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Reburning CDs Guide
Track
Types
CDDA: Contains raw audio files. Each audio file must
be on its own track
Mode1: These tracks contain game data information and the game executable
Definition of Sessions
Session 1: Low Density Area of GD
Both tracks must contain 4 sec of data
- Track 1 - Mode1: GD buffer
- Track 2 - CDDA: Stores audio file to be played when inserted into
a CD Player
Session 2: High Density Area
Need for two Mode-1 tracks
- Track 3: Mode-1 Buffer area
- Needs 4 sec of data
- Track Tab: Pad Track Check Box
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Track 4: Mode-1 Game Data
- Outer most track on physical GD
- Contains 1ST_READ.BIN File
- Files can be reordered for file read speed optimization via the list
view option
CD Mastering
Compilation of a Bootable File
All example make files contain a BIN option
In the EXE directory the BIN file is created
BIN file must be placed on last Mode-1 track GD-Mastering
IP.BIN: The First File Loaded
IP.BIN and IP0000.BIN are required to be present in the project.
IP0000.BIN = IP.BIN x8
Creation of IP.BIN and IP0000.BIN is included in the release in the shinobi
samples directory
This file contains several different fields which need to be customized
for each title
Hardware ID
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Version
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Maker ID
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Release Date
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Device Information
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1st Read File Name
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Area Symbols
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Software Maker Info
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Peripherals
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90 - d0: Title String Info
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Product Number
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Game Title
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Placement of IP.BIN files within the project
Disc tab in GD-Workshop
System Area File (single): IP0000.BIN
System Area File (high): IP.BIN
Testing Your Bootable Project
Close the drawer
Reset the Dev Station
Burning The Image
Add the GD-Writer
- Configuration\SCSI Bus
- Select GD-Writer and Add as GD-Writer
Testing Burning
- Emulator \ Test Write
- Goes through the process of burning without turning on laser
Final Burning
- Emulator \ Write
- ~1 hour to burn
Testing the Burn
- Switch GD Emulator to GD-ROM mode
- This mode allows booting from the GD drive
- Insert GD and reset Dev Station
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Zalman: ZM-DS4F Headphones
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An affordable, ultra-portable headphone set.
more
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