Saturday, March 23, 2013

1999 PC Gaming Dream Machine

Computing hardware just before the turn of the century was surprisingly versatile.  In the year 1999, on the graphics front the nVidia Geforce 256 SDR/DDR, the S3 Savage 4/2000, the ATi Rage 128, 128 Pro & Rage Fury MAXX, the Matrox G400 and the 3dfx Voodoo 3 were all introduced.  In CPUs, the Pentium III was released in speeds up to 800MHz* and Athlons up to 750MHz.  Hard drives were approaching sizes of 30 to 40GB on the high end.  The Intel i820 & i840 chipsets with RDRAM was introduced to a lot of controversy, the Via Apollo Pro 133/133A brought official PC133 SDRAM support to the Pentium platform.  The AMD 750 chipset was introduced to support the Athlons.  Modern optical LED mice like the Microsoft Intellimouse allowed optical mice to be used on surfaces other than special mouse pads for the first time.

Other staples from prior year or two included the Windows 98 operating system.  The most advanced sound cards of the time were the Sound Blaster Live! series and the cards using Aureal's Vortex 2 chipset.  CD-ROM speeds had more or less peaked by this time, and DVD-ROM drives were becoming more common in systems.  Hardware mpeg2 decoder boards like the RealMagic Hollywood Plus and Creative DXR2/DXR3 boards were still recommended for smooth DVD playback.  The Voodoo 2, especially in a 24MB SLI configuration was still a popular choice, as were the nVidia TNT2 Ultra cards.  The BX chipset from 1998 was still going strong, and Pentium IIs and Celerons were also selling well, being cheaper than the flagship Pentium IIIs.  1999 was probably the last year where you could be guaranteed to find an ISA slot on a motherboard.  ATX based motherboards ruled and tower cases rather than desktop cases were the norm.

In 1999, some things had not changed much.  Cases were still often beige or off-white.  Monitors were big CRTs, and multimedia speakers topped at a four speaker setup (Klipsch ProMedia v2.400s being highly recommended).  Keyboards had pretty much gone to the cheap rubber dome technology (stick with an IBM Model M or Northgate Omnikey), but mice were still using PS/2 ports.  Ball mice with scroll wheels were still popular, and USB optical mice would just being introduced.  A 3.5" floppy drive was still standard for a machine, even if only to load drivers off floppy disks and boot disks.

In this article, I describe the options that could put together what I believe to be a dream machine from 1999 without breaking the bank or waiting too late in the year to enjoy the use of the component parts.  I will discuss the pros and cons of the available choices.   I will also point out upgrade paths.

1.  Motherboard

The motherboard is the backbone of any system, and many choices of components will revolve around the motherboard.  I chose a motherboard based on the Intel i440BX.  This system chipset had rock solid speed, reliability and compatibility.  The AMD 750 chipset was probably the only available chipset for the Atlhons at the time, but the hardware was immature and prone to problems with AGP cards.

The VIA chipsets did not offer quite the performance as a BX chipset.  The Pro Plus did not support PC133 SDRAM officially, either.  It also had serious AGP performance issues.  The 133 offered Ultra ATA/66 support and supports a 1/2 AGP clock divider, so it can run at 133FSB without problems.  The performance of the IDE left something to be desired.  The VIA chipsets had infamous issues operating correctly with the Sound Blaster Live! cards, resulting in crackling, hard drive errors or crashes.  The problem seems to be focused on boards with the 686B Southbridge chip, but it may be fixed in the latest drivers and BIOS updates.

Nobody recommended buying an i820 motherboard at the time of its release.  Rambus RDRAM was simply too expensive and the chipset earned a black mark.  The performance of the high end i820 boards barely reached the BX, and the BX was able to compete with the workstation i840 chipset.  Boards using SDRAM, via an adapter, had poor performance.  Performance users avoided the i810 due to the integrated graphics and lack of PC133 SDRAM support.

The ASUS P3B-F is an example of an excellent Slot 1 motherboard.  Slot 1 CPUs range from a Pentium II 233MHz, a Celeron 266MHz and a Pentium III 450MHz all the way up to a Pentium III 1GHz.  While later Pentium IIIs and Celerons used Socket 370, they can be used in this motherboard with a Slotket adapter, which converts a PGA Pentium III/Celeron into a Slot 1 Pentium III/Celeron.  Slot 1 CPUs which this board can support without any additional hardware are as follows :

Pentium II "Klamath" - 233, 266, 300
Pentium II "Deutsches" - 266, 300, 333, 350^, 400^, 450^
Celeron "Covington" - 266, 300
Celeron "Mendocino" - 300A, 333, 366, 400, 433
Pentium III "Katmai" - 450, 500, 533B, 550, 600, 600B
Pentium III "Coppermine"* - 500E, 533EB, 550E, 600E, 600EB, 650, 667, 700, 733, 750, 800, 800EB, 850, 866, 933, 1000, 1000EB

^ - Pentium IIs using a 100MHz FSB

* - Revisions of the board below 1.03 do not support the CPU voltages required by the Coppermine Slot 1 CPUs.  However, Coppermine CPUs of this period run from 1.6v-1.75v, which is within acceptable safety margins when used with 1.8v motherboard.  Speeds faster than 800MHz were not released until 2000.

The P3B-F comes in two common varieties, a 1/6/1 and a 1/5/2 AGP/PCI/ISA configuration.  The 1 ISA slot seems to be the more common board.  Unusually for a board of this era, it comes with 4 DIMM slots.  Most boards of the time only came with 3 DIMM slots.   Each DIMM slot can accept a 8MB-256MB SDRAM.  RAM can but need not support ECC, registered RAM can be used, single or double-sided RAM, but only unbuffered RAM.  With 4 DIMM slots you can run the board with the maximum 1GB of RAM.  Unlike earlier boards from ASUS and other manufacturers, all settings can be set in the BIOS, so no fiddling with jumpers or dipswitches is necessary.  This is extremely helpful for over/underclocking.  Also, like most motherboards of this era, this is a no frills board.  There is no onboard sound hardware, no extra SCSI or IDE ports, no LAN port and only two USB 1.1 ports.

The BX supports front side bus speeds (FSB) of 66MHz and 100MHz.  The chief weakness, if any, of the BX series is its lack of official support for the 133MHz FSB.  BX motherboards can use PC133 SDRAM, but setting the FSB to 133MHz will cause an issue with the AGP port.  The AGP and PCI slots derive their operating speed from the FSB speed.  FSB speeds this board supports via the ICS-9250 PLL are 66, 75, 83, 100, 103, 105, 110, 112, 115, 120, 124, 133, 140, 150.  PCI dividers include 1/2, 1/3 & 1/4, but AGP dividers only include 1/1 and 2/3.  This is a limitation of the BX chipset.  So if you ran a 133FSB CPU, you would be running the AGP slot at 89MHz, well above the spec of 66MHz.  Graphics cards may or may not be able to handle that speed.  I/O voltage setting can be changed from 3.50v to 3.65v.  CPU voltages can range from 3.5v to 1.8v (rev. 1.02 and below) or 1.3v (rev. 1.03 and above).

Out of the box, the motherboard supports BIOS multipliers from 2.0x to 8.0x.  A BIOS upgrade will be required to support CPUs requiring multipliers over 8.0x.  It may or may not be possible to select 8.5x, 9.0x, 9.5x, or 10.0x using the dipswitches.  CPUs that use multiplier settings above 8.0x will force their own multiplier settings, regardless of the motherboard's settings.  Pentium II Deutsches CPUs and more recent CPUs are multiplier locked, so they will ignore any multiplier settings and force their own.  (Some Deutsches CPUs below the 450MHz models can accept a lower clock multiplier than that for which they were designed, but will not work with a higher multiplier).

The Winbond Multi I/O chip used by this board will support two floppy drives.  Certain other boards, like Intel's BX boards, only support one floppy drive.  The last BIOS is 1014 beta 3, and the flash utility can upgrade it in real mode DOS.

Relatively few other BX boards have a four DIMM slot configuration.  The official Intel Spec did not guarantee stability with more than three.  The ASUS P2B-F is one of them, but does not have a Multiplier or FSB configuration option in its menu.  It always comes with two ISA slots.  The MSI BX Master is a good board with six bus mastering PCI slots, but not as stable as ASUS's boards.

The ABIT BX6 and BX6 2.0 are good choices and were very popular, but do not have the build quality of ASUS and often have problems with bad capacitors.  The original BX6 came with 3 ISA slots and 4 PCI slots, which in my opinion do not strike the right balance for a machine for 1999.  The BX6 2.0 had a better balance with two ISA slots.  ABIT pioneered the jumperless configuration approach, and this board allows you to set everything in the BIOS.  It comes in a 1/5/2 AGP/PCI/ISA configuration and also supports 4 DIMM slots.  It supports CPU voltages as low as 1.40, so it can readily support Tualatin CPUs.  It supports FSB speeds of 66, 75, 83, 100, 103, 105, 110, 112, 115, 117, 124, 129, 133, 138, 143, 148, 153.


2.  CPU

Since the choice of a BX motherboard eliminates the Althons, we should focus on the CPUs that would have been available in late 1999.  The Coppermine CPUs were released in late October up to 733MHz and in late December speeds of 750 & 800MHz were also made available.  The prices ranged from $240 to $850.  However, Tom's Hardware complained in February of 2000 that the Pentium III 800 was very hard to get, so I would suggest its lack of availability and high price puts it outside the reach of anyone working within a reasonable budget.

I would not recommend the Katmai processors for a 1999 dream machine.  The half-speed L2 cache, the comparatively ridiculous power draws compared to the Coppermines make them a poor choice.  The Slot-A Athlons are much better CPUs than the Katmai CPUs.  Intel's introduction of the Coppermine CPUs allowed it to seriously compete with the Althon.

I would select the Pentium III 600EB.  This is a 133FSB CPU using a 4.5x multiplier.  This means it can use 300, 450 and 600MHz speeds without running anything out of spec, except for the AGP slot.  It was the fastest Intel CPU under $500 at the time of its release.  A reasonable overclocker's option is the 100MHz version, which uses a 6.0x multiplier.  I overclocked one back in the day to 800MHz by setting the FSB to 133MHz and I could not remember any obvious stability problems attributable to it in years of use.

Historically, in late 1999 there were well-documented shortages of the Pentium III Coppermines.  No one I know of has boasted of building or buying a system in 1999 with a CuMine inside it.  These shortages lasted well into the year 2000.  Intel's transition from the Slot 1 to the socket 370 CPUs was not incredibly smooth.  I would suggest that it would have been a rare system builder who could have actually been running a CuMine in 1999, especially in speeds above 600MHz.

3.  RAM

SDRAM is the only choice available for a BX motherboard, and PC133 SDRAM was available in 1999.  SDRAM really did not differ too much from manufacturer to manufacturer.  CL2 offered lower latency than CL3 SDRAM, but did come at a price increase.  128MB was considered sufficient for 1999, but 256MB was not considered an insane amount of RAM.  While this board will support up to 1GB of RAM, Windows 98 will likely not boot unless a few adjustments are made if you have more than 512MB of RAM.

One of the best features of the P3B-F is that it includes four DIMM slots.  This means that a maximum of 1GB of PC-133 SDRAM can be installed.  This is the maximum amount of RAM supported by the BX chipset.  SDRAMs in the BX should be unbuffered/not-registered, and can have latency settings of CL3 or CL2.  CL2 is the best.  256MB is the maximum for any SDRAM that will fit in a BX DIMM slot.  Windows 98SE will have problems if the system has more than 512MB of RAM, but they can be solved.  Some games, usually DOS games, begin to complain if more than 128MB is installed, so I have kept my system to that amount.  Take care not to mix and match SDRAM latencies. Also, try to use the same size, speed and latency of DIMMs and the same chip configuration (single sided/double sided).  This will decrease boot times.

