Originally posted by ExCyber@Thu, 2005-03-24 @ 07:51 PM
I tried this a couple years ago, more or less. I'm not sure exactly what you mean, but it did not lose tracking (= spin up way too fast) as it does with most games, it acts pretty sanely and the pickup kicks around on the outside for a while, presumably trying to read the signature. After a little while it eventually popped up with "Game disc unsuitable for this system"). This is from memory so details may be wrong...
[post=132081]Quoted post[/post]
Interesting. You say it spent some time seeking out there but not too long? and you sure it came back and said unsuitable or just listed the tracks (calling it audio instead).
From what ive burned with the 0x59 data it seeks and returns immediately to center then seeks out again and returns again. all this happens in like less than 5 seconds. I havent tried doing the ox59 0xA8 in a sector yet. this is what the modchip produces and know im pretty sure i know why.
Ive observed from the actaul game ring that the sector would contain some 0xA8 and 0x59 data mixed. sort of like a dirty sector as compared to the the pure 0x59 sectors that you mostly see. im sure you have noticed the sega string imprinted in the ring and its comes from the 0xA8 and 0x59 data, thats how you can produce the image that is there from the 2 EFM patterns.
Like i said before, 0xA8 and 0x59 are in a sense 'opposite' efm patterns. im not going to pull the emf table out again... on second thought just to clarify::
10000000000100 $59 EFM
01001001001001 $A8 EFM
and you all know a 1 signifies a change in the pit surface. So one will produce little pit change and the other a lot making it very visible to the naked eye.
so they use these bytes in the sector to draw the image/text whatever.Im sure as a judge on this!
Since the data will be the same for all rings trying to do a byte by byte comparison would be too expensive for the console so they just look fir sine A8 and 59 data and this is what the modchip does by producing a sector with pure alternating a8 59 data. the saturn sees this and is happy.
The saturn im sure also checks to make sure the header data and MSF data jives.
just to clarify:
00 FF FF FF-FF FF FF FF-FF FF FF 00
is the sync header for all mode 0,1,2 data sector followed by 3 bytes MSF and 1 byte mode type (0,1,2) then followed by payload data.
bytes 12 through 2352 are then scrambled with a XOR key. It would do you all a world of good to read the ECMA130 docs since a lot of people seem to talk nonsense on CD technology, im certainly no expert but the stuff aint rocket science either.
Again, if we can burn a disc with this appropriate mode2 sector data at the end without that information in the toc then youll have your bootable CD.
What would be kewl is actaully be able to recreate the sega logo, which is certainly possible but with these high speed drives dont know how accurate they can maintain pit length to be any good😉
On a side note, calculating a position on a CD requires some moderatly heavy duty math from what I hear since its a spiral and you know the sector length will fixed length due to CLV but I digress.
Over