Showing posts with label Websites. Show all posts
Showing posts with label Websites. Show all posts

Second Screen Archive: An Effort to Preserve Dreamcast VMU Art

Second Screen Archive began with a fairly simple problem: I wanted to find Soulcalibur’s VMU pixel art.

I searched for a collection I could browse, but couldn’t find what I was looking for. Eventually, that search became an attempt to recover the artwork from the game itself. That turned out to be a bigger task than I anticipated.

Soulcalibur character overview
Small screen, familiar faces: Soulcalibur’s 19 recovered VMU characters.

The Dreamcast’s Visual Memory Unit has a monochrome screen measuring just 48 by 32 pixels. Within that small space, developers could display character portraits, logos, animations and information that changed during play. When connected to the controller, the VMU can receive screen updates from the Dreamcast; it can also run its own downloaded minigames separately. Those are different uses of the same screen, and investigating their artwork can involve different approaches.

To help with the search, I developed a tool called VMU Scout. The idea was to scan game data for patterns that might represent VMU graphics and display possible matches for inspection.

A possible match isn’t automatically a recovered image. Interpreting unrelated data as pixels can produce something that looks vaguely like a picture, and recognizable graphics still need to be checked and identified.

There also isn’t a single extraction method that can be assumed to work across every game. Although the screen has a fixed resolution, the artwork behind it can be stored in different ways: as complete images, compressed data, smaller pieces assembled during play, or graphics drawn by the game’s code. Finding it involves investigating how a particular game stores and uses its graphics, rather than simply opening a folder full of ready-made pictures.

Examining more games helped reveal recurring patterns, but also exceptions. An unsuccessful scan doesn’t necessarily mean a game has no VMU artwork; it may mean the data needs a different approach.

Soulcalibur provides a good example. Recovering its character pictures involved decoding compressed data using a routine identified in the game’s own program. The resulting collection contains 95 distinct frames across 19 characters, with five poses per character. Those are recovered game pixels, but displaying the poses in a looping GIF does not, by itself, reproduce their behavior during play. The collection’s previews use a chosen viewing speed, rather than verified in-game animation timings.

Five recovered poses for Mitsurugi. The archive’s animated previews use an illustrative speed, not verified in-game timing.
As the work expanded beyond Soulcalibur, I wanted somewhere to collect the results. That became Second Screen Archive: a website dedicated to artwork from gaming’s smaller companion screens.

But the project also raised questions about documentation. Which game and release did an image come from? Is it an individual frame or part of a sequence? When does it appear during play? Have we confirmed that use, or only located the graphic in the game’s data?

Recovering a picture and understanding its context are connected parts of the work. A graphic’s presence in the files does not prove that players encounter it, and a reconstructed screen should be identified as such. Keeping source details and explaining how an image was recovered makes the collection easier to check and build upon.

It also helps to distinguish the artwork displayed on the VMU’s own screen from related material, such as the color save-file icons shown in the Dreamcast’s file manager. These can belong in the wider archive, but they serve different purposes.

The preservation goal grew out of that process. Keeping game data available is valuable, and locating, identifying and presenting the artwork within it adds another way to explore those games.

I want Second Screen Archive to be useful to people who remember seeing these graphics on their own VMUs, as well as artists who might never have encountered them. A browsable collection makes it easier to study the artwork closely and compare the approaches taken by different games.

Building a more complete gallery will require both further scouting and recording the VMU display while games are running. An emulator such as Flycast processes the screen updates sent to the emulated VMU, providing a practical starting point for observing those graphics in context.

That work would involve playing through games systematically: exploring menus, selecting different characters, loading and saving, and reaching the situations that trigger particular displays. Recording the main game alongside the VMU would help establish what caused each image to appear, how long it remained visible and how it changed.

For more precise preservation, a future capture tool could record each VMU screen update directly, together with its timing, rather than relying only on video of the emulator window. This would help retain brief changes and clean pixel data. It would also capture displays assembled during play, which may never exist as a single finished image in the game’s files. Carrier’s health display, for example, includes a waveform drawn by the program.

Live recording would complement extraction, but it would not automatically establish completeness. Some graphics may depend on particular save data, rare events, multiplayer setups or regional differences. Standalone VMU minigames would also need an emulator capable of running the VMU’s own software. Where possible, comparisons with original hardware would help check that emulated behavior matches the real device.

The ambition is to work through the Dreamcast library systematically, keeping track of what has been extracted, what has been observed during play and what still needs investigation. That is a long-term goal, and the archive remains a work in progress.

A selection from the Shenmue gallery on Second Screen Archive, ready to explore and compare.

The VMU is the starting point, but I’m working to expand the archive to cover the PocketStation and other companion devices, bringing their artwork together under the same roof.

For now, I’m continuing to build the Dreamcast collections and update the site weekly. What started as a search for a few Soulcalibur pictures has become a project about making this artwork easier to find, appreciate and document.