4.  Case & Power Supply

In the twentieth century, cases always came with a power supply.  Our motherboard uses the ATX form factor.  By 1999 the AT form factor was no longer a major competitor in the marketplace except for Super Socket 7 boards.  Typically a 300W ATX power supply is sufficient for anything from 1999 or earlier you will put in a consumer system.  Cases these days use ATX 2.x power supplies, and these lack the -5v of the ATX 1.2 and earlier standards.  They also tend to have hard drive cages running all the way down the system, blocking full length expansion cards.

Since a 1999 motherboard will almost certainly contain ISA slots, which have a -5v pin, it may be necessary to look for an old ATX power supply.  If you can find an ATX power supply with a -5v line (pin 20, white wire), use it.  Since BX motherboards typically have ISA slots, the -5v line could conceivably be used. Without that -5v power, the Roland LAPC-I and the Sound Blaster 2.0 will not work.  Some older ISA VGA cards also use the -5v pin.  Some power supplies may come with a 4-pin Pentium 4 power connector, but they may still support a -5v line.

A truly contemporary 1999 computer case is very hard to find.  It is much easier to find an OEM case from Dell, HP, Gateway or Compaq and try and fit a motherboard inside it than it is to find a true ATX case from 1999.  Cases released in 1999 tend to be white or beige, and generally use quality sheet metal.  They will have room for only 2-3 3.5" internal drives.  Some may not have an intake case fan.

This is an area where I had to make a concession, I used an Antec Solution Series SLK 1600 that was from a later period.  However, it is still white/beige, not particularly stylish by modern standards, but has front-mounted USB ports.  Virtually no BX board has a header for front-mounted USB ports.  The Antec case is a mid-tower cases with three external 5.25" bays, two external 3.5" bays, and three internal 3.5" bays.  It comes with a 300W power supply but no fans.  It should be able to fit full-length ISA cards, unlike most modern cases which have internal bays going all the way down the system.  There are seven slots for cards and the included I/O bracket will fit the standard BX ports (2 x PS/2, 2 x Serial, 1 x Parallel, 2 x USB). Finally, it came with a reset button.

5.  Graphics Cards

In 1999, the concept of having more than one graphics card was not considered unreasonable for the performance demanding gamer.  Of course, only one AGP slot would ever be found on a motherboard.

A.  Voodoo 2 & 3

The 3dfx Voodoo accelerator card could not be used without a separate 2D card, and many of them were still in use in 1999.  The 3dfx Voodoo 2 was even more successful, two cards could be used in an SLI configuration but you still needed a 2D card!  However, this took up to three PCI slots or two PCI slots plus the AGP slot, so it was a considerable investment of available motherboard resources.  The Quantum 3D Obsidian X-16/24 sandwiched two Voodoo 2 chipsets on a single PCI board, but the card was very expensive at the time and hard to find today.  The Voodoo 2 was the last non-integrated 3D accelerator of any consequence, the chipsets of 1999 all tried to show they could equal or surpass its performance.

The greatest legacy of Voodoo and Voodoo 2 is the Glide A(pplication)P(rogramming)I(nterface).  3D accelerated games by this time were using one of three APIs.  Direct3D, OpenGL or Glide.  While Direct3D was a Microsoft product, it was still considered relatively immature compared to Glide.  Still, many, many games used it.  Developers like John Carmack of iD Software always used OpenGL in their games.  However, other games saw the best performance or features using Glide, like Unreal, Unreal Tournament and Ultima IX.  

One emerging feature during this year was support for 32-bit 3D accelerated graphics.  Voodoo 2s only supported 16-bit 3D accelerated graphics, as did the Glide API.  While the Voodoo3 processed 32bit 3D accelerated graphics internally, externally it displayed an output between 16 and 32-bit.  32-bit graphics came with a performance cost, and in some cases the hit was substantial.

A single Voodoo 2 supported z-buffered 3D accelerated graphics resolutions up to 800x600 with one card, and a second card in SLI mode was needed to unlock 1024x768.  Higher resolutions were not supported.  The Voodoo 3 could support either resolution and higher resolutions like 1280x1024 and 1600x1200.  Voodoo 2s come in 8MB and 12MB EDO RAM varieties, and in SLI mode both cards must have the identical amount of RAM and ideally be from the same manufacturer.  The SLI cable is a 34-pin ribbon cable (think floppy cable) with a twist for the middle four wires.  It is easy to make.  Clock speeds also vary, but the Voodoo 2 is designed to run at 90MHz.

Finally, the Voodoo 2 requires a separate 2D or 2D/3D card to function.  It uses a VGA pass-through cable to connect the VGA output from the 2D board with its own VGA output.  The resulting output may show a loss of quality.  Using a KVM switch can alleviate this problem.

Retail Voodoo 3 cards, the 2000, 3000 and 3500, all came with 16MB of SDRAM.  Some OEM models (1000, Velocity 100) only came with 8MB of RAM or ran at a clock speed of 125MHz.  A few OEM cards used faster SGRAM instead of SDRAM.  The 2000 and 3000 come as AGP (common) or PCI (rare) cards.  The chief distinguishing factor between the three models is the clock speed, 143MHz for the 2000, 166MHz for the 3000 and 183MHz for the 3500.  The 3000 AGP has a TV-out port and the 3500 has a TV & FM tuner and a dongle that attaches to the DVI-like port that provides for VGA, component, S-Video and composite output.  Though the port is the same as the DVI ports for digital display devices like LCD monitors, it actually does not generate the signals necessary for LCD displays.

The PCI versions of these 2000 & 3000 are not significantly slower than their AGP 2x versions because the Voodoo 3 chipset did not take great advantage of the AGP features.  This is demonstrated in one instance as the Voodoo 3, like its predecessor is officially limited to 256x256 textures.  Other cards identified here can support 2048x2048 textures due to their more complete AGP bus implementation.  For a BX machine being overclocked to 133MHz, the PCI versions of these cards will have no problem because they are being run at the proper PCI bus speed (33MHz).  However, the AGP versions of these cards will likely have serious issues being run at 89MHz, way above the AGP spec.  The Voodoo 3's built in 2D accelerator offers very fast and extremely compatible VGA and DOS speeds.

B.  nVidia Geforce 256

The Geforce 256 came in SDR and DDR varieties.  The first uses SDRAM, the second DDR-DRAM.  Memory sizes were 16MB and 32MB.  These cards were manufactured by third parties and analog output quality can vary from manufacturer to manufacturer.  The other chipsets in this overview were all contained in boards manufactured by a single manufacturer, at least for most of their market lives.  Unlike all the other players on this list, the Geforce series always had a solid full OpenGL implementation in their drivers, and were the cards to beat in Open GL games like Quake II and III.

Hardware Transform & Lighting was introduced in the Geforce 256 and DirectX 7.0, but it would not see use in many games other than Quake III Arena for some time.  No other 1999 consumer based 3D accelerator could support HT&L.  The Geforce 256 generally minimized the performance hit for 32-bit graphics.

Some cards come with true DVI-D as well as analog VGA outputs.  The AGP versions of the card support AGP 4x.  I had a Geforce card back in the day and it never seemed to exhibit a problem in my BX board which was using a 133FSB and a resulting 89MHz AGP clock.  DDR based Geforce cards were very expensive and hard to find in 1999, especially as the cards were released in the last quarter of 1999.   An SDR card will show nearly as good performance until the resolution goes above 1024x768 in most games.

Ideally, and this would have been very expensive at the time, a Geforce 256 DDR 32MB with a pair of Voodoo 2 cards in an SLI configuration would have been the ultimate configuration possible for 1999.  A Voodoo 2 card can be configured to act like a Voodoo card, which is useful in those Glide games designed to work only on a Voodoo card.  Otherwise, the Voodoo 2s will handle all Glide duties, while leaving the OpenGL and Direct3D games to the Geforce, unless the Voodoo shows better performance or compatibility.  Fast and compatible VGA and DOS speeds.

C.  Other Accelerators

The Matrox Millenium G400, especially the MAX, was a very serious competitor as well, in fact Maximum PC put it in its 1999 Dream Machine.  It has extremely reliable image quality, unlike the hit-and-miss image quality of the various manufactuer's Geforce cards.  However, the G400 took quite a while to get its OpenGL I(nstallable)C(lient)D(irect) up to standard.  Matrox cards have comparatively poor DOS VGA compatibility.

The G400 came in three varieties, the 16MB SGRAM G400, the 32MB SGRAM G400, regular and MAX versions.  The MAX versions has a faster core clock & RAMDAC.  All these cards have a "Dual-Head" display for two monitor support in Windows 98.  It compares very favorably against the Voodoo 3 3500 in performance benchmarks, but does not reach the Geforce's level most of the time.  The software DVD decoder that came with the board can bring CPU utilization to reasonable levels.  The other cards in this roundup with one exception have no special DVD/mpeg2 acceleration qualities.

The Savage 2000 had poor Direct3D performance at launch but decent OpenGL performance.  The first card to use the chipset was the Diamond Viper II Z200, and it came with 32MB of SDRAM.  Generally it was released just before the Geforce and actually was not that far behind that card on average.  No major issues with DOS or VGA compatibility.  It was supposed to have hardware T&L support, but the support is broken and disabled in the drivers.  It did support, however, S3T(exture)C(ompression), which would become more widely used in titles after 1999.  The Diamond card had serious compatibility issues with VIA chipsets of the time at launch.

Pre-Radeon ATi 3D accelerator cards are an odd bunch.  The ATi cards never quite beat the nVidia cards of this generation.  The Rage Fury MAXX put the idea of SLI on a single card well before the Voodoo 5, but it only works in Windows 98 & ME.  Also like the Voodoo 5 5500, each Rage 128 chip had 32MB of SDRAM for its use.  The performance at launch was not quite up to the Geforce SDR level.  While these cards have better DOS and VGA compatibility than the Matrox, it is still not that great.  It does have hardware acceleration for DVD video.  It did not support Windows 95 at all or Windows NT systems at launch.  16-bit video quality was also an issue.

6.  Sound Cards

The main gaming feature in sound in 1999 was 3D positional or surround sound.  The two competing standards in this year were the Creative EAX extensions to DirectSound 3D and the Aureal A3D Sound API.  Most PCI cards from this time period supported the baseline DirectSound 3D.

A.  Creative Sound Blaster Live!

Creative introduced its Sound Blaster Live! in 1998 and was Creative Labs' flagship consumer product.  It firmly embraced the PCI bus whereas previous CL cards were OEM or budget designs.  The Live! 5.1 would be released in 2000 and the Audigy in 2001.

The original Live! was offered in a full and a value version.  The first generation full version has a model number CT4620.  This card came in the box with the Digital I/O Card, CT4660.  This card connected via a 40-pin straight through ribbon cable.  This card, which takes up another slot, adds a MIDI In and MIDI Out port, but uses those extremely hard to come by these mini-DIN adapters, also used by the Roland SCC-1 and MPU-401/AT.  The CT4660 also had two coaxial input jacks, one for S/PDIF in and one for S/PDIF out, and a 9-pin proprietary S/DPIF output port intended for Creative Labs' or Cambridge Soundworks' speakers.  The second generation full version Live! card is CT4760 and removed the I2S_IN header but added a stereo mini-jack S/PDIF connector.  It supports four channels of digital audio output.  The S/PDIF connector uses logic levels up to 5v, whereas most coaxial S/PDIF connectors only go up to 1v.  Damage to equipment can result, so running the S/PDIF through a coaxial to optical S/PDIF converter may be the best bet.

