system must
be updated. This chapter explains how to re-flash these ROMs.
1) When DBFlash completes its initialization, the installer
autoamtically runs the DBFlash utility.
2) A four-pane DB-Flash window then opens. You can use the three top
panes in the window to flash DA Firmware, GD-M Firmware, and Boot
ROM.
Note: If an error occurs when you try to open the DBFlash window, the
problem is most likely caused by old or incompatible ASPI
drivers. (For more details, see Step 20 in Chapter 3 "Installing the
Hardware and Drivers" for more information.
Warning: Never attempt to flash the system when you suspect that the
DBFlash program may be having problems.
3) Note the three text boxes labeled Current Version numbers that
appear in the top three panes of the DB-Flash window. As you
complete the steps that follow, DB-Flash Will use these text boxes
to match the latest release of the Dreamcast Development firmware
with the version numbers of your system's current DA ROM, your
system's current GD-M Firmware, and your system's current Boot ROM.
Also notice the check boxes labeled Reflash that appear in the
window's top three panes. If a check mark appears inside any of these
check boxes during the steps that follow, that means that the
corresponding ROM in your system needs to be updated. If no check
marks appear during the steps that follow, flashing will not be
necessary.
Warning: You can reflash your system's DA and GD-M firmware yourself,
provided you carefully follow the steps outlined in this
section. However, If you discover that your Boot ROM needs to be
updated, contact Sega Developer Support for instructions. Don't try to
flash your Boot ROM without contacting Sega! If you do, you could
easily damage your Dreamcast Development System.
4) To start the job of reflashing your system's firmware, click the
Browse button in the top (DA Firmware) pane of the DB-Flash window.
DBFlash responds by opening a file chooser dialog.
5) Using the file chooser, navigate to the Genie.fsh Flash ROM file,
which resides in the \Utl\Dev\Codescape folder. Then double-click
on the file's icon to select it.
6) If your DA Firmware needs to be updated, two things now happen: A
check mark appears inside the Reflash check box in the top (DA
Firmware) pane of the DB-Flash window, and the version number of
the newest DA Firmware release appears inside the text box just the
right of the updated check box. If these two changes occur, you
will know that your systems' DA Firmware needs to be reflashed.
But it is not time to do that yet. Instead, for now, just move on to
Step 7.
7) Navigate to the gmX_X_Xx.fsh Flash ROM file (where X's stand for
version numbers). This file resides in the \Utl\Dev\GDWorkshop
folder. When you have located it, double-click on its icon to
select it.
8) If your GD-M Firmware needs to be updated, two things now happen: A
check mark appears inside the Reflash check box in the second (GDM
Firmware) pane of the DB-Flash window, and the version number of
the newest GD-M Firmware release appears inside the text box just
the right of the updated check box. If these two changes occur, you
will know that you need to reflash your systems' GD-M Firmware.
9) The version numbers of your system's DA and GD-M Firmware match the
corresponding version numbers of the latest Dreamcast firmware
release, so you can now close the DB-Flash window without
performing any flashing operations.
10) Although the DB-Flash window also contains a Boot ROM pane, you
should not use it without first contacting Sega Developer support.
As mentioned previously, attempting to reflash your system's Boot ROM
by yourself can easily damage your system.
11) If the preceding steps revealed that your DA Firmware needs
updating, or that your GD-M Firmware needs to be updated (or
both), click the Reflash button in the lower right corner of the
DBFlash window. When the flashing process begins, DBFlash displays
a status bar at the bottom of the DBFlash window to inform you
that the operation has started.
12) It takes about 25 seconds to reflash your system's Firmware. Then
DBFlash displays a Success dialog.
13) After noting the instructions displayed in the bulleted list in
the DB-Flash window, close the window by clicking the Exit
DB-Flash button.
14) Shut down your PC by choosing Shut Down from the Windows Start
menu. If Windows does not turn your PC off by shutting down its
power, click your PC's On/Off switch to power it down manually.
15) Manually turn off the Dreamcast dev box by clicking its power
button.
16) Wait at least 30 seconds, and then turn your dev box back on
again. This wait period is important! Waiting more than 30 seconds
won't hurt; waiting less than 30 seconds might.
17) Reboot your PC and verify that the DA and GD-M devices mount, as
described in Step 10 of "Installing the Hardware and Drivers."
Note: In some cases, Windows may report after a reboot that an unknown
device has been found. When the Update Device Driver Wizard opens,
select Next to search for a device driver. When the message Unable to
locate a driver for this device appears, select Finish. No device
drivers are necessary for the DA or GD-M devices.
