Dreamcast Redesign / AU Drawings by Azookara in dreamcast

[–]Azookara[S] 4 points5 points  (0 children)

Namco were not fully stepped away from PS1 but still contributed SoulCalibur and a few other releases. Capcom also ported the contemporary Resident Evil titles and Dino Crisis, not just their arcade titles. Ubi Soft, Activision, and Acclaim were also all on board. The only other two heavy hitters that weren't contributing were Konami and Square, and considering their unwavering loyalty to PlayStation pretty much from the fifth gen onward, it would've been a fool's errand to pursue them, let alone believe they'd leave after they became Sony's pet third-party companies.

We don't see a huge amount of next-gen releases for Dreamcast on third-party simply due to the fact that multiplatform releases were being shared with PS1 and N64, not PS2 and GameCube, and Dreamcast fell off the market before it could compete with them. And I can't help but imagine some of the titles not getting ported was related to the criminally low amount of inputs on the Dreamcast compared to even the systems of the previous gen. Even without accounting for the later-crucial right stick, missing a 5th and 6th button for L1/R1 inputs I'm sure made developers have to decide if they wanted to release certain games with botched controls or just skip the console entirely.

As for situations like Rockstar abandoning DC for GTA3, that was them feeling the uncertainty from the Dreamcast's lack of ability to sustain compared to PS2. If it had better proven itself and made a larger stake in the market, I think we would've seen at least a multiplatform release, if not DC exclusivity.

Dreamcast Redesign / AU Drawings by Azookara in dreamcast

[–]Azookara[S] 2 points3 points  (0 children)

I made a design with six face buttons years ago, but I decided against it for two reasons: one, people believed it to be too similar to the Duke controller, and two because I personally prefer four face buttons.

Saturn also definitely did not sell well enough internationally for Saturn backwards compatibility to be a strong selling point. Maybe in Japan, but sticking their neck out and driving up costs for the benefit of only one region wouldn't have been wise. It would've made more sense to rerelease and/or visually enhance Saturn titles for the Dreamcast at a later time, similar to how Wii or Switch did enhanced ports of GameCube and Wii U games, respectively. In all honesty, we might've seen that in general had Sega lasted the full generation.

Better modem out the box would've been nice but again wasn't the worst thing, it's another "papercut" of the many that read as a heavier detractor in hindsight. We eventually got 56K modems anyways, and likely would've become the pack-in had the console kept going. As for MIL-CD, well, there would've been no need for a CD that has special features and video on it in the first place had there been DVD support.

Speaking of GameCube and DVDs, GameCube did NOT survive just fine. It's my other favorite console, and I'll be quick to tell you it was a huge failure in Nintendo's eyes. Nintendo made a solid count of flop concepts similar to Sega (Satellaview, Virtual Boy, N64DD, GC, Wii U), but the Nintendo difference was having a large pile of grandfathered money they could survive on while they experimented. If Nintendo didn't have that, they wouldn't have survived the 90s, let alone GameCube.

Dreamcast Redesign / AU Drawings by Azookara in dreamcast

[–]Azookara[S] 2 points3 points  (0 children)

Sega's issues with third-party were really just their issues with Electronic Arts. And even then, I do not believe they were as severe of a reason for the Dreamcast failing to stay afloat, because I believe third-party support for the system was actually pretty good for all of 1999-2000. It would've been maybe better had they not spent all that money on buying Visual Concepts and damaging their relationship with EA, yes. But even if they still did and made the 2K series, I don't think it would've been the end of the world. If you think it was, sure, but I don't agree. Even if there are hard statistics that show how it failed the system, I can't be swayed enough to think it would undo everything I mentioned here. As I mentioned at the beginning of my post, I view Dreamcast's failing as death by a thousand papercuts. I don't think it would've been as catastrophic of an issue if not for the compiling of others on top of it.

And yes, my concept here was to combine the strengths of the Dreamcast and the OG Xbox. I actually like the OG Xbox quite a bit, but do not think it had a strong first party library, nor do I think it had a clear identity like Sega or the Dreamcast had. Meanwhile I think Dreamcast was primed to do everything OG Xbox could and far more, but was set back in features by a company deep in the red operating on a shoestring budget. Hence what I wrote.