The original value version was the CT4670, which had color-coded but non-gold plated jacks.  It did not have the I2S_IN.  The revised value version was the CT4830, mainly produced for OEMs, which included the I/O expansion port and an external digital S/PDIF jack but left off the CD S/PDIF connector.

The third generation of the Live! cards are the 5.1 cards and use the SBxxxx model designations.  The SB0060 is the retail card.  The connector on these cards can carry the analog center and subwoofer channels or the digital S/PDIF, with or without Dolby Digital 5.1 decoding.  It can support 5.1 decoding with the old CT4660.

There is the CT4770 Optical Digital I/O card + CT4800 Digital Input/Output Module.  This combination of add-on card and external dongle adds Midi In, Out, Line in 2, Optical in, Optical Out, Coaxial In & Coaxial Out.  Line In 2 is not supported on the CT4620 and the CT4670 can use this card for the S/PDIF only.  None of the add-on cards use the actual PCI slot, just the mounting area for the slot.

Finally, the Live!Drive CT4860 and Live!Drive II CT4861 were released.  These were 5.25" bay devices that added similar functionality to the Digital I/O cards.  Chief additions were a mic in 2 and a headphone input and volume wheel.  Requires molex connector for power.  The Live!Drive lacks the Aux In 2 and Optical In and Outs of the Live!Drive II.  The Live!Drive IR uses an infrared controller and its model number is SB0010.  The CT4620 may not work with the mic and line in 2 inputs, and the CT4670 will only have limited functionality.

Earlier Creative Labs Sound Blaster PCI products only support EAX in software at best.  The Sound Blaster Live! has hardware support for EAX 1.0 and 2.0.  As these standards were developed for the Live! cards, they will have the best compatibility.  EAX Advanced HD 3.0 came with the Audigy, so any support for that would be in software only for the Live! cards.  There may be software support for A3D 1.0.

B.  Aureal Vortex 2

Aureal in 1999 was heavily promoting its Vortex 2 chip, supporting its A3D technology.  A3D comes in 1.0, 2.0 and 3.0 versions.  Most games only support 1.0, and often support DirectSound 3D as an alternative.  The advanced 2.0 effects were supported in games like Half-Life, Hexen II, Quake III Arena, SIN, & Unreal Tournament.  3.0 was released only a few months before Creative bought Aureal, Star Trek: Voyager - Elite Force is one of the very few games known to support it.  No cards other than the Vortex 2 ever supported A3D 2.0 or 3.0.  The Vortex 2 chip is known as the Aureal AU8830A2, and a later revision with better performance is simply the AU8830.  Vortex 1 cards use the AU8810, AU8820 or AU8808 chips, but only support a limited feature set of A3D 2.0 and have no EAX support.  Several companies used the AU8830A2 chip, the most well-known board being the Diamond Monster Sound MX300.  The most likely way to find an AU8830 chip is to find a retail Aureal Vortex 2 SQ2500 card.  The "SuperQuad Digital" is the OEM version.  The SQ3500, which was an SQ2500 + Turbo DSP daughterboard, was never released.  The DSP daughterboard was intended to provide hardware assistance for Dolby Digital decoding.

Virtually all the Vortex 2 cards have a waveblaster connector for MIDI daughterboards and either an optical or coaxial S/PDIF output.  Diamond Monster Sound 3D MX300 requires a daughterboard, the MX-25, for S/PDIF.  Only 2-speaker A3D is supported through the S/PDIF.  The final Vortex 2 reference drivers, 2.048 offered initial support for EAX 1.0.  The 2.048 drivers are a bit buggy, and the 2.041 drivers are a recommended alternative.  A3D 3.0 is not available in drivers below 2.048.

Both the Live! and Vortex 2 series have one major failing.  Their DOS game compatibility is less than ideal.  The Live! emulates a Sound Blaster 16 and the Vortex 2 a Sound Blaster Pro.  The Live!, however, requires the loading of EMM386.EXE in Real Mode DOS, and there are games that will not work when an expanded memory manager is loaded.  Ultima 7, Serpent Isle and Commanche are games that will not work either in Windows or with an expanded memory manager.  The Vortex 2 does not suffer from this problem, but DOS games requiring or taking advantage of the improved features of a Sound Blaster 16 over a Pro will not sound as good.  Both cards have pretty terrible Adlib FM Synthesis emulation.  The Vortex 2 also does not quite perfectly emulate the ADPCM compression modes of the Sound Blaster, which games like Duke Nukem II use.  Vortex 1 cards may only support games running in a DOS window in Windows 95 or 98, which obviously is not sufficient for many DOS games that cannot run in Windows.  The Vortex 2 Sound Blaster Pro TSR takes up a fair bit of conventional memory and should be loaded in upper memory.  Without that TSR the MPU-401 and gameport will not work in Real Mode DOS.

C.  Yamaha YMF Series

An excellent third alternative is a card using a Yamaha YMF-7x4 chip.  OEM boards from the mid-to-late 90s frequently used this chip.  The YMF-724 is the base chip, and there exists 724B, 724C, 724D, 724E, 724F, 734, 740, 740B, 740C, 744 & 754 chips.  Yamaha's chips contain a true YMF-262 OPL3 chip, so there are no quality issues with Adlib music for DOS games.  The driver does not require EMM386.EXE to be loaded, but some games will not work with the Sound Blaster emulation unless it is loaded.  Ultima 7 will work with the driver and no EMM386, but DOOM will require EMM386 loaded.

Some boards have S/PDIF output for pure digital audio streaming.  These cards provide only one of two known ways to obtain a true digital OPL3 capture from a PC.  (The Sound Blaster AWE32s without a CT-1978 chip is the only known other method).  These boards emulate a Sound Blaster Pro 2.0 and do it very well.  Unlike the ISA YMF cards, it will not emulate the Windows Sound System.  Only those few games that use 8-bit to 3-bit and 8-bit to 2-bit ADPCM will not work with these cards.  Duke Nukem II uses these modes for certain, but not all, sound effects.  I have yet to find a DOS game that requires a Sound Blaster 16 to work.  Fallout, which is barely a DOS game, ships with broken Sound Blaster/Sound Blaster Pro drivers.  However, copying over the drivers from another game that uses the same driver model, like Spycraft, will get the drivers working with this card.

These cards' DOS legacy abilities are dependent on the motherboard chipset.  I have found a chart that summaries them :

YMF724, YMF724B, YMF740, YMF740B, YMF740C

                430TX   440LX   440BX   ALADDIN4   ALADDIN5   else
ISA             O       O       O       O          O          X
INTA            O       O       O       O          O          *2
PC-PCI*1        O       O       O       X          X          X

YMF724C, YMF724D, YMF734

                430TX   440LX   440BX   ALADDIN4   ALADDIN5   else
ISA             O       O       O       O          O          O
INTA            O       O       O       O          O          *2
S-IRQ *1        O       O       O       O          O          X
PC-PCI*1        O       O       O       X          X          X
D-DMA           O       X       X       X          X          X

YMF724E, YMF724F

                430TX   440LX   440BX   ALADDIN4   ALADDIN5   else
ISA             O       O       O       O          O          X
INTA            O       O       O       O          O          *2
S-IRQ *1        O       O       O       O          O          X
PC-PCI*1        O       O       O       X          X          X
D-DMA           O       X       O       O          O          X

*1   If you wish to use S-IRQ or PC-PCI, the side band (SB link) must be connected.
*2   INTA# IRQ cannot be changed.

Creative Labs, early in their PCI days, designed the SB-Link connector to provide the ISA IRQ and DMA signals needed for full DOS Sound Card compatibility for PCI cards.  The curious thing is that beyond the OEM-only AWE64D, CT4600 & CT4650, Creative never used this connector again.  The motherboard and the card must each have a 6-pin SB-Link connector.  The connector provides the S-IRQ and PC-PCI signals.  Most YMF cards have the connector, early BX motherboards tend to have the connector.  Most of ASUS P2B motherboards do support the connector.  The ASUS P3B-F does not have a connector, but there are solder points for someone to solder in a connector to the board.  The ABIT BX6 2.0 does support it.

The motherboard given as an example for the 1999 Dream Machine, the ASUS P3B-F, does not have an SB-Link connector ready to use.  However, the BX chipset does provide a working D(istributed)-DMA signal, and the YMF chip can use the PCI IRQ INTA as if it were an ISA IRQ.  Thus the card will work with real mode DOS games using the Adlib or Sound Blaster if the proper drivers are loaded.  Some games, like DOOM, will require the driver that requires EMM386.  Other games, like Ultima 7, do not require the EMM386 driver.

The Yamaha Waveforce 192XG is a good example of a retail card that uses the chipset.  This card uses the YMF-724E chip, so it will support D-DMA on a BX board.  I have tested a YMF-744 chip and it also works with the D-DMA option on the BX.  I assume the YMF-754 also works.  The 744 & 754 support four-speaker output, the earlier devices only support two speakers.

As far as 3D support, the card supports the Sensaura 3D API, which does provide for A3D 1.0 emulation. Sensaura, like EAX, is an extension to DirectSound 3D, as opposed to A3D, which is an entirely separate API like Glide or OpenGL.  The drivers can also emulate EAX 1.0, but only with Windows drivers 1040 or below.  The last drivers for these cards are 1048.

D.  Legacy Sound Support

Almost every BX board released in the full ATX form factor will have at least one ISA slot, as will most VIA and AMD boards.   Thus the problem of DOS sound support is not a huge issue.  A Sound Blaster 16 will suffice for virtually any game, even if it is not ideal.  I would avoid using any card with an OPL2 (Yamaha YM3812) chip like the Adlib, Sound Blaster 1.0-2.0, Sound Blaster Pro 1.0 or Pro Audio Spectrum cards, as the OPL2 has trouble with data being sent to it at high speeds.  Also avoid the LAPC-I unless you know your power supply is capable of delivering -5v.  Finally, make sure your case will accomodate a full length 13" card before inserting an AWE32 or Ensoniq Soundscape.

I find difficulties with plug and play ISA sound cards when using real mode DOS under Windows 98SE. While these cards work well under Windows, their initialization programs will need to be run when they are being used in real mode DOS.  Try to find non-ISA PNP cards, even cards that require software IRQ/DMA initialization like the middle Sound Blaster 16s, early Sound Blaster AWE32s and non-PNP Gravis Ultrasounds are better.

7.  Hard Drives & Hard Drive Interfaces

The Intel BX chipset dual IDE ports support Ultra DMA/33 or ATA-4.  This means that transfers to and from hard disks are limited to 33MB/sec.  Ultra DMA/66, ATA-5 controllers were available in 1999 such as the Promise Ultra66 controller.  This controller does not support RAID, and  unless you use RAID 0 you are unlikely to see performance benefits from the hard disk drives available at the time.  The BX motherboard only supports 28-bit LBA, which limits the hard drives to 128GB.  Windows 98 will not correctly partition a hard disk greater than 64GB without a patched FDISK and SCANDISK will not work on hard disks more than 128GB in size.  ATA-6 controllers will support 48-bit LBA for large hard drives, but they were not readily available and the largest consumer hard drives were roughly 30GB (and very expensive) in late 1999.