18) After your Flash ROMs have been updated, you can test the
functionality of the development system by running a utility
called DACheck.
DACheck is located in the \Utl\Dev\DACheck folder. From the DACheck
main window, click the Test DA and Test GD-M buttons.
If each component tests OK, the corresponding status light will be
green. A red light indicates failure.
Note: At any time during the preceding series of operations, if a
problem occurs or contact is lost with the Debug Adapter, shut down
Windows and turn off the Dreamcast development system. Again, be sure
to wait at least 30 seconds before restarting the Set 5.
Recovery from a bad Flash ROM
If contact is lost with the Debug Adapter due to an error in the
flashing process, the system may be recovered using the following
procedure:
1) After shutting down both Windows and the Set 5.24 unit for at least
30 seconds, restart the system and start DACheck.
2) Click the Exit button. A DACheck Reset Options dialog box will
appear.
3) Check the box labeled Set Factory Defaults and click Exit DACheck
to continue.
4) After a brief reset period, DACheck will close. Shut down both the
Set 5.24 and PC and wait at least 10 seconds before rebooting.
Note: If the previous operations do not work, try to boot into
self-check mode by following the instructions given in Step 4 of
Section 8, Testing the Development System.
5) Re-launch DACheck. The system status should have returned to
normal.
If the DA indicator light is still red, repeat the above procedure.
Do not try to re-flash the Set 5.24 when the light is red unless the
Flash ROM appears permanently bad. In these cases, revert to the last
known working version of the Flash ROM.
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6. Using the CodeScape Debugger
When the Dreamcast development system is completely installed and has
been updated with the latest firmware, you can begin compiling,
debugging, and executing code. To download and run Shinobi executables
on the SH-4, use Cross Products' CodeScape debugger.
The quickest way to verify that the hardware is functioning properly
is to load and run a pre-compiled sample program. The following
procedure tells how to use the basic features of CodeScape to execute
the QUIKTST2 sample.
Note: The QUIKTST2 sample is provided as a pre-compiled .elf file in
the R10 SDK. If you wish to test other samples, you must compile them
before proceeding with this exercise. (For details, see Chapter 9,
"Compiling the Samples.")
1) Before you load CodeScape, you must make sure that a file system is
present. To obtain that assurance, load GDWorkshop and locate the
Control & Log window, a child window that appears in the bottom
part of the GDWorkshop window. In the Control & Log window, locate
the emulation mode button, shown below. The yellow circle inside
the emulation mode button represents a disk, and the gray circle
above the yellow circle represents emulation mode. Set the switch
next to the two circles to point downward, toward the yellow circle
(the disk), as shown in the illustration.
2) Start CodeScape by double-clicking the CodeScape.exe icon in the
\Utl\Dev\CodeScape folder. CodeScape will display a dialog box
warning that a reflash has occurred. This is not really an error,
so press OK to continue.
3) Choose Configure DA Settings from CodeScape's Debug menu to find
out what mode CodeScape is running in. For general debugging
purposes, you should run Shinobi code in CPU Mode. OS Mode is
similar to CPU Mode, but after a reset executes the Dreamcast boot
ROM and attempts to launch a bootable GD-ROM disk (or emulated
project).
4) The first time you run CodeScape, it may display a message warning
you that it is Unable to restore toolbar state. If you see such a
message, click OK to continue.
5) From the File menu, choose Load Program File.
6) When the Load Program File dialog opens, click the Browse button to
bring up a standard file dialog. Then navigate to the QUIKTST2.elf
sample executable, which resides in \Sample\Kamui2\QUIKTST2\Exe.
7) Leave the Load Options and Reset Options items at their default
settings. Check the Enable Run Options box, and select Run to main.
8) Click OK to load QUIKTST2.elf. At this point, make sure that a TV
set or a VGA monitor is plugged into the back of the Dreamcast
development system and that the appropriate DIP switch settings for
video output are set. (For the correct DIP switch settings, see
Step 21 in Chapter 3 "Installing the Hardware and Drivers.")
9) From CodeScape's Window menu, select New Window (Ctrl-N). CodeScape
then opens a blank window with No type.
10) From the Region menu, pull down Type and select Source. You can
modify the window type by clicking the desired toolbar icon.
11) QUIKTST2.elf contains hard-coded paths to
\Sample\Kamui2\QUIKTST2\Exe. If the SDK has been installed in a
different directory, Select Edit Source Path from CodeScape's
Project menu.
12) Click the Browse button to bring up a standard file dialog or use
an MS-DOS window to enter the path to the QUIKTST2 source folder.
