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How the Dreamcast Copy Protection Was Defeated

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Re: How the Dreamcast Copy Protection Was Defeated

#111

Earlier quoted context omitted.

> It took a while to get to the point where you could torrent an arbitrary game Especially so, given that the BitTorrent protocol hadn't even been designed when the Dreamcast was officially discontinued.

BitTorrent wasn’t how pirated material was distributed in those days. DCC over Irc and FTP were widely used at this time.

Also newsgroups.

Re: How the Dreamcast Copy Protection Was Defeated

#112
post #51

Earlier quoted context omitted.

I think that's the story being told, but I think the real problem is that the Saturn sucked, and the 32x, and the sega cd. Sega killed so much of their good will, that they barely had any customers left to pirate games. I only know one person who had a dreamcast, and they mostly had legit games with a few pirated ones. On the other hand I knew atleast 10 people with modded playstations, and mostly pirated games. I on…

I only buy Nintendo consoles, so I remember being jealous of their ability to pirate. I guess you were happy with your Wii and DS.

I don't think any piracy will ever compare to DS piracy. You could put all the games you wanted on a micro sd card, stick it into the R4 (or any of it's many clones) and there you go. And for the last couple years of the DS these cards could be had for under $10. Even the Wii required some effort to soft mod, and you still had to care about updates. The DS was totally broken however.

Re: How the Dreamcast Copy Protection Was Defeated

#113

Earlier quoted context omitted.

BitTorrent wasn’t how pirated material was distributed in those days. DCC over Irc and FTP were widely used at this time.

Wasn't it LimeWire/Kazaa? My early P2P history is a little fuzzy. The big issue is that so many people were still on modems back then that downloading a DC game wasn't easy. Plus public WiFi wasn't really a thing yet. It was the kids on college campuses who were connected to brand new and shiny Ethernet networks that really went nuts.

I used Morpheus I think then bearshare

Re: How the Dreamcast Copy Protection Was Defeated

#114

Did the breaking of the copy protection on the Dreamcast really play a big part in Sega's downfall? If so, it would be one of the only cases I know of where IP piracy led to financial ruin of the content creator.

I think that's the story being told, but I think the real problem is that the Saturn sucked, and the 32x, and the sega cd. Sega killed so much of their good will, that they barely had any customers left to pirate games. I only know one person who had a dreamcast, and they mostly had legit games with a few pirated ones. On the other hand I knew atleast 10 people with modded playstations, and mostly pirated games. I on…

Pretty much all Nintendo consoles have been pirated, though.

The story how the Gamecube was cracked is also quite interesting, ironically also related to SEGA. The way they cracked it was with the GCN port of Phantasy Star Online by them. The first thing that game did when it connected to the SEGA server was to download a binary patch and execute it. People figured out they could just DNS spoof the server and run pretty much anything they wanted.

You needed a pretty specific set of stuff for that to work, though. You needed an early version of PSO as well as a Gamecube broadband adapter. By pure chance I had that back in the day and I remember getting this to work, attaching the gamecube to my pc with a long crossover cable between two rooms, trying to figure out the network settings and running the spoofing software. Good fun.

Re: How the Dreamcast Copy Protection Was Defeated

#115

Earlier quoted context omitted.

Well the hack had a really low entry barrier. As in; no hardware modifications needed. You could just download an ISO from the net and you were good to go with your unmodified Dreamcast. In contrast the other consoles in that era Xbox, PlayStation, etc. all needed hardware modifications in order to run copied content.

There was actually a trick for the PlayStation that allowed you to play pirated games without any hardware mods. It involved starting a game with the CD case open, and using your finger to stop the CD from spinning at certain points. I was quite young at the time and never mastered the method, and we got a hardware mod for the console at a later point.

I remember a hardware mod that was just a spring you put in the door latch sensor to prevent it from knowing that you had opened the lid. There was a special loader disk you put in first that got it started, then stopped the disk so you could swap in your burned copy.

Re: How the Dreamcast Copy Protection Was Defeated

#116

Earlier quoted context omitted.

It was 4 consoles fighting for attention around that time: Sega Dreamcast Nintendo 64 Microsoft Xbox Sony PlayStation 2 The sales of the Xbox and Dreamcast never catched up to those of the N64 or the PS2. I would say the market was over saturated around that time with 4 stationary consoles.