The other option was SCSI.  The most advanced interface within a high-end gaming system was Ultra 2 SCSI.  The ASUS P2B-DS supports Ultra 2, Ultra Wide and SCSI-1 & 2.  The Tyan motherboards of this time also tend to support SCSI.  PCI boards also offered SCSI controllers.  The fastest hard drives for IDE used 7,200RPM speeds, but some SCSI drives could run at 10,000RPM.  SCSI drives tended to be smaller than IDE drives, and were generally used when reliability or performance was critical.

A good IDE drive from late 1999 would have 512KB to 2MB of cache, 18-22GB size, and would of course spin at 7,200RPM.  IDE drives were close to 30GB by the end of 1999 and the practical limits of Windows 9x FAT32 implementation.  IBM's hard drives reputation had yet to be hit by the 2001 Deskstar (nicknamed Deathstar) 75GXP.  Quantum, Fujitsu, Hitachi, Western Digital & Seagate were making decent drives at this time.

8.  DVD Decoder

In 1997, the first games were released on DVD-ROM and taking advantage of the improved DVD-Video/mpeg 2.  Games such as Tex Murphy : Overseer were released simultaneously on CD and DVD, with the DVD videos had higher resolution, no interlacing and more color.  Other games like Wing Commander IV : The Price of Freedom were first released on CD then later given an enhanced (double-sided) DVD release.  The DVD release of Wing Commander was only offered in a bundle.  Other games with enhanced DVD releases include Zork : Grand Inquisitor, Tender Loving Care, Journeyman Project 3 : Legacy of Time and Star Trek : Starfleet Academy.

Not all games subsequently released on DVD actually support DVD Video.  Amerzone does not, and games like Baldur's Gate only use the DVD format to avoid disc swapping.  Still others like Outcast supported Dolby Digital 5.1 on its DVD version and contained movies that could be played on a DVD player.  The former is also supported in the DVD version of Civilization : Call to Power and the latter is also available for the DVD version of Riven : The Sequel to Myst.

Decoding mpeg2 video in the late 90s was such a processor intensive task that hardware decoder boards were released alongside DVD drives.  The most important board for gaming was the Creative DXR2 board, CT7120.  This board is supported by virtually every DVD-ROM game.  It was usually released alongside Creative's Encore DVD drives in a kit.  It provides coaxial S/PDIF output and supports AC-3/Dolby Digital passthrough.  It supports composite and S-Video output and dual HD-15 ports for a passthrough for VGA output, just like the Voodoo 2.  Later Creative released the DXR-3 board, CT7230.  This card added an analog stereo output and used a proprietary cable for the VGA input.  The Sigma Designs Realmagic Hollywood Plus+ is virtually the same card and was well recommended for providing trouble-free DVD playback.  Wing Commander IV, without fanpatches, probably will only work with these boards.

A closely related issue is non-DVD Dolby Digital support.  A hardware decoder will provide such support through an S/PDIF output, whether coaxial or optical.  While Dolby Digital can provide up to 5.1 speaker support, the available sound cards of the day only had support for four speakers through analog outputs.

The first generation Sound Blaster Live cards, which only provided S/PDIF output through the I/O cards, can pass AC-3/Dolby Digital through to an external decoder.  The second generation has the digital output on the main card and can do likewise.  The Aureal Vortex 2 cards with a S/PDIF output can also pass AC-3 through.  Released in the year 2000, the Sound Blaster Live 5.1! can decode Dolby Digital 5.1 in software and output it to three pairs of stereo analog outputs or pass it through to an external decoder via its S/PDIF jack.  Those Yamaha YMF cards with a S/PDIF output probably can also support AC-3 passthrough.

As far as DVD drives went, the Creative Encore PC-DVD 5x drive was about the fastest you could get in 1999.  DVD drives of 1997-1999 vintage do not incorporate region encoding on the drive (rpc1), but do so on the mpeg2 decoder.  Thus if the Realmagic Hollywood Plus board is not set to the region of the DVD you wish to play, you are out of luck unless there are you can find a way to reset the region code or there are still selections left on the card.  The Pentium III 600EB is sufficiently fast enough to decode DVD Video at full speed with a software only player like Mediamatics DVDExpress.

9.  Network Interface Cards

Just about any card released during this timeframe will support 10/100 Fast Ethernet.  PCI cards like the 3Com Fast Etherlink XL were very popular and reliable.  Windows 98SE has driver support for the 3Com card included, and there is a packet driver available for it to run DOS Internet applications.  Transfers from modern computers, either through the Microsoft Network/Network Neighborhood (Windows 2K/XP) or an FTP client/server (Windows Vista/7/8) will be made much more convenient through connecting the computer to a router.  Consumer-based Gigabit ethernet cards had to wait for the 21st Century, as would modern wireless cards.

Wednesday, February 27, 2013

Philosophy of PC Game CD/DVD Imaging

Thrift stores are great places to find older PC games on CD-ROM or DVD-ROM.  I have found many good games at these stores.  The first thing I do when I get home is to make disc images of them.  Disc images are great for several reasons.  First, it reduces wear and tear on both discs and drives.  Second, if you want to install or play a game, you don't have to physically move from your computer.  Third, in the unlikely event that two or more people in your house/office want to play the game, you don't have to share the CD.  Fourth, if the game requires the CD to be in the drive, you can mount an image on a virtual drive rather than having to hunt for a NO-CD crack.

There are three types of PC game discs, pure single-track data discs (CD or DVD), multi-track or mixed mode discs (CD only) and copy protected discs (CD or DVD), which can be mixed mode but usually are not.  In this article, I am going to talk about the types of imaging formats, programs to use and copy protection.  First, lets start with imaging formats :

1.  ISO

The extension .iso is named after the file system found on CD-ROMs, ISO-9660.  Any CD imaging program can make .iso images.  This is a straight sector dump of a formatted data track.  It does not support CD-Audio, multiple tracks and will fail to make a working disc image of any copy protected CD.  Do not make an image with the .iso format unless you know your game is unprotected and contains no CD Audio tracks.  This disc format will work with unprotected DVDs or Blu-ray discs, even though they use the UDF file system.

I have observed iso files accompanied by a cue sheet.  If the cue includes audio tracks, then by loading the cue you will have access to the audio files.  However, the only discs I have ever seen ripped this way were NEC TurboGrafx CD games, which do not use the ISO-9660 and are not readable in Windows.

How to tell if your game CD has CD-Audio?

Certain games have a data track with one or more audio tracks located thereafter.  Windows Media Player will tell you if your disc has Audio tracks.  If you are trying to image a Sega CD, Turbo-Grafx CD, 3D0 CD Neo-Geo CD or Atari Jaguar CD, assume that it has CD-Audio tracks. You can also use virtually any good CD ripping program.  Always check before you rip.  A list can be found on the Mixed Mode CD article on Wikipedia.

Will .iso work on a hybrid disc?

A hybrid disc is one formatted for both Windows and Macintosh.  The Mac file system, HFS or HFS+, is included, usually points to the same data and is not ordinarily readable in Windows.  There are programs liks hfsexplorer for Windows that can verify the existence of an HFS disc.  If any of the game's discs are marked as working for Macintosh, then all the game's discs almost certainly are hybrid discs.  I have made .iso images of hybrid discs and hfsexplorer indicates the file system is present.  Some claim that a more involved imaging format like CloneCD or Alcohol 120% is needed to actually get these games to work in a Mac.

2.  BIN/CUE (or IMG/CUE)

This extension was introduced by CDRWIN.  Unlike ISO, it can support multiple data and audio tracks.  The .cue is a small plain text file that contains the name of the .bin or .img file.  The .bin or .img contains the data from the disc, and may or may not include CD Audio tracks.  The audio tracks may be separate wave or mp3 files, and the file name will be listed alongside each track.  CDRWIN is a very old program and best run on Windows 95 or 98.  The last version is 4.0H.  Many other programs, like CloneCD and Alcohol 120% support bin/cue.  Do not use Alcohol to rip to a BIN/CUE, the audio will be two seconds off.  CloneCD doesn't have that issue.  I recommend Perfect Rip, a free program, to make img/cues.  This format will defeat basic or crude copy protection methods that use multiple data tracks or dummy files, but not Safedisc or SecuROM.  Last updated in 2010.  The Nero Burning ROM nrg format seems to provide equilavent functionality.

With the exception of a few European sports games, DOS CD-ROM games were never copy protected except for a few games like Warcraft that relied on document checks (except for the oldest and newest versions of the program).

3.  CCD/IMG/SUB

This is the Slysoft (previously Elaborate Bytes) CloneCD format, and is suitable for copying copy protected discs using commercial copy protection products.  The .ccd is a plain text file that describes the image, the .img contains the data for the disc, and the .sub (which is not always present) is a file containing subchannel data.  The intent is to make 1:1 copies of discs.  It works well with Safedisc protected games, but SecuROM NEW (v4 and up) are best handled by Alcohol 120%.  It creates accurate cue files as well by default.  Despite its name it also copies game DVDs.  For copy protected movie DVDs and Blu-rays, you must use AnyDVD or AnyDVD HD.  This program was last updated in 2009.

4.  MDF/MDS (or MDX)

This is the format used by Alcohol Soft's Alcohol 120%.  Alcohol 52% will only make images, not burn them.  It will make any of the above imaging formats or its own format.  This program was last updated in 2012, so I recommend it.  It is especially good for SecuROM.  Use the appropriate protection profile when copying.  For Safedisc and SecuROM games, making an image that will not later require a no-CD crack will take longer, since it has to read errors and use Data Position Management.  Usually only the first or the play disc is protected, since that will be the disc the game expects in the drive.  However, some games like Syberia and American McGee's Alice have protection on both discs.  If Alcohol can detect the protection used on the first disc, then if it does not detect the protection on the other discs you can avoid using the DPM option, which takes far longer than a standard imaging would take.

Older versions of the program had a bug when making bin/cue files.  This bug would cause the audio tracks on a mixed-mode CD to be off by two seconds.  The current version of the software does not suffer from this problem, and I am not aware of any problems when using the native format.  For most games, the track index measurements are not crucial, so these discs can be repaired.  Some games, like Loom (05:00:00), require the audio track to be located at a precise measurement because they use the track for speech and sound effects.

MDX is the file format that Daemon Tools creates, and simply combines the MDF and MDS files.

5.  How to Tell if your Game is Copy-Protected?

The best way to tell if your game is copy protected is to install it and then run PROTECTiON iD (last version July, 2010, v.6.4.0)  on the game's hard drive directory.  Scanning the disc itself may work for earlier protections, but the game's exe files are usually compressed in install files which are beyond the program's scan until they are unpacked and installed to the hard drive.  Alcohol 120% can usually give you an idea of which protection is used by scanning the media, but PROTECTiON iD is better for getting the actual version of the copy protection used.  Alcohol 120% is not perfect, as the program detected the Tages protection on my original copy of Giants, Citizen Kabuto, which the game does not have.  Gamecopyworld often lists the protection used, but protections may not have been used for all releases or all regions.

I own quite a few Windows Game CDs from 1996-2004, but not all of them are copy protected.  Budget or late (Game of the Year, Gold) releases often have copy protection removed.  Games released before 1999 typically lack commercial copy protections.  Since I live in the US, I have only encountered Safedisc and SecuROM protected discs.  Tages, CD Cops, Laserlock seem to be European innovations, and Starforce seems to have come along later.