Note: When the Program Counter (PC) is located in a section of code
with no source or debugging information, the following message is
displayed in the source window:
**** No debug info. available for address < addr > ****
13) The source window now displays the following from NjLoop.c:
=> int main (void) / * Arrow (=>) represents PC. * /
{
KMSYSTEMCONFIGSTRUCT kmsc; / * Kamui 2 system...
KMVERSIONINFO VersionInfo; / * Kamui 2 version ...
KMSURFACEDESC PrimarySurfaceDesc; / * Primary framebuf...
...
}
14) From the Debug menu, pull down Execution and select Run (F9). A
spinning QUIKTST2 is now displayed on the TV/monitor.
15) To expedite the process of loading and running the QUIKTST2
sample, save the current session by selecting Session Save from
the File menu. This records directory paths, window states, break
points, etc.
You may want to continue testing the Dreamcast development system by
running additional sample programs that exercise the Maple controller
box and GD-ROM file system. Read through the following two sections
for information on how to do this.
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7. Using GD Workshop
Note: This section is a quick-start guide to using the GD Workshop.
To learn how to burn a GD-ROM, see Chapter 11 "Burning a GD-ROM."
The Dreamcast system requires the use of a special kind of disk that
resembles an ordinary CD-ROM but is designed to different
specifications.
This special variety of disk stores more information than an ordinary
CD-ROM. It is called a gigabyte disk, or GD-ROM.
A GD-ROM has a playing time of approximately 120 minutes, and holds
Approximately 1 gigabyte of data (In comparison, an ordinary CD-ROM
has a playing time of about 79 minutes, and stores about 650 MB of
data.)
If you look closely at a Dreamcast GD-ROM, you can see that it is
divided into two different physical areas - a single-density area that
holds just 4 minutes of data, and a high-density area, which can hold
approximately 112 minutes of data. The inner ring of a GD-ROM is its
single-density area, while its high- density area is its larger outer
ring.
The single-density area of a GD-ROM has the same layout as a
conventional CD-ROM, except that it has a capacity of only about 35 MB
of data. This area is divided into two tracks: a data track (Track 1)
and an audio track (Track 2).
Track 1 contains data that is visible if the user places the GD-ROM
into a CD-ROM drive on a PC. On Track 2, you must store a Warning.DA
file that you can find in the \Utl\Dev\GDWorkshop directory. This file
contains a warning message that alerts the user when an attempt is
made to play a Dreamcast GD-ROM on an ordinary CD-ROM drive. You'll
learn how to copy the "Warning.DA" message to Track in the next
section "Getting Started with the GD-ROM Workshop."
When you record data on a GD-ROM, it is placed on the disk in the form
of tracks. A GD-ROM has two kinds of tracks - Mode1 tracks (that's
Mode-1, not Model) and CDDA (CD Digital Audio) tracks. Mode1 tracks
are used for data storage, and CDDA tracks are used for storage of raw
audio data.
Hence, Track 1 of the low-density area of a GD-ROM is a Mode1 (data)
track, while Track 2 is a CDDA track.
The high-density area of a GD-ROM contains one Mode1 (data) track,
followed by up to 95 CDDA tracks, followed in turn by another Mode1
track. The single- density area contains just two tracks: a Mode1
track and a CDDA track.
Getting Started with the GD-ROM Workshop
The GD-ROM Workshop (GDWorkshop) utility allows you to lay out and
burn GD-ROMs. It also controls the emulation of GD-ROMs on the
Dreamcast Development system's hard drive.
Use the following procedure to (1) set up the GD-M emulation
environment and (2) test it by executing a sample program that
accesses the file system.
1) Start GDWorkshop by double-clicking the GDWorkshop.exe icon in the
\Utl\Dev\GDWorkshop folder.
2) The first time you run GDWorkshop, you may see a message warning
you that Workshop was unable to determine your emulation
configuration, and stating that you will be taken to the
configuration screen. If such a message appears, click OK to
continue.
3) Open the Configuration menu and choose Configure drive
letters. GD-Workshop responds by opening a Configure drive letters
window.
4) When the Configure drive letters window opens, it lists the
available SCSI controllers on your system, along with any attached
devices that match the characteristics of the GD-M Emulator.
5) Highlight the CPL GD-M device. On the right side of the display is
a pull-down menu containing drive letter assignments. Select an
appropriate drive name and click Add. Repeat this process for the
second drive partition (if present). When you are finished, the
lower portion of the window labeled Current drive selections should
list:
E: 0,4 CPL GD-M (assuming drive E: is the first available)
F: 0,4 CPL GD-M
Note: Be careful not to select other removable drives, such as a Zip
drive, as a Kamui 2 emulation device.
