A Satellaview research blog.

Comparing the Satellaview to the current-gen; My fears about DRM.

So, lately I’ve been disturbed by how the next generation of gaming is turning out.
Why?
Well, there’s this.

The very fact that this happened again doesn’t hold well for me either.

And, while I can’t find a source-link, the Sonic Retro thread where this was all being discussed in mentioned that Nintendo was considering a “pay to continue playing” style of DRM itself.
(EDIT: Ok, so they were referring to post five on the PS3hax.net thread? I’ll need a better source than that…)

Most people are disturbed by this because it hurts legitimate customers, who may now be expected to pay money to play games they already own.

I think there’s another reason to be concerned about this, though; one that’s more painful to the customers as well as the developers. DRM is damaging to a game system’s legacy… and I feel the Satellaview makes for a very good example.
I made this post there. Here’s a copy of the text for those who can’t log in/register to see.

“You know, much of the reason I look up the Satellaview is because I’m disturbed by how DRM basically damaged the add-on’s legacy.

I mean, a significant number of the available games for it are no longer playable because of the software-based restrictions the system had. Now, the motive for this was a bit different, because in the Satellaview’s case, any downloads after the initial set-up and subscription were [at least as far as I know,] free (much like Sega Channel, although the Satellaview had a more expensive setup.), so Nintendo (Rather than doing the smart thing and simply not allowing saving to private-owned memory, lulz) put the restrictions on them so they wouldn’t fear losing profits from retail carts – the results were games that locked up after a preset number of boot-ups (in the case of the Soundlink games, the DRM, which enforced playing on a specific schedule, prevented the game from booting up after the initial downloat/”stream”.)

What games were affected by this? We don’t know – new ROM dumps show up now and then with things that have -not even been documented on the internet prior-. Many of these are from packs where the DRM was activated. Thankfullly, a lot of emulators ignore the DRM (but -not- BSNES. True hardware accuracy has it’s catches!), although the possibility of poor/glitchy emulation is still high as a kite.
The vast majority of Satellaview games fell into an obscurity worse than “failure” systems like the Virtual Boy or true “limited releases” like Nintendo World Championships, because of a combination of factors – not limited to, but certainly including, the DRM – that led to a – lack of knowledge about the system, [and] a ridiculous amount of difficulty just trying to play the software again[.]
The disturbing thing about this? We’re not talking about things that would’ve gone into obscurity anyway; we’re talking about Mario games, Zelda games, Squaresoft games that AREN’T boring JRPGS, and interesting first-and-third-party titles that would’ve at -least- been cult hits if they were released on any other platform.

Now, think about this in the context of the current generation.
Imagine if that Zelda Tech Demo for WiiU ran off the DRM idea Nintendo [allegedly] proposed recently. Now, even if the game is initially a success, there will become a point where no one will want to support the pay model anymore. What will happen, then?
Yet another Zelda game – of all things – will fall into obscurity. No, I don’t mean that people will consider it a black sheep like Adventures of Link. I mean people will -forget what the game is like-. This happened to the BS Zelda games, and it took -years- (going from the initial BS Zelda broadcast to NND upload dates, 12 years,) for some folks at NicoNicoDouga to encode their old, slightly decayed, likely-EP VHS tapes and remind the world how that game played once before.
Do we really want the memories of the video games we play restricted to old, manual recordings? I shouldn’t need a DVD+R to remind myself how Super Mario Galaxy 3 was like 30 years from now.”

Sega fans, BTW, are probably already familiar with The Sega Channel, which was a service that many directly compare to the Satellaview due to their similarities. Among those similarities, of course, them having faded to obscurity due to a lack of content archival for years. I’ve still been seeking out documentation on the Japanese side of the Sega Channel to this date.

(EDIT: Since I’ve tracked down the source of the claims about Nintendo I’m questioning it’s legitimacy. The article has been edited accordingly.)


Bakusho Mondai’s own “After School King”… and something else?

So, before getting into the meat of the article, I’ll note that I’ve attempted to change the “cake” icon on the address bar of the page to something more appropriate. Hope it works well!

*coughcough*

Anyway! A bit ago, NicoNicoDouga, you know how this typically goes, right? Based on what I could get out from the audio clips, this is essentially the “complete” episode of the radio show where they talked about Tactics Ogre a lot.

“After School King” went through a lot of different hosts. I wonder why that is?
I still haven’t gotten any archives of the “Shirikon Chounaikai” show that the 2nd ROM down here is based off of.

爆笑問題の放課後の王様・ゲーム部1995年12月30日
NicoNico.com link

There was also another radio program uploaded under the “Satellaview” search, but I don’t think it’s related to the Satellaview specifically… it’s dated 2005. Well, I only have myself to blame for not being able to read Japanese enough. If anyone can help me figure this little tidbit out, that’d be nice. Regardless of it’s relevance, it’s got the “St.GIGA” branding, so it should be useful regardless. The title Google-Translates out as “Analog Waves”.

[BS-5ch]アナログ放送停波2005.03.31[St.GIGA]
NicoNico.com link

Read More…Read More…

Trying to understand a Satellaview ROM’s SRAM system.

Something that’s confused me for a while about download games on the Satellaview, is how the SRAM stuff functions. Mostly, because it tends to be a problem when I try hacking around with ROMs. (I tend to try to get random ROMs to boot on BS-X in BSNES in my spare time.)

For reference, this has been an issue with getting various ROMs to play in older emulator versions and ROM Copiers, as well as with doing projects such as fan translations. Unfortunately, I do not have old tech notes on the Radical Dreamers fan translation lying around my computer to help with this at the moment.

I figured that to attempt to analyze this, I’d look into three of the retail-game ROM Dumps that support SRAM and compare them to the dumps of the retail carts.

– Actraiser
– Super Nazo Puyo
– Zelda No Densetsu: Kamigami no Triforce

Unfortunately, this just ended up confusing me even more. Running the original Actraiser up against the BS Counterpart in UltraCompare on Ubuntu showed no differences outside of the header (A measly 25 byes of difference?), and the same went for Super Nazo Puyo. As for Kamigami? There’s three different revisions to choose from, and the BS Version is slightly off from -all- of them in various random spots (and with a lot of “FFs in place of 00s” which are not helpful, either.)

I currently don’t have much of anything in terms of notes to help me out here, either. So much for my quick attempt to port SMW…


ROM dumps by ChronoMoogle.

After getting Ikari’s help in getting some 8M Packs ROM-dumped, ChronoMoogle sent me these Memory Pack ROM dumps to take a look at.

The first is a redump of BS Fire Emblem Akaneia Senki Hen Dai-1-Wa: Palace Kanryaku.
In comparison with the previous dump, the -only- difference is the date, which is marked (as ucon64 detects it) 9/29 instead of the previous dump’s 4/4. Otherwise, it is completely identical, even down to the checksum.
As unfortunate as it is that I didn’t find something awesome like the missing CG Art (aw, well. I got scans of that anniversary book, anyway), the fact that these two different dumps are the same down to the checksum basically means the ROM data is as close to “verified good” as it can possibly be, which is pretty good for a Soundlink game!
Likewise, compatibility is also identical to the previous ROM dump.

The second ROM… uhhhhhh…..
….
Checking the hex mentions something about “ASCII Music Data”, so it may be intended to be Ongaku Tsukuru Kanaderu data, but… it doesn’t seem to show in BS-X or anything. Is it a corrupt or deleted data? This is confusing….

Both of these ROM dumps can be downloaded here.