6.  Daemon Tools

Almost everybody uses Daemon Tools Lite to emulate CD or DVD drives and load disc images.  It emulates RMPS, SecuROM, Safedisc and LaserLock protections.  Daemon Tools 3.47 is the last version that supports Windows 95, 98 or ME.

Wednesday, January 23, 2013

Another World, a.k.a. Out of this World - Versions of a Classic

European Title
North American Title














Another World, a.k.a Out of this World, was developed by Eric Chahi on an Atari ST and Amiga with music by Jean Francois-Freitas of Delphine Software, a French software company.  This game was released as Another World in Europe for the Commodore Amiga and Atari ST by U.S. Gold.  It was released in North America by Interplay for all platforms except the Sega Genesis and CD, which were released by Virgin Interactive.


In this article, I intend to compare the various versions of this game.  I will give screenshots of the opening level for each version.  Some versions of the game support more than one graphics mode.  I have not included screenshots for the Macintosh (I have no experience with Macintosh emulators) or the 3D0 (ditto).  All screenshots are presented in their natural, unfiltered and non-aspect ratio corrected resolutions.



I.  Commodore Amiga and Atari ST
Commodore Amiga
Atari ST














Use 320x200 active pixels.  ST has a slightly darker palette than the Amiga.  No more than 16 unique colors are used for any given screen.

The Atari ST version runs somewhat slower than the Amiga at the stock speeds of the respective computers (8MHz ST vs. 7.16MHz Amiga).  Although the Amiga and ST share the same CPU, the 68000, the Amiga has far more advanced graphics and sound hardware than the ST.

Atari ST and Amiga support one-button joysticks.  The jump is activated by pressing up on the joystick, just like Prince of Persia.

Pressing "c" on the keyboard brings up the password screen.  With the Amiga and ST versions, putting in the code for the first level (EDJI) may be the only way to skip the introduction.

The game can be installed to a hard drive on the Amiga.  The ST version comes on double-sided disks (single sided disks were more common).

This game uses a code wheel for copy protection.  There is only one code wheel and it works for all versions of the game.  You may enter the symbols in any order, but you must successfully pass the code wheel protection twice to play the game.  If you fail the protection on the Amiga or ST, the game will hang.

How can you tell if someone is playing the Amiga or ST versions?  There is a little scorpion walking across the first level.

Amiga/ST/DOS Password Screen
Atari ST only has sound effects for the introduction and ending.  It seems as though the Atari driver could only handle one digitized sound stream at a time.  Music is heard when Lester looks out over the alien city in the second level.  The lack of music makes the ending seem especially eerie.

All versions of the game use a password save system.  The Amiga and ST use different passwords for the game than the later versions, twelve levels are available.

Amiga Cinemascope Mode

Amiga Vertical Mode
The Amiga has three special graphics modes available, "Cinemascope", "Vertical" and "High Resolution", selectable by pressing F2, F3 and F4, respectively.  Cinemascope uses a 640x200 resolution, stretching the graphics horizontally.  Vertical uses a 320x400 resolution, stretching the graphics vertically.  I believe that the "High Resolution" mode uses a 640x400 resolution.  WinUAE does not seem to display it correctly, so I am not including it here.  The 400-line modes should be interlaced, leading to flickering on real hardware.













II.  MS-DOS & Macintosh



MS-DOS VGA
MS-DOS EGA/Tandy
MS-DOS supports VGA, EGA and Tandy 16-color graphics.  The palette is much more limited in the EGA and Tandy modes, but the resolution is always 320x200 in the DOS version.

Out of this World for DOS supports Sound Blaster, Adlib, Pro Audio Spectrum, PC Speaker and Disney Sound Source, all at either 10 kHz or 5 kHz.  It also supports the Roland LAPC-I and CM-32L (and compatibles with a Roland MPU-401 interface), but not the MT-32 or MT-100.     It only uses the 33 extra sound effects found on the LAPC-I and CM-32L and music is not played.  Another World supports all of the above except the Pro Audio Spectrum and LAPC-I/CM-32L.  It will complain if an Expanded Memory Manager is loaded, as it could have an impact on the game's performance.  However on a 486, this should not be an issue.  The game supports digitized music through the PC Speaker or Adlib, but these are noisy and quiet options compared with the Sound Blaster, PAS or DSS.

DOS supports a two-button joystick, with attack/run on one button and jump on the other button, just like Super Mario Bros.  I strongly recommend using a digital joystick like the Gravis Gamepad for this game.  I could not get the joystick functionality to work correctly on my 486DX2/66 with a non-speed adjustable gamepad like those found on a Sound Blaster or Sound Blaster Pro and the 10KHz Sound Blaster or Disney Sound Source options.  No amount of speed-adjustments elsewhere worked.  When I used my Sound Blaster 16's joystick port, the problem went away without having to play with speed options.

In DOS, failure to input the correct codewheel code will freeze the game after the third failed attempt, use Alt X to exit the game.   There are legitimate copies of the game for DOS which do not have the copy protection.  If the game came on a CD or cannot be played off the floppy disks which came in the box (using a compression-based installer), then it should not have copy protection.

Amiga/ST/MS-DOS Copy Protection
The scorpion in the first level is absent from the DOS and later versions.

Lester's yell when he swings on the vine in the first level (without the beast chasing him) is heard in the DOS version but not in later versions.

The DOS and later versions use different passwords from the Amiga & ST, and fifteen levels are available.  This was done by Chahi to address complaints that the game was too short in the Amiga and ST versions.

The Macintosh port was a contemporary of the DOS port and uses a 640x400 graphics window.  If your machine is too slow for that, it can also do 320x200, 480x300 or 512x364.  The main benefit to the higher resolutions is that the polygon graphics look less aliased (less jaggy).

There are a couple of really tough spots in the game, most of which were added to the DOS version :

After you escape from the cage, you get to an elevator. You have to go down and into a small room to disable an electrical panel. In the Amiga/ST versions, the room is otherwise empty, in the DOS version, there is a guard there. The guard is very quick and you must shoot the moment you leave the elevator room or he will kill you.

When you are rolling around in the ducts, in the Amiga/ST version, harmless steam spews out at certain points. In the DOS version, the steam will kill you.  You must time your movements to get past the steam when it is not blowing.  This is in addition to choosing the correct path to avoid falling to your death.

The caves are full of difficulties, from the falling rocks, to the tentacles on the ceiling and the pit traps to avoiding drowning after you release the water.  The laser, fully powered up, can kill the ceiling tentacles.

Just after the caves, there is an corridor where you have to fight one guard on each side, and it is difficult to maintain your shields and charge up your gun to kill both guards before one gets you.

When you have to return to the caves, now flooded, an extra screen and pit traps were added to the DOS version in the area where you have to disable an electrical circuit.  A running jump is necessary to get back into the water.

Immediately after the sequence were the guards are destroying multiple gates to get at you, in the Amiga/ST version you go straight to the tank. In the DOS version, two extra levels are added where you have to rescue your alien friend twice.

The tank in the arena requires you to push more buttons in the DOS than the Amiga/ST version to activate the escape pod.  It does not seem like the enemies can destroy the tank in the Amiga/ST version, but in the DOS version you will have to be pretty quick or the enemies will kill you.

III.  Super Nintendo, Sega Genesis, Apple //gs

The Sega Genesis and Super Nintendo versions of this game are ports of the DOS version.

Sega Genesis
Super Nintendo


The Genesis version uses the 256x224 (NTSC) resolution, even though the system can support 320x224 resolution graphics.  The gameplay is in a 224x176 pixel window, however.

The SNES version uses the 256x224 (NTSC) resolution, and it does not support a 320x224 resolution.  The gameplay is in a 224x160 pixel window.

The Genesis version allows you to input a code on the start menu or when you die.  It uses the YM-2612 FM synthesis chip to recreate the original music by Freitas instead of digitizing it like on the SNES.  The SNES, Genesis and the Apple //gs have an in-game text prologue with a journal entry from Lester.  All contain extra music from Charles Deenen or Tommy Tallarico.  While I understand that the music was trying to enhance the danger and suspense of the game, it is not really in keeping with the otherworldiness of the Freitas music.  Of Freitas' music, only the piece in the introduction remains, the short piece where Lester looks over the alien city and the ending music have been replaced.  Blood has been removed, and the red slobber in the tentacles has been replaced with green.  The nude alien girls have had their butt cracks virtually eliminated.

Apple //gs 16mm "Full Screen" Mode
Due to the compromises in the SNES version, there are loading times before viewing the intro and for each level, up to ten seconds.  This is virtually unheard of in a cartridge game of this era.  Unlike the Genesis version, you can only input a code on the game's start menu.  I have noticed one slight gameplay difference in the SNES version.  When you climb out of the pond, the first two screens to the left have these lethal slug creatures.  In the Amiga, ST, DOS and Genesis versions, 3 slugs will appear or drop on the first screen and 7 on the second.  In the SNES version, two slugs will appear on the ground on the first screen and two or three will appear on the second, but none will fall from the ceiling.

Apple //gs 35mm "Matted" Mode
The Apple //gs version is hard drive installable and ported from the SNES.  It requires an accelerator to get the game running at full resolution, and supports three lower resolution modes for those who are running a stock 2.8MHz CPU or not much faster.

While these versions have a journal entry just after the title screens, the earlier versions had virtually the exact same journal entry in their game manuals.

Apple //gs 70mm Widescreen Mode
Apple //gs Television Mode
The Apple //gs has four graphics modes, selectable when the game is booted.  The ideal mode is the 16mm mode, which uses the ordinary 320x200 pixels.  The next best mode is the 35mm (matted) mode.  This mode is squished vertically and uses 320x152 pixels.  The third available mode is the 70mm widescreen mode.  This stretches the image horizontally for 640x192 pixels.  The final and least detailed mode is the Television mode, which uses a 160x192 mode.  Using the most detailed mode requires an accelerated Apple //gs, at least 8MHz.



V.  Sega CD, 3D0


Sega CD

The Sega CD version is called Heart of the Alien : Out of this World I & II.  This includes Out of this World and Heart of the Alien, and apparently had no Another World European counterpart.  The game loads to a game select screen where you can choose either game.  For Out of this World, the introduction movie immediately begins.

This version has enhanced music and sound effects, the music being done by Freitas this time.  The load times are very reasonable.  Some of the sound effects, like the beast's growl, are not quite as good as the original Amiga/ST versions.  Unlike the Genesis version, the Sega CD version runs in the 320x224 resolution, but the graphics only occupy 304x192 pixels.  The graphics, however, are not shrunk, merely cropped.  This was probably done to limit the issues with overscan on TVs, not due to performance.  The extra music is far more complimentary to the game than the cartridge versions. It plays like the Genesis version, so you will get all the dropping slugs in the first level.

Once the game ends, the sequel, Heart of the Alien, will begin.  I will not say more about that game except it is so frustrating that it can drive one to violence, even with savestates.  Chahi had no involvement in the game, and it lacks his fine sense of difficulty and pacing.  The alien is much more difficult to control, and there are evil timing puzzles and pixel-perfect moves required.  While Out of this World retains the censorship of the SNES and Genesis, Heart of the Alien is far from censored and the game was originally rated MA-13.  Overall, if you have to play a console version, the Sega CD is the one to play.

It is well-known that the 3D0 version eliminates Freitas' music entirely and uses redrawn backgrounds with more detail.  Chahi approved of neither change, feeling the backgrounds gave too much detail and did not work well with the polygon character models.  What may not be so well-known is that the ending has been extended.  The alien returns Lester to the ruins of his village, and once there the alien recalls how his village was attacked and he was captured.  This same sequence is used, more or less, in the Sega CD version, but Heart of the Alien is not included in the 3D0 version.