6) When you are finished assigning drive letters, press OK to
exit. Re-launch the GDWorkshop application to continue.
7) From the File menu, select New (Ctrl-N) and supply a name for your
project. For this example, use the title Samples. This action
opens the GDWorkshop window, which displays a pre-built GD-ROM disk
structure in a panel on the left and a number of user-modifiable
tab menus in a panel on the right.
In the tree display shown in the left panel of the GDWorkshop window,
Session 1 represents the single-density area of the GD-ROM, and
Session 2 represents the high-density area of the disk.
8) Leaving GDWorkshop running in the background, use the Windows
Explorer to locate the folder \Sample\Kamui2\quiktst2\gd_root. Open
this directory and select all the files inside it. These are user
data files. In the next step, they will be copied into one of the
two Mode1 tracks in the high-density area (Session 2) of the
GD-ROM.
9) Drag and drop the selected files onto the track labeled 05 - MODE1,
at the bottom of the GD-ROM tree. This action opens a file transfer
window that displays a progress bar for each file as it is copied
to the tree that represents the GD-ROM.
10) When you have finished dragging and dropping, the root directory
of Track 5 will contain several .pvr files used by the QUIKTST2
demo, and the tree shown in the GDWorkshop window will have a
structure something like this:
GD-ROM
+-- Session
+-- ISO Level 2
+-- 01 - Mode 1
+-- 02 - CDDA
+-- Session
+-- ISO Level 2
+-- 03 - Mode 1
+-- 04 - CDDA
+-- 05 - Mode 1
Notice that Session 1, which represents the single-density area of the
GD-ROM, now has its allotted two tracks (a Mode1 track and a CDDA
track), which the high-density area of the disk now has its minimum
allotment of one Mode1 track, one or more CDDA tracks, and another
Mode1 track.
11) Some files now need to be added to the first two tracks on the
disk (those in Session 1). Highlight Track 2 (02 - CDDA) and
right-click the mouse to bring up an Options menu. Then choose
Insert | File. GDWorkshop responds by opening a file chooser
dialog.
12) From the file chooser, select Warning.DA located in
the\Utl\Dev\GDWorkshop directory.
13) Drag and drop the Warning.DA file onto Track 2 of Session 1 (02 -
CDDA).
14) Drag and drop the same file Warning.DA - onto Track 1 of Session 1
(01 - MODE1), and into Track 3 (03 - MODE1) and Track 4 (04 -CDDA)
Note: The Warning.DA file that is copied to Tracks 1 and 2 in the
preceding steps contains seconds of 44.1 kHz, 16-bit, stereo audio
intended to warn the user that the disk is designed for a Dreamcast
game system and is not meant to be played on an ordinary CD player.
Track 2 is the only track on which the Warning.DA file is
required. However, Warning.DA is also copied to Tracks 1, 3, 4, and 5
in this exercise because a four seconds of data must be placed on each
of those tracks as padding, and the Warning.DA file just happens to
contain four seconds of audio data, making it an ideal file to place
on those tracks, strictly from the point of view of the amount of data
it contains. If you have a file of your own that contains four seconds
of data, you can place it on Tracks 1, 3, 4, and 5 in place of the
Warning.DA file. Just remember that you must place the Warning.DA file
supplied by Sega on Track 2.
15) For reasons you will learn about in Chapter 10, "Burning a
GD-ROM," Track 3 requires some special treatment. After you copy
the Warning-DA file (or some other four-second file) onto Track 2,
you must pad, or buffer the rest of the track with zero
data. Here's how to do that:
1. Highlight Track 3 in Session 2 in the tree structure.
2. Select the Track tab in the GDWorkshop window.
3. Check the Pad Track check box.
4. Click the Apply button at the bottom of the GDWorkshop window. (If
you don't see it, you may have to scroll down until it appears.)
16) Locate the four icons in the task bar of the Control & Log window,
which appears in the bottom part of the GDWorkshop window. The
rightmost icon in the Control & Log window's task bar (the one
made up of two circles and a line) shows a switch that can point
to either one of two circles: a yellow circle, which represents a
disk, and a gray circle, which represents emulation mode. Point
the switch up - away from the yellow circle and toward the
emulation mode.
17) The leftmost icon in Control & Log window represents the state of
a virtual "Drive Door". When this virtual door is open, you can
add and delete files in a GD-ROM project. When the door is closed,
the disk inside it is said to be in emulation mode. To begin a
process of emulating the Samples disk, click the Drive Door icon
(F9).
