Dreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9
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About this ebook
The Sega Dreamcast introduced many new features over its predecessor (the Saturn) to appeal to both game developers and console gamers. While this was Sega's last attempt to conquer the console market, some of the technologies which were pioneered in the Dreamcast carried on and into future mainstream devices.
Architecture of Consoles: A Practical Analysis
Looking at the evolution of video game consoles is fascinating. While conventional PCs tend to evolve 'incrementally', new generations of consoles introduce completely new ways of working. What you see here is a series of articles that will hopefully uncover the rationale behind the latest trends in technology. They will also demonstrate why each system can't be summarised by its 'bits', megahertz, amount of RAM and whatnot.
This is not a developer manual, just an in depth introduction to how each system worked internally. Bear in mind that tech has gotten really complicated lately, so if you struggle to follow my latest articles, try reading the early ones first. They introduce many concepts and definitions that are constantly revisited. Basic knowledge of computing is preferable, however, I try really hard to adapt my content for wider audiences, so please don't be afraid to give it a try!
About this edition
This edition originates from the article initially published on my personal website, it's been re-styled to take advantage of the capabilities of eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us :), though these will offer a link to the original article in case the reader wants to try the 'full version'. Please keep this in mind when you see references to interactivity throughout the writings.
Related to Dreamcast Architecture
Titles in the series (22)
NES Architecture: Architecture of Consoles: A Practical Analysis, #1 Rating: 5 out of 5 stars5/5Game Boy / Color Architecture: Architecture of Consoles: A Practical Analysis, #2 Rating: 0 out of 5 stars0 ratingsSNES Architecture: Architecture of Consoles: A Practical Analysis, #4 Rating: 0 out of 5 stars0 ratingsMega Drive Architecture: Architecture of Consoles: A Practical Analysis, #3 Rating: 0 out of 5 stars0 ratingsWii Architecture: Architecture of Consoles: A Practical Analysis, #11 Rating: 0 out of 5 stars0 ratingsDreamcast Architecture: Architecture of Consoles: A Practical Analysis, #9 Rating: 0 out of 5 stars0 ratingsNintendo 64 Architecture: Architecture of Consoles: A Practical Analysis, #8 Rating: 0 out of 5 stars0 ratingsPlayStation Architecture: Architecture of Consoles: A Practical Analysis, #6 Rating: 0 out of 5 stars0 ratingsGameCube Architecture: Architecture of Consoles: A Practical Analysis, #10 Rating: 0 out of 5 stars0 ratingsSega Saturn Architecture: Architecture of Consoles: A Practical Analysis, #5 Rating: 0 out of 5 stars0 ratingsGame Boy Advance Architecture: Architecture of Consoles: A Practical Analysis, #7 Rating: 0 out of 5 stars0 ratingsNintendo DS Architecture: Architecture of Consoles: A Practical Analysis, #14 Rating: 0 out of 5 stars0 ratingsPlayStation 2 Architecture: Architecture of Consoles: A Practical Analysis, #12 Rating: 0 out of 5 stars0 ratingsXbox Architecture: Architecture of Consoles: A Practical Analysis, #13 Rating: 0 out of 5 stars0 ratingsPSP Architecture: Architecture of Consoles: A Practical Analysis, #18 Rating: 0 out of 5 stars0 ratingsMaster System Architecture: Architecture of Consoles: A Practical Analysis, #15 Rating: 0 out of 5 stars0 ratingsPC Engine / TurboGrafx-16 Architecture: Architecture of Consoles: A Practical Analysis, #16 Rating: 0 out of 5 stars0 ratingsWii U Architecture: Architecture of Consoles: A Practical Analysis, #21 Rating: 0 out of 5 stars0 ratingsPlayStation 3 Architecture: Architecture of Consoles: A Practical Analysis, #19 Rating: 0 out of 5 stars0 ratingsVirtual Boy Architecture: Architecture of Consoles: A Practical Analysis, #17 Rating: 0 out of 5 stars0 ratingsXbox 360 Architecture: Architecture of Consoles: A Practical Analysis, #20 Rating: 0 out of 5 stars0 ratingsNintendo 3DS Architecture: Architecture of Consoles: A Practical Analysis, #22 Rating: 0 out of 5 stars0 ratings
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Book preview
Dreamcast Architecture - Rodrigo Copetti
1 About this edition
This edition originates from the article initially published on my personal website, it’s been re-styled to take advantage of the capabilities of PDF/eBook documents.
While identical content-wise, interactive widgets have been simplified to work with a static environment - in other words, anything that physical pages allow us, though these will offer a link to the original article in case the reader wants to try the ‘full version’. Please keep this in mind when you see references to interactivity throughout the writings.
As always, the original manuscript of the articles is available on Github to enable readers to report mistakes or propose changes. There’s also a supporting reading list available to help understand the series. The author also accepts donations to help improve the quality of current articles and upcoming ones.
1.1 Open to feedback
Last but not least, for any comments and/or issues regarding this edition of the article, please get in touch using the links provided on the About page.
2 Introduction
The Sega Dreamcast introduced many new features over its predecessor (the Saturn) to appeal to both game developers and console gamers. While this was Sega’s last attempt to conquer the console market, some of the technologies that were pioneered in the Dreamcast carried on and into future mainstream devices.
3 Supporting Imagery
The Dreamcast. Released on 29/11/1998 in Japan, 09/09/1999 in America and 14/10/1999 in Europe. [1]
Motherboard [1]. Showing revision ‘VA1’. While the official docs state that the system contains 128KB of flash memory, this motherboard happens to include a 256KB EEPROM chip for some reason instead. Battery and controller ports are found in a daughterboard called ‘Front panel’.