V.  Windows 3.1 and 15th Anniversary Edition

I do not have access to the Windows 3.1 version, but I read that its very similar to the DOS version.  It may use MIDI music, however.  Nor do I have access to the Symbian and Power PC ports, any of the unofficial, non-commercial ports, or the iPhone, Android & iPad 20th Anniversary editions.  As I find the translation of joystick to touchpad controls to be a waste of time, I do not believe I will be trying them.

The 15th Anniversary Edition was released in 2006 and is compatible with Operating Systems from Windows 98 to Windows 7.  It offers enhanced backgrounds (redrawn to 1280x800), higher resolution polygon graphics and an enhanced sound track, but these options can be turned on and off individually.  It can run in a slow or fast mode.  It supports resolutions from 640x480 to 1920x1200 and maybe beyond.  It also supports joysticks and gamepads with redefinable keys.  It uses the Prince of Persia and Super Mario Bros. styles of control.  In other words, you can press Up or Button 2 on your gamepad to jump.

You do not have to turn any of these options on, so if you leave them off you essentially have virtually the same game as the DOS version, although it almost certainly sounds superior.  The aspect ratio is always 1.6:1, regardless of resolution used (black bars being used to keep the aspect ratio).

The game supports many more save points than the original, and will automatically keep track of all the levels you unlock, making passwords mostly superfluous.  There are three passwords for the first level alone.  I only played the demo version, but I may buy this even if only to use the high-resolution images for my desktop.  This was developed by Chahi, and seemingly represents his ideal vision for the game, both classic and modern.  The music was remastered by Freitas.

Windows 15th Anniversary Edition

Wednesday, January 16, 2013

The Industry Standard Atari-Style Joystick

In 1977, Atari released its Video Computer System (VCS), which later became known as the Atari 2600.  Its was the third programmable home video game system, following the Fairchild Video Entertainment System, later restyled the Fairchild Channel F, and the RCA Studio II.    It was the first system with a detachable game/joystick ports.  It used 2 DE-9 screwless male joystick ports at the back of the system.  These ports were double-duty ports, they supported either one joystick or a pair of paddles.  Because this was the first implementation for digital joysticks and worked simply, other manufacturers also used the design, sometimes adding to it.

Joystick

The Atari 2600 CX-40 Joystick is a box with a stick in the middle and a fire button on it.  The stick provides directionals and sits on top of four switches, Up, Down, Left and Right.  The button also sits on top of a switch.  When the stick is in the center, no contact is made with any of the directional switches.  The button rests on a spring and only makes contact with its switch when pressed.  When a directional or the button is pressed, a circuit is completed with the common or ground line and the button or directional line.  The console can then determine which switches were pressed by reading a particular memory location.   These are strictly digital controllers.  Diagonals can be represented by two closed directional switches.  The canonical pinout is here :

1 2 3 4 5
 6 7 8 9

1 - Up
2 - Down
3 - Left
4 - Right
5 - Not Connected
6 - Button
7 - Not Connected
8 - Common Ground
9 - Not Connected

This joystick pinout is explicitly followed on the Atari 2600, all Atari 8-bit Computers, the Commodore VIC-20, 64 & 128.

Paddles

The Atari 2600 CX-30 Paddle Controllers are a pair of boxes with a dial knob and a button on each.  The paddles are attached via a Y-type connector to a common DE-9 female connector.  Each dial sits on the stem of a 1000kOhm (1mOhm)  potentiometer.  On the side is a pushbutton with a spring to keep the switch from always making contact.  The potentiometer is supplied with +5v and provides a resistance value in a resistor-capacitor network.  For this reason, these are also called analog controllers.  The system can tell the position of each knob by measuring the time it takes for a capacitor to charge and discharge.  The more resistance, the long the capacitor takes to charge, and vice versa.  Each pushbutton is a switch which connects the ground line when pressed, functioning in the same way as the Left or Right directional on a joystick to the console.  The pinout is as follows :

1 2 3 4 5
 6 7 8 9

1 - Not Connected
2 - Not Connected
3 - Paddle 1 Button
4 - Paddle 2 Button
5 - Paddle 2 Potentiometer Output
6 - Not Connected
7 - Common +5v
8 - Common Ground
9 - Paddle 1 Potentiometer Output

This paddle pinout is explicitly followed on the Atari 2600, all Atari 8-bit Computers, the Commodore VIC-20, 64 & 128.  However, Commodore paddles use 470kOhm potentiometers.

Fairchild Channel F System II Hand-Controllers

The original Fairchild console had two hard-wired hand controllers, but the System II uses DE-9 connectors at the console for the hand controllers.  The Hand-Controllers were unique control devices, with a hand grip and a triangular knob on the top.  This knob could be pushed in any of the four directions like a joystick, pushed down and pulled up for the equivalent of buttons and twisted to one side or the other like a paddle.  However, this device is a strictly digital controller, even with the twisting and push/pulling motions.  Thus, except for the twisting, more conventional controllers can easily be adapted for the System II.  This also demonstrates the limit of the DE-9, for without multiplexing only eight digital inputs from a joystick are possible.

1 - Twist Left
2 - Twist Right
3 - Pull Up
4 - Push Down
5 - Right
6 - Up
7 - Down
8 - Left
9 - Ground

Magnavox Odyssey²

The early consoles had two hardwired controllers, in the later consoles they were detachable.  The two ports support digital joysticks, and they function the same, but the wiring is different :

1 - Common Ground
2 - Button
3 - Left
4 - Down
5 - Right
6 - Up
7 - Not Connected
8 - Not Connected
9 - Not Connected

Coleco Colecovision

Two ports, but each controller has one button on each side and a 12-button numberpad.  When in joystick mode, the functionality is identical to the Atari joystick, and the left button is used.  When in numberpad mode, the number keys and the right button can be used.  The inputs function as a matrix for the numberpad. Pin 5, +5v/Ground, from the console selects the mode which it will use.  A Colecovision game can therefore use Atari joystick if it does not require the numberpad functionality.

Texas Instruments TI/99 4A

The TI/99 4A uses one DE-9 connector to support two digital joysticks.  There are two separate ground lines on this connector, one for each controller.  In addition to a Y-adapter, the pinout is non-standard :

1 - Not Connected
2 - Joystick 2 Ground
3 - Up
4 - Button
5 - Left
6 - Not Connected
7 - Joystick 1 Ground
8 - Down
9 - Right

Atari 7800

Two ports, supporting joysticks or paddles.  In 7800 games, Pin 6 registers the Right button and Pin 9 the Left button.  Pin 7 must provide +5v for the 7800 controller to work correctly.  If a 2600 style controller is connected, its button will register both buttons to a 7800 game.  This system was officially released with a stick controller (Proline) in the U.S. or a gamepad in Europe.

Sega Master System

Two ports, the Master System uses a D-pad style gamepad controller like the NES, but pad is more of a square shape.  Two buttons on each controller.  Functions identically to the Atari 2600 joystick but uses pin 9 for the second button.  Although Sega Genesis controllers are easier to find, these are almost certainly the most compatible gamepad style controllers for the older systems, and they do not have a chip inside them.

Atari ST

All Atari ST and STe systems support two joystick ports, calling the two ports Port 0 and Port 1.  Port 0 supports either a joystick or mouse, while Port 1 is strictly for joysticks.  With a Joystick, only the strict Atari Joystick functionality is officially supported.  However, the Left Mouse button corresponds to Button 1, so it is not beyond reason that a controller like the Master's System's could be seen as the Right Mouse button, as Pin 9 is used for it.  Atari STe machines also have two HD-15 ports which Atari Jaguar controllers can plug into.

Commodore Amiga

The Amiga has two joystick/mouse ports.  It can support two mice, two joysticks, or one of each.  The joysticks support a second button on pin 9 like the Sega Master System and Atari 7800, but this was kind of unofficial as Commodore's official sticks (designed for their 8-bit machines) only had one button.  Some games do support two button joysticks.  Button 1 and 2 use the same pins as the Left and Right mouse buttons.

Sega Genesis/Mega Drive

The ordinary crescent shaped gamepad has a circular shaped D-pad and four buttons.

Pin 1 - Up
Pin 2 - Down
Pin 3 - Left/Ground
Pin 4 - Right/Ground
Pin 5 - +5v
Pin 6 - Button B/ButtonA
Pin 7 - Ground/+5v*
Pin 8 - Ground
Pin 9 - Button C/Start

Pin 7 activates a multiplexer chip inside the gamepad to enable the pad to support more than eight inputs.  The input before the / is when Pin 7 is ground and after the / is the input when Pin 7 is +5v.  It was designed for future expansion, as the standard pad only provides eight inputs.  These pads work on the Master System, (Button B = Button 1, Button C = Button 2), except for certain games.  They also work on earlier machines which support strict Atari-style joysticks.  If you wire pin 7 permanently to ground, you should be able to fix any incompatibilities with SMS games.

On the six-button controller, Pins 1, 2 & 3 also correspond to Buttons Z, Y & X.  I am uncertain how well a six button controller works with older systems.

Amstrad PC-1512/1640, CPC 6128

Only one port in Amstrad's machines.  Two buttons are supported, with Pin 7 given to the second button.

The original Covox Sound Master PC sound card supported a pair of DE-9 for Atari-style joysticks, it is unknown whether they support a second button.

Sinclair ZX Spectrum

The Spectrum had no joystick ports built-in, but one or two could be added through the expansion connector.  There were several popular yet software incompatible interfaces on the market, including the Kempston (most popular), the ZX Interface 2, the Protek and other Cursor interfaces and the Fuller Audio Box.  Spectrum and Fuller support two ports, the rest support one port.  Wiring is standard.

Sinclair ZX Spectrum +2/+3

Two joystick ports, but pin wiring is completely different :

Pin 1 - Not Connected
Pin 2 - Ground
Pin 3 - Not Connected
Pin 4 - Button
Pin 5 - Up
Pin 6 - Right
Pin 7 - Left
Pin 8 - Ground
Pin 9 - Down

MSX, Sharp X68000

Almost identical to the Atari standard, except supports button 2 on pin 7 and the ground is on pin 9.  Pin 8 functions as an output pin from the computer.  

FM Towns/Marty

Completely different pin arrangement.  Supports four buttons : Button 1, Button 2, Run and Start.  Diodes are used to make Start the equivalent of pressing Up and Down at the same time and Run is the equivalent of pressing Left and Right at the same time.  

Pin 1 - Not Connected
Pin 2 - Right
Pin 3 - Left
Pin 4 - Down
Pin 5 - Up
Pin 6 - Ground
Pin 7 - Not Connected
Pin 8 - Button 2
Pin 9 - Button 1

Covox Sound Master

This was an early IBM PC compatible sound card that never caught on and was only supported in a handful of PC games.  It does have two DE-9 ports that are supposedly Atari-compatible, which do not function anything like a typical PC joystick.

Apple IIe, Enhanced //e, //c, //c+, //gs

Not compatible with digital joysticks, but has many similarities with paddles when connected.  One female port on back of computer.  Also shared with mouse on the //c & //c+.  150kOhm potentiometers are used.  Button 3 is almost never used, and even though four analog inputs are supported only one pair of paddles are intended to be connected at a time.  Apple paddles are hard to find.  A two-button analog joystick was the more common device connected.