Note: Changes to the project do not take effect until the drawer is
opened and closed again.
18) After the virtual drive door is shut, GDWorkshop prints out
several messages to the log window indicating that the file system
is being prepared. When it has finished mounting, the text Close
Door is displayed. At this point, you can minimize the GDWorkshop
window.
Note: The disk continues to emulate until either the power is turned
off on the Set 5.24 or the virtual drive door is opened. GDWorkshop
can be quit without halting the emulation.
19) Launch the CodeScape Debugger. Follow the procedure detailed in
the previous section for loading and running an executable
file. Load the QUIKTST2.elf example located in
\Sample\Kamui2\QUIKTST2\Exe.
20) As the QUIKTST2 sample is executed within CodeScape, texture files
are read from the GD-ROM file system. If GDWorkshop is still
running in the background, status messages are printed to the log
window listing the .pvr files as they are loaded.
If any error occurs during the emulation process, perform a hard reset
of the Dreamcast development system (using CodeScape, select Reset,
Hard Reset from the File menu). Wait a few seconds, then open and
close the Drive Door in GDWorkshop.
To learn more about GDWorkshop and GD-ROM disks, see Chapter, "Burning
a GD-ROM."
------------------------------------------------------
8. Testing the Dreamcast Development System
To perform a hardware self-test of the Dreamcast development system,
use the following procedure:
1) Launch the DACheck utility, then select the Exit button. A DACheck
Reset Options dialog box will appear.
2) Select the OS Mode radio button and click Exit DACheck to continue.
3) With default DIP switch settings (all OFF), the Dreamcast boot ROM
will execute and display the consumer interface to load games, play
audio CD's, transfer files to save game cards, etc. The output will
be to a composite (television) monitor.
4) To enter self-check mode, flip the fourth DIP switch on the front
of the unit ON and press the Reset button. The output of the
self-check is VGA only.
5) The self-check takes several minutes to complete. As each component
passes, its test description line turns green and an OK is
appended. If a test fails, the line is colored red.
Note: To test the full functionality of the audio system, a MIDI
loopback cable is required. If not present, the AICA & ARM check. will
report failure.
------------------------------------------------------
9. Compiling the Samples
There are three ways to compile and link an individual sample program:
o Using an MS-DOS console window.
o Using Metrowerks CodeWarrior with the Hitachi compiler.
o Using Metrowerks CodeWarrior with the GNU compiler.
To compile a sample program using an MS-DOS window, follow these
steps:
1) From Windows, navigate to the directory containing the sample you
want to compile. For example, to compile the Teapot program, go to
C:\Katana\Kamui2\QUIKTST2 (assuming that's the location of the
Teapot source files on your system).
2) Run the GNUMAKE utility by executing the command
GMAKE
Note: Although you use the GMAKE command in this step, Dreamcast
programs are actually compiled using the Hitachi compiler.)
3) At this point, you are compiling the QUIKTST2 program. During
compilation, two new folders are created: an Exe folder and an Obj
folder. (The object files and some intermediate files are deposited
in the Obj folder. The .elf file (the executable file format for
Dreamcast) is placed in the Exe folder.)
4) In this example, we use a default makefile. You can customize this
makefile setting several different flags. To edit the makefile for
customization, open the file in an editor and locate a group of
four lines that look like this:
OUTPUT = ELF
OPTIMIZE = TRUE
DEBUG = TRUE
#LIST = TRUE
#COMPILER = SHC
You can use each of these lines to set or clear a flag.
OPTIMIZE: The OPTIMIZE flag optimizes for speed (TRUE = optimizations
on, FALSE = optimizations off). Turning optimizations off helps you in
the debugging process by generating lines linearly instead of moving
them around to make code as compact as possible.)
DEBUG: The DEBUG flag specifies whether you want debugging symbols
embedded in your code. Turn this flag on for debugging, off for the
release version of your game.
LIST: For every file the compiler processes, the compiler outputs a
.lst file, which contains the assembly-language code generated by the
compiler. This file is placed in the Obj folder. The linker outputs a
.map file that shows all the modules which have been linked into your
application, and where they have been placed in memory.
OUTPUT: Specifies the output file type. The file type can be BIN (for
1ST_READ.BIN), LIB (library), or ELF for a debug executable.
------------------------------------------------------
10. Burning a GD-ROM
Note: To understand the material presented in this section, you should
first read Chapter 7, "Using GD-Workshop."