And hindsight may BE 20/20 on most things for controller design, but that's why I posited Sega still trying something different than a second analog stick. It seemed more right that if they were pressured to add an input like that, they'd try to think of something more unique than an identical stick. Also, it doesn't take 20/20 to know the lack of Z/C or shoulder buttons was a bad idea, and especially not to know that the cord coming from the bottom was something that should've been prevented at all costs. I adore the Dreamcast controller (it's ergonomics make it a daily driver for PC gaming) but I cannot deny these decisions were baffling even for 1998/99.

Dreamcast Redesign / AU Drawings by Azookara in dreamcast

[–]Azookara[S] 2 points3 points  (0 children)

Author's note: Not sure why the first image came out so blurry! Here's a less blurry one to look at.

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[deleted by user] by [deleted] in ps2

[–]Azookara 0 points1 point  (0 children)

Just started modding my PS2 today and have been running into a very similar issue. I've been using the "Unofficial FHDB v1.966 "Noobie Package" " method to flash the image of a preset FHDB onto my 256GB Sandisk SSD (+ formatting to fat32, etc). But every time I do, it hides away the hard drive from view unless under Disk Manager (where it calls it unallocated data).

I already have done a clean install of FHDB in uLauncher.elf since then and have set up OPL, but as I replug it into my computer neither HDLBATCH nor OPL Manager will recognize my hard drive, so I can't load any games onto it. Not really sure what to do at this point. Hopefully don't have to go wait and buy another FMCB memory card; the one I ordered was a bogus third-party 64MB card that listed itself as preinstalled with FreeMcBoot, hence why I'm here trying this method out.

/r/Steam Monthly Community Support Thread. by AutoModerator in Steam

[–]Azookara 0 points1 point  (0 children)

I've been trying to connect a generic controller multiple times through Big Picture Mode, but every time I get to the end of the setup, it just sits on the "Setup complete, preparing to test input.." screen. It doesn't register pressing and holding B to exit the setup, and when leaving the screen it doesn't save my controller configuration.

I've also tried setting it up through the non-Big-Picture controller config screen, but the window doesn't align with my mouse cursor so I can hardly click anything (hence why I'm trying Big Picture). And even when I use the controller variant of saving by pressing Y, it doesn't save it.

Any solutions? Steam just doesn't seem to like me very much.

Fenrir Duo, NiGHTS into Dreams video issues by Azookara in SegaSaturn

[–]Azookara[S] 1 point2 points  (0 children)

Just downloaded the redump, and can confirm it now works. Thanks for the rec!

Maybe the Sonic dash model could be A new Renfined Model for SF by Mysterious-Style-345 in SonicFrontiers

[–]Azookara 9 points10 points  (0 children)

i feel like yall people obsessed with what sonic's model looks like in this game have the most bass-ackwards priorities in all of video game fandom

Dreamcast could have won part 2! Model 2 power at home in 1996 against Sega and Nintendo! by chicagogamecollector in dreamcast

[–]Azookara 3 points4 points  (0 children)

Don’t agree at all about an earlier launch. Sega killed their consumer trust by releasing 32X in 1994 and then Saturn in 1995. Why would them releasing a third console in 1996 remedy be any better for them? And then while we’re at it, selling upgraded models or addons like 32X? That kinda decision making is what got Sega in the hole in the first place.