You can explore the growing collections at Second Screen Archive. If you remember a particular VMU graphic or know something about where it appears, I’d love to hear about it.

The Dreamcast Directory: Websites We Love in 2024

Late last year, in a gratuitous act of procrastination, I authored a piece for the Junkyard that surveyed the hefty range of Dreamcast websites that had sprung up in the console’s “post-Sega” era but which had sadly since bit the dust. In reality that piece was an excuse to indulge in some nostalgic daydreaming about the period when I first came across the console as a nerdy teen: a bizarre time when the burgeoning unofficial world (Goat Store, Beats of Rage, Treamcasts) sat alongside the last vestiges of Sega’s official involvement (idiosyncratic Japan-only shmups and surprisingly resilient online game servers).

As this list of deceased Dreamcast websites was pretty lengthy—and could have been even lengthier if not for a couple of oversights—readers could be forgiven for assuming that the hobby of maintaining websites dedicated to a 25-year old console was fading away. Fortunately though, they would be badly mistaken, and therein lies the purpose of this follow-up: to shine a light on the plethora of websites that are alive, kicking, and proudly serving the Dreamcast scene in 2024.

In no particular order, I present to you the Junkyard’s comrades-in-arms:

Dreamcast-talk (https://www.dreamcast-talk.com) 

Founded in 2004, and thereby pre-dating the Dreamcast Junkyard by a year, Dreamcast-talk is undoubtedly the lodestar of the scene. The website’s founders set out to establish a forum where DC-heads of various stripes could converge to chew the fat, sans what was perceived to be the overly restrictive administrative practices of certain prior forums. Dreamcast-talk quickly achieved that goal, and has continued to do so persistently and reliably for two decades now. Theoretically it's a fairly easy gig: set out a bunch of themed boards where relevant topics can be discussed, weed out spam or egregious flaming, and undertake technical maintenance from time to time. In practice though, maintaining a forum can be a bloody nightmare, and the fact that a day rarely goes by without fresh posts being made or a new member signing up is a testament to how important Dreamcast-Talk remains. 165,348 posts made and not out: as solid an innings as you are likely to see from an internet forum. When the gold anniversary hits in 2054 I promise I’ll deliver a better present than a couple of paragraphs in a rambling blog post…

DCEmulation (https://dcemulation.org) 

DCEmulation is another of the scene’s OGs that is still trucking in 2024. Actually, screw that. Given that it was founded in September 2000 (!), and is by my estimation the oldest Dreamcast-focused website to grace the worldwide web today, it would only be fair to say that DCEmulation is the OG of the scene. When the historians finally turn their academic gaze to our beloved little white box, DCEmulation will probably be mentioned in every other footnote. 

As the name suggests, DCEmulation’s initial focus was on documenting and discussing the development of emulators designed to run on the Dreamcast. Naturally, due to the type of audience and contributors that flocked to it, this focus quite quickly broadened out to cover Dreamcast homebrew development in its entirety. A few years in, spats between admins resulted in some splitting (which is succinctly summarised by our German brethren at Sega-DC.de), but thankfully this behaviour wasn’t endemic. In fact, efforts turned from splitting to amalgamation in 2010, when DCEmulation incorporated the forum for the unofficial Phantasy Star Online server, Sylverant.

Although the DCEmulation Wiki has now been mothballed, the forum, which alongside the Simulant Discord server is home to some of the most knowledgeable Dreamcast coders out there, is still in active service after 729,068 posts. Props to [darc], Bluecrab, and the whole DCEmulation community for keeping the show on the road all these years. 

DCJY welcomes Nick Thorpe

In episode 126 of our podcast, the DreamPod, Kev and I welcome Nick Thorpe - the features editor for the excellent Retro Gamer magazine - to chat all about his career and the brand new issue 254, a Dreamcast special of the mag that releases today on the 21st of December. 

We also dig deep into Nick's long-time passion for the Dreamcast, touch on his meetings with the likes of Yu Suzuki, Yuji Naka and Kenji Kanno, and also take a trip down memory lane as Nick recalls his earlier days of writing for his own Dreamcast fan site!

It was an absolute pleasure to talk to Nick, and his burning passion for the Dreamcast is clear. I for one am very excited to get my hands on the latest issue of Retro Gamer!

Retro Gamer magazine issue 254 is available to purchase from a wide selection of brick-and-mortar stores that sell magazines in the UK and other countries, but is also available to purchase online as a single issue from Magazines Direct.

You can listen to this episode of the DreamPod and all of our previous episodes on Buzzsprout, along with all great podcatchers.

Dreamcast Graveyard: Websites We Miss from the Post-Sega Era

While logging into Phantasy Star Online the other night, with my GD-ROM screeching away under the immense pressure of having to load a lobby with three other players, it struck me that my character is now 18 years old. That’s a bloody long lifespan in gaming terms, and in fact, means that this morsel of code stored on my VMU is now quite a bit older than I was when I first brought it into existence. 

