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Re:Sega Dreamcast: Windows CE by numpad0 on Sunday December 27, 2020 @02:49PM (#25553707)
One thing to note is that the console itself had no CE codes baked into its bootloader ROM, but it supported CE-based SDK. Everything from kernel to game binaries reside on the GD-ROM optical disc you play.

There was no Dashboard or game switching/exiting without power cycling or OS-supplied friend features. Those had to wait until OG Xbox.

Re:Sega Dreamcast: Windows CE by sitzkrieg on Sunday December 27, 2020 @07:33PM (#25555534)
this single fact made it awesome for homebrew development, is how i really got started. burning a track on cdr to test each build forced some discipline before finally getting serial cable. while the dreamcast has a sh4, the vmus had arm chips, so if you wanted to do everything you had to have two cross compile toolchains. i remember it taking days on my athelon at the time.

the defacto sdk back then was kallistiOS

http://gamedev.allusion.net/softprj/kos/

Re:Sega Dreamcast: Windows CE by Gregordinary on Sunday December 27, 2020 @09:09PM (#25556077)
The homebrew scene for dreamcast is impressive and still surprisingly active.

Good list of emulators available for the DC too, though in various states of functionality: https://dcemulation.org/index.php?title=Emulators