Pin 1 - Button 2
Pin 2 - +5v
Pin 3 - Ground
Pin 4 - Paddle Input 3
Pin 5 - Paddle Input 1
Pin 6 - Button 3
Pin 7 - Button 1
Pin 8 - Paddle Input 2
Pin 9 - Paddle Input 4

Incompatible DE-9 Joysticks

The 3D0 may use a DE-9 gamepad, but it uses a serial interface with a Data and a Clock line. Ditto for Famiclones and NESclones.  The Milton Bradley Vectrex has an analog stick with four pushbuttons, but the analog stick functions as a voltage divider and thus is not quite compatible with the Atari-style analog paddles.  The Mattel Intellivision II had detachable DE-9 ports, but that controller uses an 8-bit binary code to signal the state of the 16-position disc, 12-button numberpad and 3 buttons.  

Wednesday, January 9, 2013

Krikizz Mega Everdrive : The Ultimate Sega Genesis/Mega Drive Flashcart

Nintendo fans have had products like the NES PowerPak and SNES PowerPak.  These cartridges allow the user to play game ROMs on real hardware.  They use flash media to store the games, and the cartridge hardware lets the user select a game from a file system and start the game.  Prior to the PowerPak, most devices were from the 90's and used floppies or CD-ROMs to store the games or were development carts.  These methods were often slow, not very compatible and the devices were hard to find and expensive to boot.  The NES PowerPak will play virtually any licensed or unlicensed non-Japanese game, and there are only two dozen games that the SNES PowerPak will not play due to the extra hardware contained in certain carts.  (The SD2SNES has the capacity to emulate some of that hardware).

The first modern device that allowed multiple saves on a flash cart for the Sega Genesis was the ToToTek MD Pro.  This will support multiple games, but the flash storage is on the chip and is a maximum of 64Mbit.  At 64Mbit you would be able to fit Sonic 1, 2 3 & Sonic & Knuckles, but not much else.  Like other older devices, it uses a parallel port to transfer games onto the flash memory.  It also supports games that have battery-backed save ram (S-RAM).

Krikzz has released a range of flash carts.  One of his first products was the Everdrive MD.  This improved on the earlier MD Pro by using SD cards to load the games.  Unlike the earlier device, save games are stored on the SD card, not on real battery backed S-RAM.  It also supports Sega Master System games, the MD Pro does not, and has a pause button soldered onto the top of the PCB for the SMS pause function.   Some games, like Alien Syndrome, Bomber Raid, Great Volleyball, Montezuma's Revenge, Penguin Land,
Shanghai, Tennis Ace, Where in the World is Carmen San Diego and Wonder Boy in Monster Land will require a true Sega Master System controller to work properly.  You can find IPS patches to fix these games here : http://krikzz.com/forum/index.php?topic=1203.0

Even with the Everdrive MD, there was room for improvement.  The use of flash memory to store a game during gameplay meant that when you want to play a new game, the flash chip must be erased and reprogrammed.  This can take close to a minute for larger games.  Additionally, the flash chip is only good for a limited number of writes, so the 10,000th time you write a game, it could permanently fail.   However, that is the minimum number of write cycles for a modern flash chip, so the chip may be able to handle many, many more writes.  It would take a very long time to write to the chip so many times that the chip would fail. Finally, to flash a firmware update required special JTAG hardware.  Users would be left out of new features and compatibility fixes unless they sent their cart to someone who had the hardware to reprogram it.

Krikzz released the Mega Everdrive last year to address several of these issues.  He used an Altera Cyclone II FPGA to drive the board and its functions, and there is still room for more features.  Updates to the OS firmware are as simple as copying a new OS file to a subdirectory on your SD card.  It does not have separate firmware requiring a JTAG Altera Byte Blaster to flash.  More importantly, games are run off RAM, not flash, so write cycles are no longer and issue and load times are extremely fast.  It has a slot for regular size SD and micro-SD cards, although extracting the latter when the PCB is fitted inside a cartridge shell would be tough.  It has a USB port for development purposes.

The downside to this is that the Mega Everdrive costs twice as much as the Everdrive MD.  In addition, for either device you will need an SD card and a cartridge shell to protect the PCB.  I used a fairly common game, but not a good one.  I peeled off the label and used Goo Gone to remove the sticky stuff.  Thorough wiping down and cleaning the plastic is also required.  A drill and a dremel are ideal to cut into the plastic top, but I used an X-Acto knife and a pair of pliers to cut the holes.  You will need to cut 3 holes, one for the USB connector, one for the reset button and at least one for the SD card.  A 4.5mm gamebit is necessary for opening the shell, of course.

My Mega Everdrive's Cart Shell, Hacked to Bits by Yours Truly
So, having cut the cartridge shell, what does one do to get up and running?  It is incredibly easy, first format an SD card using regular FAT.  A 1GB card will be sufficient for all US Licensed games.  Then download the OS (MEGAOS.BIN) file from Krikizz and put it in a folder on the root of the card named \MEGA.  At this point your cart will work on a Genesis/Everdrive and is ready for games.

With SD Card, Ready for Gaming Goodness!
For ROMs, I recommend using the No-Intro sets.  They are comprehensive and contain only verified dumps unless no good dump is known.  A good dump is a dump of a game cartridge that has been verified multiple times by multiple people.  The GoodSets from Cowering are useful to supplement these ROMs.

Sega Genesis/Mega Drive ROMs in the No-Intro sets have the .md extension.  Mega Everdrive has a few issues like Phantasy Star IV and some other games not saving and Super Street Fighter II' not loading with the ROM having an .md extension, so I would strongly recommend using a file renamer program to rename the file extensions to .bin.  With a .bin extension, those games work perfectly.  (This may no longer be an issue with the most current OS).  Whether .md, .gen or .bin, a Sega Genesis ROM is a straight binary dump of the contents of the cartridge ROMs.

The Mega Everdrive supports Sega Master System roms without a Power Base Converter, and the button on top acts like a SMS pause button.  Files should have an .sms extension (these are also straight binary dumps).  It also supports 32x cartridges if you have the Sega 32x addon.  These cartridges should have a .32x extension.  However, SMS games will not work if a 32x is in between the cartridge and the console.  Some SMS games don't like it when a Sega CD is attached either and should only be used in a Model 1 or 2 Genesis or Mega Drive system.  The ROM file size for a Sega Master System game must be a strict power of 2, (128KB, not 129KB like a NES game).  

This is the first screen from which you can use the cartridge, takes less than 10 seconds with a TMSS Genesis
Krikizz has made a few improvements over bunnyboy's PowerPak.  First, the menu system allows you to scroll by page, making it easier to use subdirectories with more folders.  The text is much easier to read on the Mega Everdrive than it is on the SNES PowerPak.  Of course, the Genesis used a 320x224 resolution vs. the SNES's 256x224, so more characters can be displayed on a single line.  Additionally, the Mega Everdrive creates save files, the PowerPaks required blank save files with the proper names.

Each subdirectory lists games like this
Important features of the Everdrive include the MEGAKEY options.  This allows you to to change the region of your Genesis/Mega Drive without having to solder a switch onto the console's PCB.  It does not work with some ROMs like Streets of Rage III or Golden Axe III, as they use advanced methods to detect the console region.  On early carts like Streets of Rage, you can see the Japanese title screen, Bare Knuckle, by using this option.

The cartridge also has support for savestates, something that took years for the PowerPaks to even begin to approach.  The functionality is not perfectly compatible, but some games (Sonic 1 & 2) really needed a password or battery backed save system.  It also supports Game Genie and Pro-Action Replay codes.  It only works with Genesis/MegaDrive games 4MB or less.

Official Genesis games can be 5MB, 4MB, 3MB, 3.25MB, 2.5MB, 2MB 1.5MB, 1.25MB, 1MB, 768KB, 640KB, 512KB, 256KB, 128KB, exactly (only US games included here).  This includes Sonic + Knuckles combos.

Just one more button press...
The device supports loading a different Mega CD BIOS so discs from other regions can play.  For those few CD games that use the 32x, you will need a region appropriate 32x.  The Sega CD + 32x games are all awful FMV games.  The cartridge will act like a CD RAM cartridge, so Sega CD games can save their games as intended.

Early non-licensed games from Electronic Arts & Acclaim, Budokan, Ishido : Way of the Stones, Onslaught, Populous and Zany Golf work just fine in my TMSS console (motherboard VA6), since the Mega Everdrive passes the TMSS detection when the console is turned on.  Ordinarily, the US cartridges of these games will fail to load in a TMSS system, with the exception of a licensed Zany Golf cartridge.  European cartridges of Populous and Budokan are licensed and work fine in an NTSC Genesis.  Also, if you press reset after turning the power on, you will not see the TMSS screen unless you were playing a Sega Master System game.

Sonic & Knuckles can work as a standalone ROM, or in combination with Sonic, Sonic 2 or Sonic 3.  Just use the approriate ROM that combines the code for Sonic & Knuckles with one of the other ROMs.  Note that for the Sonic & Knuckles + Sonic 2 combo, you need the ROM from the GoodGEN set with the filename "Sonic and Knuckles & Sonic 2 (W) [f1].bin".

And voila!  Just don't forget to press reset before turning the system off to save your games
Unlike an Everdrive MD, the game will not remain in memory when the system is turned off, and you need to press the reset button to allow saves to be written to the SD card.  This requires some self-training.  There is a new version of the Mega Everdrive, v2, which has a battery to power the SRAM chip.  This will allow the console to write the save to a file even if it is powered down.  It will write the file the next time the console is turned on.

A reset will not bring you back to the title screen but to the Mega Everdrive main menu.  Unfortunately, X-Men requires you to press the reset button lightly to initiate a soft reset and get past Mojo's World.  The current solution to this problem is hit reset, go back to the Mega Everdrive's menu, and input the Game Genie code which will allow you to start on the next stage.

Onslaught also uses the reset feature in a strange way.  In order to obtain a password, you must press press reset during gameplay or at a game over screen, and the password will appear on the title menu after the game reboots itself.  This will obviously not work in the Everdrives for the reasons stated above, but Onslaught is a craptastic game, whether on the Amiga, Atari ST or the Genesis and it is difficult to imagine anyone wanting to play it a second time.

As of OS v10, has a reset to game option, so you can run X-Men and Onslaught as they were intended.

The Mega Everdrive does not support Virtua Racing, as that cartridge had special advanced 3-D polygon processing hardware called the Sega Virtua Processor.  Unless and until this is emulated, this ROM will not run.  There is a 32x ROM of Virtua Racing that runs with a 32x.  J-Carts (with two extra controller ports built into the cartridge) from Codemasters,  Pete Sampras Tennis#, Pete Sampras Tennis 96, Micro Machines 2, Micro Machines 96, Micro Machines Military Edition, and Super Skidmarks will not support players 3 & 4.  I believe that all the J-Cart games were released with and without the J-Cart attachment.

# - Only J-Cart game released outside Europe

The Mega Everdrive cannot coexist with the Sega 3-D Glasses, so Master System games that require or support the 3-D Glasses will not work in 3-D.  The 3-D Glasses require a card slot, which is only available on a Power Base Converter in 16-bit Sega land.  The Mega Everdrive will not work with a Power Base Converter in between the cartridge and slot.  Also, since you are running Master System games on a Genesis, F-16 Fighting Falcon will not work and some games will require a Master System controllers and peripherals.  You can find patches for the ROMs of games which will not work with a Genesis controller here : http://krikzz.com/forum/index.php?topic=1203.0

There has been discussion of using the Mega Everdrive to emulate a Sega Mark III FM Sound Unit YM-2143 sound chip, nothing has yet come of it.  You can play the snail maze game, built into the BIOS of the early Master Systems, with the appropriate ROM.

