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Dreamcast Wince+CDDA Fix

@FamilyGuy I have taken ip.bin from the hombrew Hydra Castle game this has a different bootstrap 2 and must have gdrom unlocked.

I have inserted the bootstreap 1 and 2 of this game in the ip.bin of the Nightmare.
In emulator it works perfect and tracks are played perfectly.
We will see in console
 
@FamilyGuy I have taken ip.bin from the hombrew Hydra Castle game this has a different bootstrap 2 and must have gdrom unlocked.
No, KallistiOS, as far as I know, handles the G1 bus unlock. So homebrew IP.BIN doesn’t contain the unlock code, just like it doesn’t contain the scramble code.

Putting that code in the IP.BIN is a trick pirates used for selfboots because Katana binaries are already compiled and the unlock code needs to be injected prior to their execution.
 
i was speeking about 45000 lba with cdda if this can help improve cdda play. if nedded for space some files on data1 folder and cds can be large as 99min 870mb so with downsample its quite possible and be usable for wince games. katana games are pretty much covered about cdda years now
 
i was speeking about 45000 lba with cdda if this can help improve cdda play. if nedded for spce some files on data1 folder and cds can be large as 99min 870mb so with downsample its quite possible and be usable for wince games
You understand CDDA games have audio tracks to begin the disc, right? If there are audio tracks then you can’t even have a data1 folder. They would have to exist simultaneously in the same sectors on the disc.

And 45000 LBA means that the data track starts at 45000 LBA which is exactly 10:00:00 on the disc. Your CDDA has to fit before that. You can’t move the data track because it wouldn’t be 45000 LBA anymore
 
wait track04 is after track03 whitch is data track and starts at 45000. so.... also @blackwaltz one page before say he actualy did it. that confuse me the most
 
@darcagn Ok it doesn't work on console
If someone can compile a neoip executable, I could see what options I have with the program
 
wait track04 is after track03 whitch is data track and starts at 45000. so.... also @blackwaltz one page before say he actualy did it. that confuse me the most
You could do a selfboot with 2 tracks in firsts session, the TOC on track 3 and the actual data on the last track, with the tracks between three and last being CDDA. You could even use a first track with some data to optimise space.

But at that point, there's no real pragmatic reason to keep LBA 45000 to begin with. It'd be much simpler to apply LBA hacks.
 
wait track04 is after track03 whitch is data track and starts at 45000. so.... also @blackwaltz one page before say he actualy did it. that confuse me the most

yes, he did it, but it requires binhacking CDDA references to achieve that layout
As I understood it, you wanted to do this so that you could avoid binhacking
 
what you dont understand? my track 3 start at lba 45000 i dont even use dahack or change values to 9600.The track 3 is adata track where the files have the files names but they ocupied 0 bytes, because they are zeeroed files, you caneven put a dummy here and hide it,what i do, then put the cdda and the last data that have the real files are linked with the track 3 ones(just like gdrom)track3 and last data track are linked together in a gd
 
the reason i thinking about that its because of wince and cdda problems it has. katana with cdda games and how to hack are detailed on el bucanero. wince with working cdda in the other hand has none. my theory is based if such method benefit wince with cdda. is just a though i aint meen to play clever.
edit yes to avoid binhacking and dahack like you said @darcagn
 
yes this work in the dreamcast and work very well beleve, iv redone my rips in las years ,but that is not what bring us here but the wince cdda problem
 
yes this work in the dreamcast and work very well beleve, iv redone my rips in las years ,but that is not what bring us here but the wince cdda problem


exacly my thought can you share your selfboot program?
 
@darcagn Ok it doesn't work on console
If someone can compile a neoip executable, I could see what options I have with the program
Just need to take homebrew IP.BIN (LiENUS IP.BIN replacement from http://www.boob.co.uk/devtools.html ) and add in the G1 unlock code from the Assembler thread I linked earlier.

Code:
MOV.L #h'A05F74E4, R1
MOV.L #h'001FFFFF, R0
MOV.L R0, @R1

MOV.L #h'A0000000, R1
MOV.L #h'00080000, R3
.l0:
MOV.L @R1+, R0
DT R3
BF .l0

I could experiment with this later, but I am on vacation and won’t be back for a few days. I have no access to my computer, I am on mobile
 
Just need to take homebrew IP.BIN (from http://www.boob.co.uk/devtools.html ) and add in the G1 unlock code from the Assembler thread I linked earlier.

Code:
MOV.L #h'A05F74E4, R1
MOV.L #h'001FFFFF, R0
MOV.L R0, @R1

MOV.L #h'A0000000, R1
MOV.L #h'00080000, R3
.l0:
MOV.L @R1+, R0
DT R3
BF .l0

I could experiment with this later, but I am on vacation and won’t be back for a few days. I have no access to my computer, I am on mobile
This is the real minimalistic answer.
 
this is all done by old tools and a cdrw, then use discjugler to create a image.
I use this layout to keep the rips similar to gdrom, and sometimes this help in ripping some games like deep fighter that have lba 45000 protection and have cdda (the echelon one have cdda all messed up)i compared with gdi.
 
This is the real minimalistic answer.


actually, looks like someone already took Jacob Alberty/LiENUS's replacement IP.BIN and added the warez-loading functionality, for the old VOOT Netplay disc.
It's called ipwarez, source assembly code is here:
 
actually, looks like someone already took Jacob Alberty/LiENUS's replacement IP.BIN and added the warez-loading functionality, for the old VOOT Netplay disc.
It's called ipwarez, source assembly code is here:
Interesting.

Still a little weird to see "18 years ago" on GitHub.
 
Sorry, but I'm very new to assemble :(
I don't even know if I opened it well :(

I'm trying, but I don't know where to find G1
Or where I have to add that data
 

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