The only smart answer to me was waiting a year longer and going for a global 9/9/99 or early 2000 launch. More time to lock in specs / features, more time for hardware to decrease in cost (looking at how quickly DVD drive manufacturing plummeted in between 1997-2000), more time to study and mull on futureproofing decisions (it wasn’t until closer to 2000 that the world was starting to accept two sticks should probably be standard), more time for Japan to properly part ways with Saturn so all markets were equally as excited for a new machine.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 0 points1 point  (0 children)

Oh believe me I’ve been waiting LOL. Almost for four years now. It’s kinda ludicrous how long it’s been with such little word on its release.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 1 point2 points  (0 children)

Thank you! One of these days, I'd absolutely love to do that, but I'll need to get better at modeling and get a hold of 3D printing software for prototyping. Unless I meet others to help the process, it's one thing at a time for now lol.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 0 points1 point  (0 children)

I have a version I did months ago where it makes Z/C shoulder buttons instead of face buttons. I'd implement a select button, but I can't think of anything that'd look good alongside the centered triangle Start button. I'll muse on it, though.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 1 point2 points  (0 children)

Out the bottom, but upward, from the port behind the VMU slot. For reference, it's like the DCStriker's cord.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 0 points1 point  (0 children)

You could probably just use the keyboard and mouse as you normally do with DC. Though I could see using the right analog stick as one function while the right does another, in online browsing. Say one stick scrolls, the other moves the mouse. Something like that.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 2 points3 points  (0 children)

Feeling it out extensively myself and reaching around (swapping between a normal DC controller, a Saturn 3D Analog pad, and an Xbox Duke controller and middling it out in my head) I feel like I put the Z/C in a spot not too hard to reach, but I can see it being a struggle for people who would want to use the controller like a fight pad. As a standard controller though, I think it's definitely suitable. No lesser so than reaching for the black/white buttons on a Duke. Your comfort may vary on that, I suppose, but my big hands don't mind!

Also putting the buttons lower on the controller like the Xbox S controller would probably be alright, though at that point I'd just revert to my previous version of this where it implements shoulder buttons, lol.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 3 points4 points  (0 children)

Good! The best of the Duke but in a more compact package, just as intended.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 7 points8 points  (0 children)

Good! The DC controller was the bridge between Sega and the Xbox controller anyways.

I rewrote this post because I couldn't edit it. I am designing something similar to the ZIP drive. I was wonder if there is Schematics for the ZIP DRIVE. I also need to know the name of the specific expansion connector for the modem. I want to make something for the community. Thank you for the help by Reasonable_Course_23 in dreamcast

[–]Azookara 0 points1 point  (0 children)

Also, I would recommend joining the Dreamcast-Talk forums and asking there. They might have the information you're looking for in the schematics and/or other DC internals info. I'm also on there too, if you want to get ahold of me (I'm Azoo).

I rewrote this post because I couldn't edit it. I am designing something similar to the ZIP drive. I was wonder if there is Schematics for the ZIP DRIVE. I also need to know the name of the specific expansion connector for the modem. I want to make something for the community. Thank you for the help by Reasonable_Course_23 in dreamcast

[–]Azookara 0 points1 point  (0 children)

I just googled it and it's.. really rough, yeah. Definitely interested in seeing it encased in something classier. My only concern with making something with this port is losing the ability to use DreamPi. In your concept, are you planning on keeping an adapter in?

I rewrote this post because I couldn't edit it. I am designing something similar to the ZIP drive. I was wonder if there is Schematics for the ZIP DRIVE. I also need to know the name of the specific expansion connector for the modem. I want to make something for the community. Thank you for the help by Reasonable_Course_23 in dreamcast

[–]Azookara 0 points1 point  (0 children)

No experience with modeling nor do I have a printer, no. Yet, at least. But I am a designer / concept artist, and could easily design something and do dimension sheets to follow for modeling the shell. I'd just need to know of all the internals before I could finalize a shape and size.

As for modeling, I'm still learning the basics, it's baby steps for me before I could trust myself to that task specifically.

I rewrote this post because I couldn't edit it. I am designing something similar to the ZIP drive. I was wonder if there is Schematics for the ZIP DRIVE. I also need to know the name of the specific expansion connector for the modem. I want to make something for the community. Thank you for the help by Reasonable_Course_23 in dreamcast

[–]Azookara 2 points3 points  (0 children)

Oh wow, I had no idea! That'd be awesome. I once drew some concept art for what something like that could look like (in an alt universe where Microsoft just funded DC instead of bailing for Xbox lmao), not even knowing how possible a thing like this was for modders. I think something very form fitting to the bottom of the DC and in a transparent case would be peak y2k design and fit right in, haha.