As noted in Chapter 7 "Using GD-ROM Workshop," Tracks 1 and 2 of the
single- density area of a GD-ROM must contain 4 seconds of data
each. You may recall that in Chapter 7, you were instructed to copy a
file named Warning.DA onto these two tracks.
You may also recall that although the specific contents of the
Warning.DA file were not significant in this operation, the fact that
the file contains four seconds of data is significant. That's because
the Warning.DA file contains just enough information to provide these
two tracks with something they require: padding, or a buffered area,
that is at least four seconds long.
Tracks 1 and 2 of Session 1 are not the only tracks on the GD-ROM that
require a buffered area at least four seconds long. As mentioned
earlier, every track that you place on the GD-ROM must contain at
least four seconds of data.
Track 3
It's particularly important to pad Track 3 (the first Mode1 track of
the disk's high-density area) by filling it with zero data. That's
because the 1ST_READ.BIN file - your actual game executable- is always
placed on Track 5, which must always lie outside the disk's 100-minute
mark.
Track 3 is used only for padding. To pad it, you fill it with zero
data beginning at its first sector. When you do that, GD-Workshop
forces any data files on the track to occupy the end of the
track. GD-Workshop also calculates the size of the track, and arranges
the data on it in such a way that your game's executable always winds
up on the outside edge of the disk.
To pad Track 3, follow these steps:
1) Highlight Track 3 in Session 2 in the tree structure.
2) Select the Track tab in the GDWorkshop window.
3) Check the Pad Track check box.
4) Click the Apply button at the bottom of the GDWorkshop window. (If
you don't see it, you may have to scroll down until it appears.)
Track 4
At least one CDDA track (raw digital audio) is required on Track 4 of
Session 2.
Even if your game doesn't use digital audio, you still must place at
least four seconds of data on Track 4. You can add new CDDA tracks by
following these steps:
1) Right-click the Session icon in the GDWorkshop window's tree
display. A popup menu then appears.
2) Select Insert | Track | Digital Audio.
When you add a new CDDA (digital audio) track, GD-Workshop renumbers
your last Mode1 track. When you have finished adding tracks, your
GD-ROM will have, from the inside of the disk moving outward, a
single-density-area track, a Mode1 track, up to 95 CDDA tracks, and a
final Mode1 track (which stores your game data).
As mentioned previously, the first Mode1 track on the GD-ROM is just
padding to make sure that later Mode1 tracks and CDDA tracks are out
as far out as possible toward the outside of the disk.
Compiling a Bootable File (a 1ST_READ.BIN file)
When you have placed all the necessary tracks on your disk, you're
ready to start the job of GD-mastering; that is, the process of
creating a bootable GD-ROM. To show you how to do that, we'll use the
QUIKTST2 example.
These are the steps to follow:
1) From Windows, locate the \Sample\QUIKTST2 folder.
2) In a text editor, open the appropriate makefile for editing.
3) Navigate to bottom of makefile and find the OUTPUT option.
4) Change the OUTPUT option in the makefile to BIN.
5) Recompile the sample program (see Chapter 9 if you need more
instructions).
Track 5
Track 5 is designed to store only game data, including all remaining
data files and the 1ST_READ.BIN file - which, as you have seen, is
your game's actual executable.
To create a game executable in bin format, start by opening the
makefile in an editor and changing the comments in the makefile as
shown in the following code fragments.
When you open the makefile, notice that the OPTIMIZE flag is set to 1,
and that the DEBUG flag is set to TRUE. Also note that the LIST flag
is set to FALSE.
To edit the makefile, set the OUTPUT flag to BIN , and set the DEBUG
flag to FALSE.
Note: When these changes are made, you must recompile your
executable. When you recompile the sample file, you'll create a file
named samplename.bin file in the Exe directory.
Creating the lST_READ.BIN File
To create a lst_READ.BIN file - that is, an executable file for your
game-Follow these steps:
1) Locate the file, QUIKTST2.bin inside the\Sample\Kamui2\QUIKTST2
directory.
2) Change the name of the QUIKTST2.bin file to 1ST_READ.BIN.
3) Insert 1ST_READ.BIN into Track 5 of the GD-ROM project.
Note: The last file added to a track is physically located at the end
of the track. This is where 1ST_READ.BIN should be. If you need to
reorder the tracks on your disk, you can do that by choosing the List
View option from GD Workshop's View menu. When the left panel of the
GDWorkshop window displays a list view, you can drag and drop files
shown in the list view to change their order. When you finish
reordering your files, you can use the View menu to switch the left
panel of the GDWorkshop window back to a tree view.