>It was 4 consoles fighting for attention around that time: Sega Dreamcast Nintendo 64 Microsoft Xbox Sony PlayStation 2 Yes and no. N64 was 3 years earlier. PS2 was a full year later, Xbox/Gamecube were two years later. I've always been confused how Dreamcast didn't win a that fight. The previous three rounds of console launches were heralded by improved graphics technology and immediately took over the market (1990…

If Sega hadn't burned so many bridges with the SegaCD and Saturn they probably would have been a strong competitor in that generation. But both developers and customers were wary of their shenanigans by that point.

Re: How the Dreamcast Copy Protection Was Defeated

#117
post #20

There are two points to note. The first is piracy probably didn’t lead to the failure of the Dreamcast. They didn’t sell many of the consoles... if it was a piracy issue then you’d expect they’d sell many consoles, but few games (the line up of games was really good). The article mentions Ikaruga a lot. It worth noting that Ikaruga for the Dreamcast was released a year after the Dreamcast was cancelled. They probably…

> The first is piracy probably didn’t lead to the failure of the Dreamcast. Sega led to the failure of the Dreamcast. They had failed fans with the SegaCD. Released the 32X as a "bridge" between the 16bit and 32bit consoles (then promptly abandoned it). They released the Saturn with almost no fanfare in the US, and with last minute architectural hacks to make it pass as a 3D console (just barely). By the time the Dre…

A lot of people were stoked for the Dreamcast upon its release.

What ultimately did it in was the PS2 -- a superior console in virtually every respect, released just two years later (in the USA).

Re: How the Dreamcast Copy Protection Was Defeated

#118
post #20

There are two points to note. The first is piracy probably didn’t lead to the failure of the Dreamcast. They didn’t sell many of the consoles... if it was a piracy issue then you’d expect they’d sell many consoles, but few games (the line up of games was really good). The article mentions Ikaruga a lot. It worth noting that Ikaruga for the Dreamcast was released a year after the Dreamcast was cancelled. They probably…

> The first is piracy probably didn’t lead to the failure of the Dreamcast. Sega led to the failure of the Dreamcast. They had failed fans with the SegaCD. Released the 32X as a "bridge" between the 16bit and 32bit consoles (then promptly abandoned it). They released the Saturn with almost no fanfare in the US, and with last minute architectural hacks to make it pass as a 3D console (just barely). By the time the Dre…

The success of the PS1 didn’t help either. Sony had already stolen Sega’s market (and some of Nintendo’s too where people were annoyed with the cartridge decision).

Ironically the N64 was a more interesting console than the PS1 and the Dreamcast was more interesting than the PS2; but most people didn’t care. Sony really understood what the lion share of gamers wanted - or perhaps it was just good fortune to step into the market when the other giants misstepped?

Ironically Sony tried to work with both Sega and Nintendo and got rejected by both after investing substantial time on a collaboration. It’s funny how quickly the market turned.

Re: How the Dreamcast Copy Protection Was Defeated

#119

Crazy that the entire OS used by the game was loaded from the disc. Also interesting that the backdoor needed to make pirate copies viable was built-in and known from the beginning. Seems like vulnerabilities usually come from the edge use cases that sound like features but are actually attack vectors.

> Also interesting that the backdoor needed to make pirate copies viable was built-in and known from the beginning

On assemblerforums, I remember reading a post from someone who claimed to be from Sega about the DC. He also said they knew from the beginning, but did it anyway. He said most people knew or had an idea that this would be Sega's last console, so they didn't put as much time into DRM and such as they would have.

Could never verify that it was a Sega person, but the way they spoke about stuff led me to believe it was legit.

Back in the early 2000's once it was canned, I always liked to think that it was put there by someone intentionally who knew the system was going to fail. This way piracy would keep the system alive longer than any manufacture would. That piracy part is at least true since some company released a new DC game in the past year or two.

/I want to believe

Re: How the Dreamcast Copy Protection Was Defeated

#120

Earlier quoted context omitted.

> The first is piracy probably didn’t lead to the failure of the Dreamcast. Sega led to the failure of the Dreamcast. They had failed fans with the SegaCD. Released the 32X as a "bridge" between the 16bit and 32bit consoles (then promptly abandoned it). They released the Saturn with almost no fanfare in the US, and with last minute architectural hacks to make it pass as a 3D console (just barely). By the time the Dre…

The success of the PS1 didn’t help either. Sony had already stolen Sega’s market (and some of Nintendo’s too where people were annoyed with the cartridge decision). Ironically the N64 was a more interesting console than the PS1 and the Dreamcast was more interesting than the PS2; but most people didn’t care. Sony really understood what the lion share of gamers wanted - or perhaps it was just good fortune to step into…

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