Finally, the last weakness of the Mega Everdrive v1 and the Everdrive MD is that it does not support games which save to EEPROM.  This should be all the licensed commercial Sega Genesis/Mega Drive games that use EEPROM, but this list is not intended to be comprehensive.

Bill Walsh College Football
Blockbuster World Video Game Championship II
Brian Lara Cricket
Brian Lara Cricket 96
College Slam
Evander Holyfield's Boxing
Frank Thomas Big Hurt Baseball
Greatest Heavyweights of the Ring
Honoo no Toukyuuji Dodge Danpei
John Madden Football 93
John Madden Football 93 - Championship Edition
Megaman - the Wily Wars/Rockman MegaWorld*
Micro Machines 2 - Turbo Tournament
Micro Machines 96
Micro Machines Military
MLBPA Sports Talk Baseball
NBA Jam
NBA Jam TE
NBA Jam TE (32x)
NFL Quarterback Club
NFL Quarterback Club 96
NHLPA Hockey 93
Ninja Burai Densetsu
Rings of Power
Shane Warne Cricket
Wonder Boy in Monster World/Wonder Boy V - Monster World III

* - One version of the Japanese ROM exists that uses S-RAM, the other uses EEPROM.

While support for EEPROM saves may eventually come, Krikizz has indicated firmly that he will not add support for Pier Solar.  While the game has been dumped, it uses EEPROM in a unique way that Krikizz will not support so as not to encourage piracy.  The game checks for the existence of the EEPROM and will not work if it is not found.  For the other games, most have been hacked to change the save type to battery backed S-RAM.  Use GoodGen, currently at version 3.21, to find them.  I believe the [f1] or [f2] indicates the game has been fixed for saves.  Some only have an [h1C], [h2C] or [p1] etc. I believe this indicates the rom has been hacked to work in an old-style copier or in a pirate cartridge.  They should run but they may not be able to save.  NBA Jam and NBA Jam TE 32x are the only two games confirmed not to have fix or hack available. NBA Jam will at least play without the EEPROM, and if you really want to save, loose carts are as common as they come (or you can try the savestate feature).  The pirate Rings of Power ROM may not be able to save, unless the savestate feature works.  The MegaEverdrive v2 has support for EEPROMs, but has not been comprehensively tested outside Wonder Boy.

Since I have an NTSC machine, the Micro Machine ROMs will run too fast.  I don't care about sports games, so the only good games left in English are Mega Man and Wonder Boy, and they have fixes.

Friday, January 4, 2013

Godzilla on Disc - Criterion Blu-ray vs. Classic Media DVD

Godzilla was a big success when it was released in its native Japan in 1954, and one of the first elaborate special effects movies made in Japan since the end of World War II.  When it was released overseas, it was retitled Godzilla, King of the Monsters!, dubbed, cut and new footage of Raymond Burr "interacting" with the Japanese actors was added to make the film more marketable to Western audiences.  Outside of Japanese expatriate communities and in Asian countries, this was the version seen throughout the world beginning in 1956 and just about ever since.

The original Japanese version did make appearances in art-houses in 1982 and 2003.  The first time I saw Godzilla, King of the Monsters was on TV on TBS back in the late 1980s.  The first time I saw it on film it was in 2004 and it was the subtitled Japanese version.  The American version had been released many times on VHS and twice on DVD without the Japanese version.  These DVD versions (Scimitar, 1998; Classic Media, 2002) have long been considered inferior.  All you ever probably ever need to know about them can be found here : http://www.tohokingdom.com/dvds.htm


Specifications

I.  Gojira / Godzilla (Classic Media)

Released on September 5, 2006.  Two DVDs.

This was the first time the Japanese original was released in North America.  I own the DVD release.  DVD1 has Godzilla (labeled Gojira), DVD2 features Godzilla, King of the Monsters! (labeled Godzilla).  Aspect Ratio is 1.33:1.  Out of Print in single release shown above, but available as part of The Godzilla Collection (2012) with the other good Classic Media Godzilla DVD releases.  The DVDs, sans booklet, are available in a new reissue with a new cover :



Special Features :

Making of Godzilla Suit Featurette
Godzilla Story Development Featurette
Audio Commentary by Steve Ryfle & Ed Godziszewski
Trailers for Godzilla & Godzilla, King of the Monsters (DVD1 & DVD2, respectively)
"Godzilla's Footprint" by Steve Ryfle (Booklet discussing Making of the Film)

Released on September 22, 2009.  One Blu-ray disc.

The Blu-ray release uses an unnatural 1.47:1 picture frame, as the film was shot in the Academy Ratio of 1.37:1.  Only the Japanese original was included.  The Special Features from DVD1 are included (in Standard Definition), but the Booklet is not.  The Blu-ray is single layered.  The main feature uses a 1080i resolution.

You can purchase these discs from Amazon through these affiliate links :

Blu-ray :

Gojira [Blu-ray]

DVD :

Godzilla King of the Monsters


II.  Godzilla (Criterion Collection)

Released on January 24, 2012.  Two DVDs or One Blu-ray disc (separate packages).

This is the only other authorized release of the Japanese original in North America.  I own the Blu-ray (as do most other people who buy Criterion releases these days).  Both the DVD and Blu-ray offer Godzilla and Godzilla, King of the Monsters!.  The DVD presumably offers Godzilla on DVD1 and Godzilla, King of the Monsters! on DVD2.  The Blu-ray is dual-layered and both films are presented in 1080p.

Special Features (virtually all in 1080i):

Interview with Akira Takarada (Ogata)
Interview with Haruo Nakajima (Godzilla)
Interview with Yoshio Irie & Eizo Kaimai (Special Effects Technicians)
Interview with Akira Ifukube (Composer)
Special Effects Photographic Featurette
Interview with Japanese Film Critic Tadao Sato
"The Unluckiest Dragon" - Audio Essay about the Fukuryu Maru incident
Audio Commentary of David Kalat on Both Godzilla and Godzilla, King of the Monsters!
Trailers for Godzilla & Godzilla, King of the Monsters
"Poetry After the A-Bomb" by J. Hoberman (Booklet discussing History behind Film and Themes)

You can purchase these discs from Amazon through these affiliate links :

Blu-ray :

Godzilla (The Criterion Collection) [Blu-ray]


DVD

Godzilla (The Criterion Collection)


Video & Audio

There is no real comparison.  The Criterion Blu-ray shows a sharper image and shows far more detail than anything from Classic Media.  Both use a mono soundtrack, so there is no "tampering" with the soundtrack.  The soundtrack on the Criterion has been praised as bringing out the elements which have been buried under a layer of hiss and muffled sound.  Classic Media's releases are interlaced, which is easily noticeable when watching the movie on a computer monitor.  Criterion is not.

Here are screenshots from Classic Media's release : http://www.blu-ray.com/movies/Gojira-Blu-ray/5496/ and Criterion's release : http://www.blu-ray.com/movies/Godzilla-Blu-ray/31499/#Screenshots.  The Classic Media's image is stretched out, lacks detail and suffers from an overuse of DNR.  Criterion's image is sharp, but a tad dark in Godzilla's scenes.  I would adjust the brightness and contrast a little if you wanted to make out more detail for those scenes.  The clarity of image and sound is a noticeable improvement from Classic Media's DVD.

The Criterion includes the Transworld logo on Godzilla, King of the Monsters, which has not been seen on an official DVD release since the Scimitar disc in 1998.  Classic Media does not, and while the audio is there, the image where the logo would be is black.  Apparently Classic Media added three digital transitions in Godzilla, see here :  http://www.dvdbeaver.com/film/dvdreviews20/godzilla_dvd_review.htm

The subtitles on Classic Media are yellow and on Criterion they are white.  Note that Classic Media defaults to the subtitles being on, the Criterion default is off.  Criterion translates more of the opening credits than Classic Media.  Classic Media fails to give the credit for Akira Takarada!  However, neither provides a full credit translation.  There are forty-eight lines in the credit scroll with Kanji characters, each naming a different person.  Translating or transliterating the lesser-known names who worked on or acted in this film may not give accurate results, especially in comparison to some other variation of that person's name elsewhere in literature.  The Criterion booklet seems to give credits for all the production crew and almost all the cast, including all the major players.  (Toho's crediting policy apparently was to provide a credit for just about anyone with a speaking role at the time).  The translations are different.

Packaging

Classic Media had a very striking packaging for its time.  The image of Godzilla rising out of the sea, with the blood-red lettering, is instantly eye-catching.  Someone had the bright idea to use a picture of the real full-body suit, not a publicity shot with one of the inferior clay models.  The title would have been better as "Godzilla" in the large lettering and "Gojira" in small caps.  The backing is very sturdy, it feels like the cover of a hardcover book.  The sleeve is a little annoying.  However, this fits extremely well with Classic Media's later Godzilla releases.

Criterion uses a thinner cardboard material, and has a sleeve that encloses all but one side of the Blu-ray tri-fold.  When you open up the tri-fold, Godzilla's head pops out the top.  The artwork is original, but the pop-up seems a combination of the Heisei and Millenium era Godzillas, and the art on the exterior of the tri-fold seems taken from Godzilla, Mothra, King Ghidorah, Giant Monsters All-Out Attack (a stupid title if ever there was one).  The booklet takes adapts some publicity stills.

Special Features

Unless price is the sole factor that will determine your purchase (Criterions always sell at a premium, but currently as of June 8, 2014 the price is very reasonable), both discs have unique features.  The features may be a little sparser on the Classic Media, but that company was testing the waters with the first quality production of Godzilla.  Moreover, features were planned to span the entire library to which Classic Media had rights.  Moreover, they did not want to pay Toho for the rights to use the special features on Toho's Region 2 DVD releases.  Criterion came up with different special features, as with maybe one exception (Akira Ifukube's interview), Toho's special features on its Godzilla DVD/Blu-ray are not to be found in the Criterion disc.

Both discs provide commentary for Godzilla and Godzilla, King of the Monsters.  David Kalat had previously provided commentary for Classic Media's release of Ghidorah, The Three-Headed Monster.  Kalat wrote "A Critical History and Filmography of Toho's Godzilla series" which has had two editions.  The price dissuaded me from buying it when it was in print, and now it is Out of Print.  Ryfle wrote "Japan's Favorite Mon-Star: The Unauthorized Biography of "The Big G".  I own this book and it is a a reasonably comprehensive look at Godzilla's history until the end of the Heisei era; its now Out of Print.  Godziszewski wrote "The Illustrated History of Godzilla", a book that has long been Out of Print (observing a common theme with serious Godzilla books here?)  Ryfle and Godziszewski provided commentary for other Classic Media Godzilla DVDs.  The commentary for the original Japanese Godzilla can also be found on BFI's Region 2 Godzilla DVD.  The Classic Media DVD is very useful for people who do not own Ryfle's book, and I would assume the same could be said for Criterion and Kalat's book.

Both commentaries cover much of the same ground.  Ryfle includes audio interviews from people like Terry Morse Jr., son of the director for the American footage of Godzilla, King of the Monsters! and others instrumental in bring Godzilla to the U.S.  Kalat discusses certain cultural issues surrounding the film.  I would recommend starting with Ryfle's commentary, then proceeding with Kalat's since the former is more geared to the kaiju novice.