4) Create a file named IP.BIN file. To do this:
1. Navigate to the \Utl\Dev\IPmaker directory.
2. Execute ipmaker.exe.
4. When the IPMaker window opens, find the check boxes that let you
specify whether your game will be used in the U.S., in Europe, or
in Asia. For now, check all three boxes.
5. Fill out the other edit fields in the window, such as your game
title, your development company, and your publishing company. When
you're Satisfied that you have filled out all those fields
correctly, click the Apply button at the bottom of the window. That
action creates a pair of files named ip.bin and ip0000.bin in the
\Utl\Dev\IPmaker directory. These files are the initial program
files that the Dreamcast unit will load.
6. At the bottom of the window, there's a box that lets you select a
filename. The filename 1ST_Read.bin appears there by default. Leave
the default setting alone; that's the name you'll want to use.
7. There's also a Peripherals tab in the IPMaker window. If your game
supports peripherals other than the standard Dreamcast controller,
click the Peripherals tab and check all boxes that apply to the
controllers you plan to use.
Note: If you want your game to support VGA output, check the VGA box,
which by default is unchecked.
8. Close the IPMaker window.
Making a Disk Bootable
When you have finished working with the lst_READ.BIN file and have
created An IP.BIN file, a few more steps are needed to make your
GD-ROM bootable:
1) Open GD Workshop.
2) Copy these three files into Track 1 of Session 1:
BIBLIOGR.TXT
COPYRIGH.TXT
ABSTRACT.TXT
BIBLIOGR.TXT is a file in which you can place a bibliography - that
is, a list of reference materials that you used to create your game.
The COPYRIGH.TXT file contains important copyright information. In the
ABSTRACT.TXT file, you can place a description of your game. Near the
release of Dreamcast, more details about what these files should
contain will be available. Meanwhile, you can create empty files with
these names and copy them into Track 1 of Session 1 (01 - MODE1).
3) Select the track tab and pad the track by following these steps:
1. Select the Disk tab. You'll then see two different header boxes
equipped with Browse buttons. The first box says, System area file
(single). The second says, System area file (high). Select the
browse button on System area file (single).
2. Navigate to the \Utl\Dev\Ipmaker directory.
3. Select ip0000.bin and click OK.
4. Select System area file (high), and then select the Browse button.
5. Navigate again to the \Utl\Dev\Ipmaker directory.
6. Select the ip.bin file.
7. Click the Disk tab and then click the Apply button (you may have to
scroll to see it).
A Final Check
When you complete the preceding steps successfully, you will have a
bootable disk. Then only one task remains: to test it to make sure
that it actually is bootable.
To do that, follow these steps:
1) Check to make sure that your dev station is in OS mode. (For
instructions on how to do that, see Step 2 in Chapter 6, "Using the
CodeScape Debugger.")
2) When you have verified that your dev station is in OS mode, close
the virtual drawer in GD-Workshop by clicking the button in the
lower left part of the window. Then physically reset the dev
station. If you see a message asking if you want to reload the
program file, answer No.
Note: If there are errors on the disk or it isn't set up properly,
you'll see error message boxes when you click the drawer. These
messages will tell you what the errors are.
3) When you have reset your dev station, the files to be written to
your bootable disk will be displayed in the GD-Workshop log window.
Note: There is file that you can add to your last Mode1 track. It's a
256x256 file named "texture 0gdtex.pvr." It allows you to customize
what the texture will be on the picture of the GD that you see
spinning around on your last Mode1 track. If you like, you can change
that default texture to your company's logo, or whatever else you
think would be cool to display there.
Two Ways to Burn a Disk
If everything has worked properly up to now, it's time to burn a
disk. Currently, there are two ways to do that:
o With a GD-Writer connected to a dev station. (Currently, this is the
only way to burn a disk that can be submitted to Sega DTS for
processing.)
o With a GD-Writer connected to a PC. (Connecting GD-Writers to PCs
can be a convenient and relatively inexpensive method for making
copies of a disk for in-house distribution to members of a
development team.)
Burning a Disk with a GD-Writer and a Dev Station
To burn a disk using Method 1 - a GD-Writer connected to a dev station
- here are the steps to follow:
1) On the back of the GD-Writer, locate the SCSI dial switch and make
sure it's set to 5.
2) Connect the GD-Writer to the GD-Writer SCSI connector on the back
of the Set to 5.
3) Shut down your dev station.
4) Shut down your PC.
