Pressing new discs?

Discussion in 'Game Development General Discussion' started by xmog123x, Jun 14, 2015.

  1. xmog123x

    xmog123x Peppy Member

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    I was wondering if anybody knows anything about pressing new discs, so that they would run on an unmodded console, I'm talking mainly about ps1 and saturn games. Let's say that I would like to develop a game for an older system, and distribute it / sell it without people needing to mod their consoles. Is that at all possible with the PS1 or Saturn? Would there be any licensing/legality issues? I'd be using the PS1 SDK provided by tails92 (nextvolume) and Red Ring Rico (Saturn). Has anybody got any experience with that? I'm talking about pricing/pcs etc. I was also thinking about doing ports for SNES, GENESIS and GBA/DS later on.

    On a side note, what do you guys think would be the general reception by the public for such a game? This wouldn't be a small demo, but more of a full game. Generally positive and I could count for a couple of thousands of copies sold, or rather low? I know this would depend on the game itself, pricing etc. I do have some plans, but I'd rather get some opinions first.

    Thanks!
     
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  2. proarturs

    proarturs The force is with me

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    I can't help you with your main question, but regarding your last question.
    Most likely if the game doesn't suck, is nicely packaged and has nice artwork and has a little bit of advertising, you will sell a couple of hundred units.

    There are actually dozens of homebrew games getting physical releases on all types of consoles, but they are produced in very low numbers ( 50 - 100 ) units is very common.

    If the game is as you describe, I would recommend you to produce 200 units and if there is more demand, then produce more.
     
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  3. rso

    rso Familiar Face

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    Licensing issues (Sony "wobble" protection; you might get around the Saturn one by using a different optical pattern (no Sega logo) with the same/similar bitstream) are very probable, but even puting that aside: pressed discs require a glass master, which is quite expensive. I'd estimate the break-even point is at around at least one thousand copies. Think you'll sell that much?

    edit: Just looked up some prices, saw "normal" (as in, no security stuff) discs go for ~$840/1000 copies. Not sure how much extra security would be, but $.80/disc isn't too bad actually, even selling off only a quarter of those would be a decent net profit.
     
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  4. xmog123x

    xmog123x Peppy Member

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    I was thinking of a kickstarter, it can seriously help blow up a campaign. Premium packaging would be one of the main selling points. I'm just asking about technical stuff, licensing and these topics.
     
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  5. retro

    retro Administrator Staff Member

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    If you're trying to sell a disc that's unlicensed and defeats copy protection - the short answer is don't do it. Old as the systems may be, there are legal implications and Sony/Sega/whoever COULD technically sue you. Got a good lawyer experienced in software and hardware IP?
     
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  6. LeHaM

    LeHaM Site Soldier

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    There is a pressed dreamcast game coming out soon it was funded on kickstarter some RPG type game..
    Find the people who made it and ask them what legal hurdles they had too overcome..
     
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  7. Braintrash

    Braintrash Robust Member

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    I guess they just pressed regular CD, not GD-ROM, so no legal hurdle.
     
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  8. retro

    retro Administrator Staff Member

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    Of course there's a legal hurdle. They're circumventing the copy protection and it's unlicensed.
     
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  9. abveost

    abveost Spirited Member

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    Provided they write their own game and don't include copy protection there will be no copy protection to bypass.
    Producing unlicensed games was pretty much settled in the early 80's with the Atari/Activation case.
    Doesn't mean someone with deep pockets wouldn't sue. This is the most significant legal hurdle in any case. Since Sega is broke it's probably not an issue.
     
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  10. retro

    retro Administrator Staff Member

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    The copy protection is built into the hardware. They would, technically, have grounds to sue for publishing a game without licence and defeating the copy protection in the hardware. Whether they actually would sue is a different matter... and yes, there have been games released on several formats in such a manner.
     
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  11. Mord.Fustang

    Mord.Fustang Mordimus Prime.

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    I'm not saying to do it or not do it, but how does Datel get away with all their unlicensed discs then? They don't sell in small quantities, either.
     
