[HN Gopher] Reverse engineering the Sega Channel game image file...
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       Reverse engineering the Sega Channel game image file format
        
       Author : ndiddy
       Score  : 221 points
       Date   : 2024-12-08 00:10 UTC (22 hours ago)
        
 (HTM) web link (www.infochunk.com)
 (TXT) w3m dump (www.infochunk.com)
        
       | firesteelrain wrote:
       | PKSPREAD related to PKZIP by Phil Katz somehow?
        
         | mook wrote:
         | Given the text:
         | 
         | > Thanks for choosing SA-Ware for your packet spreading
         | requirements!
         | 
         | It's probably short for "packet spreading"
        
           | firesteelrain wrote:
           | Ah makes sense. I missed that part!
        
       | pram wrote:
       | Apparently the hardware had 4MB of RAM in case anyone else was
       | curious.
        
         | MBCook wrote:
         | Oh that's pretty big.
         | 
         | Obviously full sized games couldn't fit in the built in 64k of
         | normal RAM, so they had to be put somewhere.
         | 
         | I only got to use Sega Channel once. I knew about it from
         | reading magazines, but when we went to a family Thanksgiving
         | gathering it turned out my cousins had it! I don't know if they
         | were a test market or not, I don't remember what year it was so
         | I don't know if it had been deployed nationally yet.
         | 
         | I don't know if I realized how it worked. I think cable modems
         | may have started to exist by that point so at the time I
         | probably assumed it was actually two way communication.
         | 
         | I would've killed to have it at home. Sega Channel is the first
         | place I ever played Sonic 3-D Blast, the two have always been
         | linked in my memory because of that.
        
         | ndepoel wrote:
         | 4 MB is the maximum size of the console's ROM address space, so
         | this would've allowed for any Genesis game to be published
         | through this service, with the exception of the few games that
         | used bank switching to go beyond 4 MB (really only Super Street
         | Fighter II). 4 MB was a lot of RAM to be putting into a
         | relatively cheap consumer electronics device in 1994, so I
         | imagine some of the cost of that was subsidized by Sega and had
         | to be covered by the subscription fees.
        
       | swozey wrote:
       | I don't know how I convinced my parents to get me this in
       | elementary but not a single other person I ever met had heard of
       | it. I had no idea it had interesting tech, definitely didn't know
       | it used satellites.
       | 
       | It was a really unreliable service, at least for me in Virginia.
       | We had to call support all the time the short time I had it (1-3
       | months).
       | 
       | ``` They would then send everything to a company called Foley Hi-
       | Tech, who would create the game menu graphics/animations and
       | insert all the monthly content. They ended up with a ~60MB file
       | called a "game image", which was burnt to a CD and sent to a
       | satellite uplink facility in Denver, Colorado. The CD would then
       | be installed in the uplink game server computer, which would
       | continuously transmit the game data in a loop over satellite.
       | Cable headends all over the US would receive the satellite
       | transmission and send it to cable subscribers. The data being
       | sent in a continuous loop is how the service's "interactivity"
       | was achieved at a time when cable TV providers could only
       | transmit data to all subscribers and couldn't receive data (i.e.
       | what game a given subscriber wants to download) ```
        
         | SllX wrote:
         | > I don't know how I convinced my parents to get me this in
         | elementary but not a single other person I ever met had heard
         | of it.
         | 
         | It was an interesting almost niche thing. My cousins had a unit
         | and the service which I played all the time, but trying to
         | describe it to other children at school years after the fact
         | was difficult because nobody had ever heard of it. Honestly it
         | was a toss-up if they even knew what a Genesis was at that
         | point in life. I didn't even know what a Sega Channel was
         | called until I had finally found a solid description online
         | with an accompanying picture at some point in high school.
        