5) Turn on the following devices, in this order:
1. The GD-Writer.
2. Your dev station.
3. Your PC.
6) When all those devices are up and running again, start GD-Workshop.
7) From the Configuration menu, select SCSI Bus.
8) When the SCSI Bus Configuration window opens, select the GD-Writer.
9) Click the button that says, Add as CDR.
10) Load the QUIKTST2 project.
11) From the Emulator menu, select Test Write.
The test write process takes about an hour. During this process,
GD-Writer it actually goes through the disk-burning process, but
without actually turning on the laser. Carrying out this procedure
ensures that the GD-Writer and the dev station are communicating
properly.
12) When your test write is complete, select Write the emulator
menu. This action starts your actual burn. A real burn also takes
about an hour.
When your burn is complete, it's time to test it. To do that, follow
these steps:
1) In GD-Workshop, locate the rightmost icon in the Control & Log
window's task bar (the one made up of two circles and a line). That
icon represents a switch that can point to either one of two
disks. Verify that the switch is set in GD-ROM mode, not in GE
Emulator mode.
GD Emulator mode allows you to boot from the GD-ROM in the Set 5
rather than from the virtual drive.
2) Insert the GD-ROM into the Set 5's GD-ROM drive.
3) Physically reset the dev station.
4) Your disk now boots. If it does not, here are some things to check:
o Make sure you have set the date or time in your boot ROM. If you
don't do that, your disk won't boot.
o By default, the dev station is in auto-boot mode. If for some Reason
this setting has been changed, you can put the dev station back into
auto-book mode by setting the Plan disk manually option in the
Dreamcast opening screen.
o If you have created your IP.BIN file correctly and 1ST_READ.BIN file
is in the correct location on the GD-ROM, you'll see the SEGA
copyright screen when you boot your disk. If your IP.BIN file has
been created incorrectly or if your 1ST_READ.BIN file is not in the
correct position on your GD-ROM, you won't see the SEGA copyright
screen; instead, you'll see the main Dreamcast opening screen and a
warning message. If that happens, make sure that you have created
your IP.BIN file correctly and that your 1ST_READ.BIN file is in the
correct location on the disk.
If you have checked all these items and your system crashes or you see
a black screen when you try to run your game, perform the following
checks:
o If you see a SEGA logo but your game does not run, verify that you
created your 1ST_READ.BIN file correctly. (For instructions on how
to perform that check, see the subsection titled Creating the
lst_READ.BIN File in this chapter.
o Check to see whether you have inadvertently left any debugging calls
in your game's source code. (If you have done that, your game will
work correctly on the Dreamcast dev station, but not on the
Dreamcast console.)
o Check to see whether the stack has exceeded its maximum size of 64K.
Burning a Disk with GD-Writers Connected to PCs
When you want to burn GD-ROMs for in-house use by members of a
development team, you can connect one or more GD-writers to PCs and
then follow these steps:
1) Create an emulation project and test it using GDWorkshop (see "A
Final Check")
2) In GDWorkshop, choose "Save CRI Script?" from the File menu.
Note: If you aren't certain at this point that you have everything set
up correctly, you can test your setup by executing the crfdc.exe
command with the options "wenv=test lang=e -wm=imagefile -bld-scrfile"
(where scrfile is the CRI script) before you perform Step 3.
3) Open the "\Utl\Dev\CDCraft" directory and execute the crfdc.exe
command with the options "lang=e -bld-scrfile" (where scrfile is
the CRI script). This operation will generate a disk image
file.Transfer the disk image file to any number of PCs connected to
GD-Writers. (When making this connection, make sure that the SCSI
ID is not 0.
4) To burn a disk, execute the crfdc.exe command with the options
"lang=e -wm=imagefile -bld-scrfile." (These options are the same as
those used in Step 3, with the -wm=imagefile option added.)
Note: If you wish, you can use the -num=n option to repeat the burn
process. Currently, however, you can use only one GD-Writer per PC.
Generating an Uncompressed File
The procedure described above generates a compressed image
file. CDCraft creates a compact image file because it knows the disk
is to be padded, but it doesn't put the actual filler data in the
file.
To generate an uncompressed image file that is suitable for submission
to Sega for pressing, you must create a full 1GB image file. To do
this, add the "-benv-imf1" option to the "-bld=scrfile" command
mentioned in Step 3 of "Burning a Disk with GD-Writers Connected to
PCs" in this document.
In addition to creating a full image, you will also need to generate a
text-format TOC file that Sega can use to verify the contents of your
GD-ROM. To create a TOC file, run CDCraft with the option
"-tck=myimagefile."