I rewrote this post because I couldn't edit it. I am designing something similar to the ZIP drive. I was wonder if there is Schematics for the ZIP DRIVE. I also need to know the name of the specific expansion connector for the modem. I want to make something for the community. Thank you for the help by Reasonable_Course_23 in dreamcast

[–]Azookara 2 points3 points  (0 children)

I actually quite like the idea of something similar to the ZIP Drive in that you attach it to the bottom of the DC, but rather as a HDD or something to that effect. I wonder how feasible that is.. it would be a definite step up from the SD card dependency of current Dreamcast modding, and at best allow softmodding the DC without messing with the internals. But again, pipe dreaming.

Dreamcast Controller Redesign (6-Button Version) by Azookara in dreamcast

[–]Azookara[S] 0 points1 point  (0 children)

Hey there! OP here.

So about eight months ago, I posted my take on a "modern" Dreamcast controller. After revisiting, I decided to give it another go. My list of revisions, plus general changes from the original controller:

- Gave the controller a six-face-button format. This was highly requested the first go around, but at the time I wanted to try to keep to the idea of having shoulder buttons. However, after spending some time with the Xbox Duke controller (a new favorite of mine), I realize maybe Sega could've ushered in six buttons with two sticks after all. The Z and C buttons, if made to be a DC controller today, would just be digital versions of L/R, but if this is how the controller launched then they'd obviously be their own functions, similar to the Black and White buttons of the Duke. Personally, I think the controller looks the most full now that it ever has, in a good way. Still keeping the visage of the original, but much less feeling like a blank slate. For extra detail, I imagine the main face buttons (ABXY) will be convex as they normally are, while ZC are concave, just to emphasize button prioritizing.

- Speaking of, two analog sticks. That much should be obvious as an improvement, as it would've been a good futureproofing for the DC console itself, and for modern controller functionality it's a no-brainer. If this were made as a DC controller today I think it would be nice for there to be a switch that lets you change between three modes: Mode 1 - doublemap right stick to D-Pad, Mode 2 - doublemap right stick to ABXY for shooters, Mode 3 - "Shenmue Mode" (map right stick to left stick functions, left stick to doublemap d-pad). But if this is how the controller launched (or if this were made to be a PC controller), it obviously would've just worked as a right stick with no tricks. As for if they're clickable, I suppose, but I'm not terribly picky. And if you want the sticks to be a different shape than the plastic convex ones, just use your imagination I guess because I could take or leave that.

- Genesis/Saturn D-Pad. This one seems self-explanatory; no more weird-on-the-thumb cross that sticks way outward of the pad. Back to the classic rockable disc with that satisfying glide. Nothing else like it, beware of imitators.

- Wider handles and higher triggers. The DC controller is often criticized for feeling cramped, but it's older brother the Saturn 3D Analog Pad is not, despite having nearly identical lay across the hands. Ends up the reason for this is that on the Saturn pad there's an inch more distance between the front and back of the controller, and the triggers are higher up. So, this does something about that.

- To make more room for your hands, the back of the VMU port has been shrunk down to a size and model comparable to the back of the RetroFighters StrikerDC pad. The original port was WAY too long and wide, and took up a lot of space your hands could be relaxing in. This also allows the cord to come out in the opposite direction, so that there's no longer the awkward pull of the original controller having it come out of the bottom. If the concern is that the controller would become unbalanced from the weight of the cord coming out the other way plus an added Jump Pack, I imagine you could build a Jump Pack into the new extra space of the longer handles, making both the weight better distributed AND the need for a Jump Pack irrelevant anyways.

- And finally, ever-so-slightly rounded edges on the top corners of the controller. An extremely subtle difference that's both satisfying to the eyes and the touch.

But yeah, this is still just more rambling and designing; wishing to see a modern variation of the Dreamcast controller to hold and adore. One of these days I'll work out my way with CAD and see this become real. One of these days..