           | jbmny wrote:
           | I vividly remember playing Genesis in my living room as a kid
           | when my parents were having friends over from out of town. My
           | dad and his friend came in after a couple beers and my dad
           | explained what I was playing. His friend knew all about
           | Genesis already: "We've got the Sega Channel. I play 50 games
           | a year!" I remember being very fascinated until he started
           | laughing, which to me signaled that he was pulling my leg. I
           | spent the next 30 or so years thinking the "Sega Channel" was
           | a dumb joke from an inebriated friend of my dad's. Until
           | today.
           | 
           | Looking back, maybe my dad nudged him to change the subject
           | so that I wouldn't spend the next month begging for a
           | subscription.
        
         | nerdix wrote:
         | I knew of no one that had Sega Channel and I only knew of its
         | existence because I had a subscription to Sega Power around the
         | time of its launch which was covered in the magazine.
         | 
         | The article claims 250,000 subscribers at its peak but it might
         | as well have been zero on my little world. It's interesting how
         | a service could have a quarter million subscribers and you
         | could have basically no proof that anyone used it at all. That
         | would be unheard of today. If Sega Channel launched today.
         | Those 250k subscribers would be posting on social media,
         | creating dedicated subreddits, uploading review videos to
         | YouTube and live streaming on twitch. Anyone with even a
         | passing interest in it would encounter the content of its
         | users. The internet has really made the world smaller.
        
         | ndiddy wrote:
         | Using satellites to transmit the game data wasn't TOO exotic, I
         | imagine they did it because all the cable headends were already
         | set up to receive national channels carried over satellite.
         | Having centralized control of the game server also let them
         | switch out the game images for timed events such as
         | competitions. For regions outside the US, Sega went the simpler
         | route of putting game servers at each headend and mailing out
         | CDs each month.
         | 
         | It makes sense that it was unreliable in certain areas, cable
         | TV was analog back then so cable providers didn't really have
         | to worry about signal noise being a serious problem until Sega
         | Channel came along.
        
       | omoikane wrote:
       | I didn't even know this service existed. Broadcasting games in a
       | loop seems pretty clever, but I suppose ZX Spectrum already had
       | games delivered over radio years before then.
        
         | MBCook wrote:
         | It's interesting as a technical hack more as the way they
         | figured out to get it over cable before DOCIS and 2-way
         | communication.
         | 
         | Makes a lot of sense. A TV channel is just a stream of data, so
         | just stream all the data you might need over and over and over.
        
           | Kwpolska wrote:
           | Is it really a hack? Teletext also worked like this, and this
           | service does not need interactivity, so it doesn't need 2-way
           | communication.
        
             | Cthulhu_ wrote:
             | At one point Teletext on some channels had a two way system
             | of sorts - a chat service where people could send messages
             | over SMS to a paid for service, which would then be
             | broadcast over teletext.
        
             | agent86 wrote:
             | The system I'd love to have a better understanding of is
             | the one TiVo deployed for the transmission of data to their
             | boxes in the early 2000s.
             | 
             | They would buy a 30 minute paid programming in the early
             | hours on cable TV networks under the name "Teleworld Paid
             | Programming". The box would tune the channel, record the
             | show, and then decode the data from the recording.
             | 
             | I always thought there was something interesting there, as
             | the process would need to survive the MPEG encode/decode
             | process on the TiVo itself in addition to whatever they
             | needed to do the broadcast.
             | 
             | https://www.youtube.com/watch?v=VfUgT2YoPzI
        
           | epcoa wrote:
           | > figured out ... DOCSIS and 2-way communication.
           | 
           | It's not even so much 2 way communication in the local cable
           | system as the fact that cable TV companies were not
           | originally ISPs. Sega Channel was a broadcast over C band no-
           | return-path satellite, it didn't have any Internet related
           | moving parts.
        
           | hed wrote:
           | I don't think of it as a hack any more than Sirius or XM
           | making a "control plane" signal by just interleaving the
           | what's on or channel map in with the music signal.
        
           | IntelMiner wrote:
           | DOCSIS was unrelated, but was absolutely _helped_ by Sega
           | Channel. Sending data down the wire required cleaning up the
           | signal sent out from the cable plant (and into the sega
           | channel unit) a _ton_ relative to analog cable at the time
        
         | esaym wrote:
         | I remember the TV commercial, but until now I had completely
         | forgotten about it....
        
