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Systems include N64, GBA, SNES, NDS, GBC, NES, MAME, PSX.Continuing with our efforts with Project Deluge, today we present over 349 Microsoft Xbox prototypes and 135 Sega Dreamcast prototypes! From unreleased games to early builds, this lot continues to be fruitful.LISTA ISO's DREAMCAST. Download from the largest and cleanest ROMs and emulators resource on the net. Sega Dreamcast Emulator for Windows. Download Free Illbleed Dreamcast Iso Collection Agency.
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Ironically, since the Xbox is a bit of a Dreamcast spiritual successor of sorts, we have quite a few really interesting prototypes of some Sega developed titles too! We have a really nice prototype of Crazy Taxi 3: High Roller, ToeJam & Earl III (why are there so many prototypes of this game?!), Jet Set Radio Future, Sega GT, and Gun Valkyrie! Some other notable prototypes - a really nice prototype of Psychonauts which is currently the earliest prototype available, Rogue Ops, Room Zoom: Race for Impact (under the title Micro Mayhem), and much more!What’s interesting about most of the Xbox prototypes is just how many of them are actually unreleased. We also have prototypes of unreleased games such as The Red Star, US Open 2003, and The Vatz. We have an unreleased English localization of Dinosaur Hunting: Ushinawareta Daichi , which was originally going to be published by Metro 3D sometime in late 2003 but was cancelled shortly after for unknown reasons. It’s somewhat fitting too, since the Xbox was a spiritual successor to the Dreamcast in a way.In this part of the lot, we have an unreleased Xbox port of American Idol, Hail to the Chimp (which would be released on the 360), He-Man: Defender of Grayskull, and Pac-Man World Rally.
The System Disc 2 is a special disc that is used to unlock the Dreamcast’s drive at the drive’s firmware level so that it can read discs. In order for a Dreamcast to access the contents of a GD-R, if one is not using a Katana developers kit, you would need something called a System Disc 2. Thankfully, GD-Rs can be read on retail hardware, but with a catch. Dreamcast prototypes are slightly difficult to dump, as even to this day all GD-R discs can only be read on actual hardware. Fortunately for Microsoft, that changed following the successful lifespan of the Xbox 360.System Disc 2 ( Source: Handheldmuseum.com)A large majority of Dreamcast prototypes are mastered on GD-Rs, a writable version of Sega’s proprietary GD-ROM optical disc format (which is nothing more than a souped up CD that uses ISO 9660). There was most likely doubt over whether or not the Xbox was even going to be a success at the time, so most developers may not have been willing to put some of their games on the platform.

To give you an idea of just how inconsistent, here are the variants in which Xbox prototypes can be mastered. Possibly because the Xbox platform wasn’t thoroughly established yet, many prototypes are mastered inconsistently. Prototypes are an entirely different story, however. This is a consistent partition layout that exists in every retail Xbox game, as far as we know.
ISO 9660 for storing game data, used wherever a CD-R might be used. A UDF partition for storing game data, equivalent to just burning the files directly to a DVD-R using a separate program. One blank DVD-VIDEO partition followed by an Xbox game partition. Prototypes on any of these discs can be mastered with the following partition schemes:
If prototypes are mastered on recordable media, they will most likely need to be played on a Xbox Developer’s Kit. If prototypes are mastered on a pressed disc (like retail), they are presumed to work on even retail hardware. Forcibly installed onto an Xbox’s hard drive using the game’s own installer. Forcibly installed onto an Xbox’s hard drive using a CBX installer launcher. Xbe located on the root of the disc or inside a separate folder, common if the disc used UDF. Straight from the default.xbe embedded in the Xbox game partition, if present.
However, plans are underway to archive these discs, so expect this.someday… :)This also made assessing the games with our scripts more challenging, as each of these case scenarios had to be covered in order to scan every item in the lot. These prototypes featured in the lot are all from recordable media, as the pressed discs couldn’t be dumped in time. While most games can work on retail hardware if put directly onto the Xbox’s internal hard drive, some games require developer kits to work. This means the games would never work on a retail unit with only 64MB of RAM.These inconsistent conditions made going through the discs a bit more of a hassle as each game had to be treated in a different way.
We continued to utilize our composite checksum method for this part of the lot in order to find games that match the final. We were able to utilize this metadata to determine build dates for discs, game IDs for matching, and more. Xbe’s that contain very in depth metadata for every game disc. Fortunately, every Xbox game utilizes one or several executable files called. Xbox discs that utilize the proprietary Xbox game partition utilizes a unique file system that doesn’t include timestamps on any of the files.
Given the inconsistent nature of this part of the lot, testing on actual hardware proved to be quite difficult especially considering only one or two of us have retail hardware to play with!While we aren’t affiliated with any emulator developer (nor is anyone affiliated with us), we were very impressed with just how far Xbox emulation has come in just a few years. In the past we predominantly utilized emulation to run each game for the sake of convenience and in most cases debugging, and this part of the lot proved no exception. We do this to ensure the games are preserved in essence that they can be played somehow. As mentioned before in our previous announcement articles pertaining to Project Deluge, we invested a lot of our time playtesting every single unique prototype in the lot and wrote a basic summary of notable differences we encountered during play time. In most cases, most builds that didn’t have a composite checksum match were different due to watermarks or quirky mastering differences that included directories that were removed from the final pressing, or other inconsequential changes that can be noted somewhere else.This brings us to the last part in our evaluation - play testing.