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  12. retro

    retro Administrator Staff Member

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    Datel have been in court quite a few times ;)
     
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  13. Braintrash

    Braintrash Robust Member

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    There's no cracking involved with DC, you just use the system as it is without modifying anything in the console, no modchip, no cracking, nothing, just use a system where they forgot to close some doors. Too bad for them, but since you can play the game without modifying the console, we are in legal area. Throw in antitrust issue (something Datel used many times to win) and you're safe both from the law itself and from the deep pockets white collars.
     
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  14. abveost

    abveost Spirited Member

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    Datel wins (or the case is dropped) because the law is firmly on their side. The right to produce third party products is well establish. So is the right to not have this right hampered by abuse of trade secrets/design patents/DMCA/etc laws and other anti competitive tactics.

    With the DC they didn't even forget to close the door. They intentionally left it open. They'd be laughed out of court if they tried to claim someone bypassed their non-copy-protection.
     
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  15. ASSEMbler

    ASSEMbler Administrator

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    Unless you have deep pockets or a lawyer on staff, arguing you are legal and right will bankrupt you. They can string it out for years,
    and every time they call you up to court you need a lawyer at 200pound an hour, plus research time costs.

    You'd be a fool to do a kickstarter, it would be under fire so fast.

    Best bet is to collect funds via an onion site and then mail it via post with stamps (no prepaid or online postage)

    And even if your product is nice and well intended, the white knights will be calling authorities on you because they
    are personally offended.
     
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  16. Orion_

    Orion_ Member

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    You can't reproduce the PS1 protection system on a CD-R, and if you want to reproduce it using pressed disc, you will need to have a reaaally good friend working at the pressing factory, so you 'could' try to reproduce the protected wooble from an original disc.
    Minimal production for pressed disc is about 300. (due to glass master cost)
    I released a game for PS1 with box, manual, and color printed Black CD-R, to make it as close as an original game, I produced 20 CD, and In about one year, I sold 15 so far ... (even at cheap price)
    The problem is, people don't really want to buy a game if it requires a modchip or a boot cd.
    So selling homebrew games for ps1 or sega saturn is really not a good idea.
    I went for the Dreamcast instead. (see my website for my releases)
     
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  17. darcagn

    darcagn Site Supporter 2013, Site Supporter 2014

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    Where's the law that says you need a license to publish software for any particular platform?


    Pre-DMCA that is absolutely not true and has been settled in court in different ways, but now post-DMCA we're looking at a whole different ballgame.





    As for Dreamcast titles, that's completely different--the Dreamcast specifically has a different mechanism for booting software from CD-ROM that excludes the copy protection whereas the mechanism for booting software from GD-ROM still has the copy protection (based off of the security ring just like the Saturn). This is because Sega allowed Japanese music albums to include Dreamcast-bootable extras on their CDs in a format called MIL-CD. All Dreamcast homebrew software and pirate discs use the MIL-CD format instead, so they don't have to circumvent the hardware copy protection.
     
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  18. sp193

    sp193 Familiar Face

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    I guess that the trouble comes from:
    1. using their licensed tools and libraries, without a valid license (meaning that they were illegally procured).
    2. including their logo/copyright message (which is unfortunately used in some systems to block out unlicensed games).
     
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  19. darcagn

    darcagn Site Supporter 2013, Site Supporter 2014

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    Well, if they are using tools and libraries as the op mentioned, then yes. However, I would guess most homebrew published games do not use the original development kit. It is certainly not the case for all Dreamcast homebrew published games, which use the freely licensed KallistiOS library started by Dan Potter and currently maintained by Lawrence Sebald.

    There is legal precedent in unlicensed publishers' favor in this situation. Sega already tried this technique with the Genesis, and they ultimately lost on appeal in Sega v. Accolade when Accolade reverse-engineered and used Sega code to display a trademark/license message on their unlicensed game cartridges. Because Accolade's use of this tiny code was not considered to affect Sega's market for games, did not constitute a large portion of any of Sega's works, and was used for a legitimate and non-exploitative reason, it was considered that this fell under fair use.

    Sega did still go on to require the trademark/license screen for the Saturn and Dreamcast. In the Dreamcast scene specifically, Jacob Alberty rewrote and freely released the bootstrapping code to contain as little of Sega code as required to run your own software, so it should be considered that any remaining code would fall under the fair use clause.
     
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