       | ada1981 wrote:
       | Curious if you could have recorded say, 5 minutes of the channel
       | and they played it back when you wanted to load a game. Assuming
       | new games every month, you could fit a years worth of games in a
       | VHS?
        
         | ndiddy wrote:
         | You wouldn't have been able to capture the signal with a VCR as
         | it wouldn't have made it to your TV. You would have had to
         | somehow record the modulated cable signal before it went into
         | your cable box.
        
         | fredoralive wrote:
         | If it's anything like teletext, normal VHS wouldn't have the
         | bandwidth, you might have some success with SVHS, although
         | unlike teletext it might not be framed as a normal TV signal so
         | the general tuner / recording circuitry might also have
         | problems.
        
         | jandrese wrote:
         | Not on a regular VHS cassette because it is transmitting data
         | even during the vertical blanking periods. If you had a way to
         | capture the channel signal raw it might work, but that would
         | have been some expensive hardware in 1995.
        
       | sandoze wrote:
       | Had this back in the 90s for a month or two. It was amazing. A
       | bit finicky. Our neighbors split out cable outside and it stopped
       | working. Apparently needed a dedicated line.
        
         | kotaKat wrote:
         | A lot of cable plant maintenance got its hand 'forced' with the
         | introduction of Sega Channel and other interactive services.
         | 
         | Who woulda thunk that a little blue hedgehog paved the way for
         | cable Internet? ;)
        
       | abirkill wrote:
       | This is not a dissimilar system to Teletext[1], which transmitted
       | data in the blanking interval of a broadcast TV signal, and could
       | be interpreted by a TV or other hardware with appropriate
       | support. Teletext was pretty widespread throughout Europe in the
       | 1980s and 1990s.
       | 
       | It was typically used to transmit pages of information (news,
       | weather, etc.) that could be viewed directly on the TV, but the
       | BBC's Ceefax[2] Teletext service was also used to distribute
       | software to the BBC Micro, when equipped with the appropriate
       | Teletext Adapter[3].
       | 
       | In a similar fashion to the Sega Channel system, the Teletext
       | system would broadcast looped data, with popular pages (such as
       | news and weather) being repeated frequently so they would load
       | quickly, and less popular pages taking longer to load (or more
       | accurately, to wait for the next time they appeared in the looped
       | data).
       | 
       | I was interested to see that the Sega system used a bitrate of
       | 8Mbps, which sounded pretty high for the mid-90s, but I see that
       | Teletext had a bitrate of almost 7Mbps for PAL broadcasts,
       | despite being roughly 15 years older!
       | 
       | [1] https://en.wikipedia.org/wiki/Teletext
       | 
       | [2] https://en.wikipedia.org/wiki/Ceefax
       | 
       | [3]
       | https://en.wikipedia.org/wiki/BBC_Micro_expansion_unit#Telet...
        
         | nanoxide wrote:
         | Teletext is still very much alive in Germany, pretty much every
         | channel offers it. In fact, I use it most days to quickly check
         | if there are any interesting headlines to follow up online, or
         | for sports results. It's funny that it is frequently faster and
         | easier to navigate than most enshittified news websites.
        
           | mcraiha wrote:
           | Same in Finland. There is a one guy running the show
           | nowadays. https://yle.fi/a/3-12131551 (article only in
           | Finnish)
        
           | Cthulhu_ wrote:
           | Same in the Netherlands, but it's updated to the modern age
           | with a website / emulator [0] and app [1], both appropriately
           | styled.
           | 
           | [0] https://nos.nl/teletekst
           | 
           | [1] https://apps.apple.com/nl/app/nos-teletekst/id289246732
        
           | tobwen wrote:
           | It was even crazier in Germany! In 2000, the television
           | station NBC received a radio license for RadioMP3. They
           | broadcasted the charts and entire albums (with covers) via
           | teletext, which could be legally recorded at home. Bit rate
           | 128 kbit/s - simply with a TV capture card. The public
           | broadcaster also transmitted software via "VideoDAT" during
           | its ComputerClub program. However, this required special
           | hardware.
        