Flicking through the guild cards (effectively virtual business cards) my character has amassed, and especially the early ones, I was presented with a snapshot of the Dreamcast scene of yesteryear. In the notes of these cards, aside from the frequent appeals for cannabis legalisation made by idealistic teenage stoners, the URLs of a multitude of Dreamcast fan websites cropped up - the majority of which are sadly now ceased or in a moth-eaten state.

The Grubensau of 18 years ago would be pleased to hear how his dream has now turned into a reality in some parts of the world.

So, instead of tackling one of the many unfinished D.I.Y. jobs that are strewn though my house, I’m scribbling this post and inviting you to celebrate the good times that these fallen virtual-comrades-in-arms gave us. A blog post that contains a list based on nostalgia might be a worn out trope, but that's what I'm serving up, so strap in. In no particular order...

Dreamcast-Scene.com (2002-2018)

The final Dreamcast-Scene website header image.

The project of Max Scharl and a close knit team of associates, Dreamcast-Scene was a bit of a powerhouse back in the day. As their initial moniker of ‘Dreamcast-Petition’ would suggest, their roots lie in directing campaigns for GD-ROM production to continue, and for Dreamcast ports of late-stage Naomi arcade games to be made. How influential these campaigns were is hard to gauge, but the demonstration of consumer demand certainly can’t have hurt, and the subsequent flow of shmup releases on the Dreamcast between 2003 and 2007 no doubt exceeded expectations. 

The DCS crew sticking up for the Dreamcast alongside now defunct import store, Lik-Sang.com
The DCS crew sticking up for the Dreamcast alongside now defunct import store, Lik-Sang.com, at a gaming conference in 2003. Image courtesy of jeuxvideo.com.

Rapidly expanding beyond their founding purpose, the website morphed into a place for Dreamcast news to be reported at a time when mainstream outlets had halted their coverage, and to act as a kind of life-raft for those who didn’t wish to give up on the console after Sega pulled the plug. With in-person events, contests, press releases, t-shirts, and the rest, Dreamcast-Scene was a flame that burned brightly; the website is still online, but has not been updated for five years. Founder Max Scharl would go on to establish indie publisher RedSpotGames that delivered several top quality indie games, including Wind and Water: Puzzle Battles and Sturmwind, which, alas, has also since bit the dust.

The original Rez website has been fully restored

We love a story with a happy ending here at the Junkyard, and this one fits right in with that philosophy. Remember Rez? Of course you do. It's that psychedelic shooter with the wireframes and the flashing lights and the thumping soundtrack. You know the one. It's quite good too, apparently. Anyway, in the name of digital preservation and the fight to stop the internet simply becoming a portal to Facebook and YouTube, one man has taken it upon himself to resurrect the original Rez website. Well, the 2001 iteration, anyway.

That man is Brian Hargrove, and as described in his semi-viral tweet on the matter, he somehow managed to acquire the United Game Artists domain and restore the site to its former glory, with all of the content intact:

Naturally, wanting to know more we reached out to Brian to ask what the story was here - skin care products? What's all that about then? Brian explained in his own words:

"I don't think the domain was held captive or anything, just never really used since 2003. After UGA was transferred to Sonic Team in late 2003, the site went down. I have no way of telling if registry ownership changed over the years, but there was an attempt at one point to make a WordPress blog, then it turned into some kind of skin care information site. 

"I knew I had always wanted to pick up the domain and at least restore the Rez homepage. I would check every few years, taking note of the domain expiration date on a Whois lookup. Every time it expired, I was never able to purchase it. Until 2020.

"Early in 2020 I checked the Whois and did see that it was expected to expire in November. So I made a note in my calendar to check back. November rolls around and this time I try Godaddy's expired domain auctions, and it was actually there! The owner finally let it expire and I knew it would probably be my only chance save it. I won the auction and collected all the site backups from Archive.org

"With a Linux utility, I was able to bulk download multiple years of the backup directly from Archive. The majority of the files were recoverable, with only a few images missing. I was able to restore it to what it was right before the site went down."

- Brian Hargrove

It's a pretty cool story, and definitely qualifies as what we like to call a labour of love. So what can you do with the Rez website? Well, you can read upcoming 2001 news, look at screenshots, download assets and do pretty much anything you could with a website from 2001. 

It's worth noting that the site predominantly features the later PlayStation 2 release of Rez along with the Trance Vibrator (and it's curious that the Dreamcast release of Rez is seemingly absent), but seeing as Tetsuya Mizuguchi's masterpiece is a game that's more synonymous with the Dreamcast, we thought it was worth sharing Brain's work here.

If you would like to see first hand how the superb Rez holds up on more modern systems, be sure to check out the official Rez Infinite site too.