           | andrepd wrote:
           | I have seen more than one old geezer in NS trains reading the
           | news on the Teletext app on the smartphone :)
           | 
           | Maybe they're into something?
        
         | wgx wrote:
         | Thank you for this! You just unlocked some old memories of
         | "Digitiser" which led me here:
         | 
         | https://teletextart.co.uk/artists/paul-rose-mr-biffo
        
         | phire wrote:
         | Teletext had an instantaneous bitrate of 6.9Mbit, but it was
         | only active for a few lines per frame during vertical blanking.
         | 
         | The continuous bandwidth of teletext was only 324 Kbit.
         | 
         | The main innovation of Sega Channel (and similar approaches
         | from about the same time) was allocating a whole TV channel
         | exclusively to data.
        
           | ndiddy wrote:
           | You got me interested in how the signal was transmitted, so I
           | looked a bit more into it (see https://segaretro.org/File:Seg
           | aChannel_Applications_Scientif... ). It turns out that the
           | 8Mbps number I eyeballed from looking at newspaper coverage
           | of the service was incorrect. When the cable provider
           | received the Sega Channel data stream, they'd split it into
           | two 6Mbps carriers. This allowed them to transmit Sega
           | Channel data without having to dedicate a channel to data, as
           | they could put the carriers between cable channels or in the
           | portion of the spectrum used for cable FM radio. I updated
           | the webpage with the corrected figures.
        
             | phire wrote:
             | Yeah, I was wondering how TV-like this channel looked.
             | 
             | It's tempting to wrap it in fake horizontal/vertical
             | blanking so it still looks like a TV signal (and you can
             | send it through existing equipment that's expecting a TV
             | signal). Essentially just Teletext but using every single
             | line.
             | 
             | But what Scientific Atlanta created is much closer to cable
             | internet. The total bandwidth number is notable, each 6Mbit
             | carrier uses 3Mhz of bandwidth, so the two of them add up
             | to 6Mhz, which is how much bandwidth a standard NTSC
             | channel occupies.
             | 
             | I suspect this is because they have rented a single TV
             | channel worth of bandwidth on the Galaxy 7 satellite for
             | disruption to local cable companies.
             | 
             | Splitting into two 3Mhz carriers has the additional
             | advantage of allowing the receiver design to be simpler, it
             | only needs to tune into one at any time.
        
         | epcoa wrote:
         | > I was interested to see that the Sega system used a bitrate
         | of 8Mbps, which sounded pretty high for the mid-90s,
         | 
         | This was over cable TV, so not very difficult to obtain these
         | rates compared to general broadcast TV. Cable internet service
         | rolled out in this time period with downstream rates of 40 Mbps
         | per 6 MHz channel.
        
       | trzy wrote:
       | I remember Sega Channel. In 6th grade, my friend had it. I didn't
       | grow up with BBSes and had only learned about the Internet the
       | year before (from the same friend), so the idea of downloading
       | games was pretty wild. The service was way ahead of its time.
       | 
       | IIRC, it was $15/mo. There was a monthly or weekly rotation of
       | games, including some pre-releases. I think at one point we
       | played Vectorman when it was still new in stores or possibly just
       | prior to its official launch.
        
       | carrja99 wrote:
       | SNES also had a similar service called StellaView that was only
       | available in Japan. They had live farro and timed legend of Zelda
       | 1 completions iirc.
       | 
       | I used to play some of the roms of these games. The one of Legend
       | of Zelda was pretty slick, redone with A Link to the Past
       | graphics.
       | 
       | https://en.m.wikipedia.org/wiki/Satellaview_games_from_The_L...
        
       | Kehvarl wrote:
       | This seems to have a lot in common with how the Nabu computers
       | worked, especially the continuous loop of programming to get
       | around the fact that you couldn't upload data back to the cable
       | company. Really cool!
        
       | 1auralynn wrote:
       | Cool! My dad worked on Sega Channel at General Instrument but we
       | never actually had access to it because ironically our home's
       | cable provider was terrible and didn't offer it.
        
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