Auto-Installer Deluxe V4.20 Official Users Manual
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Computer Game Mods, Modders, Modding, and the Mod Scene
Computer Game Mods, Modders, Modding, and the Mod Scene Walt Scacchi Institute for Software Research and Center for Computer Games and Virtual Worlds University of California, Irvine 92697-3455 USA March 2010 Abstract Computer games have increasingly been the focus of user-led innovations in the form of game mods. This paper examines how different kinds of socio-technical affordances serve to organize the actions of the people who develop and share their game mods. The affordances examined include customization and tailoring mechanisms, software and content copyright licenses, game software infrastructure and development tools, career contingencies and organizational practices of mod teams, and social worlds intersecting the mod scene. Numerous examples will be used to ground this review and highlight how such affordances can organize, facilitate or constrain what can be done. Overall, this study helps to provide a deeper understanding of how a web of associated affordances collectively serve to govern what mods get made, how modding practices emerge and flourish, and how modders and the game industry serve each others' interests, though not always in equivocal terms. Introduction Computer game mods are a leading form of user-led innovation in game design and game play experience. But modded games are not standalone systems, as they require the user to have an originally acquired or authorized copy of the unmodded game. Thus, there are questions of not only who creates what and who owns such modified games, but also whether or how the practice of game modding is controlled or governed by external parties to ultimately exploit the efforts of game modders. -
Copy Protection Wars: Analyzing Retro and Modern Schemes Disk
Copy Protection Wars: Analyzing Retro and Modern Schemes Copy Protection Wars: Analyzing Retro and Modern Schemes Nate Lawson Cryptography Research, Inc. Hackers & Threats II (1450) February 6 th , 2007 Which copy protection era are you? Disk drive…? 2006 1996 1986 Copyright © 2006-2007 Cryptography Research, Inc. 1 Copy Protection Wars: Analyzing Retro and Modern Schemes Which copy protection era are you? Modchip…? 2006 1996 1986 (Xbox360) (Sony PS1) (Commodore 1541 floppy) Which copy protection era are you? ANSI…? 2006 1996 1986 Copyright © 2006-2007 Cryptography Research, Inc. 2 Copy Protection Wars: Analyzing Retro and Modern Schemes Which copy protection era are you? Monitor…? 2006 1996 1986 Who am I? • Co-designer of the Blu-ray disc content protection layer (Cryptography Research) • Designer of ISS RealSecure network intrusion detection system • FreeBSD committer since 2002 — Author/maintainer of power management and ACPI kernel code, SCSI and USB • Contributor to C64 Preservation Project — Software for imaging original floppies and replicating copy protection schemes bit-for-bit Copyright © 2006-2007 Cryptography Research, Inc. 3 Copy Protection Wars: Analyzing Retro and Modern Schemes Why does the past matter? • Approaches are still the same as for C64 — Killer tracks = LaserLock CD/DVD protection — Track-to-track alignment = Xbox1/360 sector skew checks — Custom GCR encoding = ECC tricks, weak sectors • Many modern hackers linked to C64 scene — commodore4eva: Xbox360 drive firmware hacks — Michael Steil: Xbox1 MIST PCI hack = ? Legal support for retro-hacking • Excluded from DMCA anti-circumvention clause — Library of Congress ruling (every 3 years) • Copyright protection still applies so you must have original media • Seek legal advice before circumventing any protection — I’m not your lawyer! Exemptions: 2. -
Paper on Xbox Cluster
Building a large low-cost computer cluster with unmodified Xboxes B.J. Guillot, B. Chapman and J.-F. Pâris Department of Computer Science University of Houston Houston, TX, 77204-3010 [email protected], {chapman, paris}@cs.uh.edu Abstract We propose to build a large low-cost computer cluster in order to study error recovery techniques for today and tomorrow’s large computer clusters. The Xbox game console is an inexpensive computer whose internal architecture is very close to that of a conventional Intel-based personal computer. In addition, it can be rebooted as a Linux computing node through software exploits without having to purchase any additional hardware or even opening the Xbox. We built a four-node cluster consisting of four unmodified Xboxes running Debian Linux and found out that a cluster of Xboxes linked by a Fast Ethernet would constitute a scaled down version of a current generation supercomputer with the same number of nodes. As a result, it would provide a cost-effective testbed for investigating novel distributed error-recovery algorithms and testing how they would scale up. Keywords: computer clusters, game console, Linux, distributed error recovery. 1. Introduction Improvements in technology as well as pricing trends have enabled the construction of clusters with increasingly larger node counts. However, the reliability of the cluster decreases in rough correspondence to the number of configured nodes, greatly reducing the attractiveness of such systems, especially for large or long-running jobs. In general, dealing with faults is a matter for the application developer, who must insert checkpoints into each application and thus periodically save all pertinent data. -
Entertainment Software Association
Long Comment Regarding a Proposed Exemption Under 17 U.S.C. 1201 [ ] Check here if multimedia evidence is being provided in connection with this comment Item 1. Commenter Information The Entertainment Software Association (“ESA”) represents all of the major platform providers and nearly all of the major video game publishers in the United States.1 It is the U.S. association exclusively dedicated to serving the business and public affairs needs of companies that publish computer and video games for video game consoles, personal computers, and the Internet. Any questions regarding these comments should be directed to: Cory Fox Simon J. Frankel Ehren Reynolds Lindsey L. Tonsager ENTERTAINMENT SOFTWARE ASSOCIATION COVINGTON & BURLING LLP 575 7th Street, NW One Front Street Suite 300 35th Floor Washington, DC 20004 San Francisco, CA 94111 Telephone: (202) 223-2400 Telephone: (415) 591-6000 Facsimile: (202) 223-2401 Facsimile: (415) 591-6091 Item 2. Proposed Class Addressed Proposed Class 19: Jailbreaking—Video Game Consoles Item 3. Overview A. Executive Summary Proposed Class 19 is virtually identical to the video game console “jailbreaking” exemption that the Librarian denied in the last rulemaking proceeding. As in the last proceeding, “the evidentiary record fail[s] to support a finding that the inability to circumvent access controls on video game consoles has, or over the course of the next three years likely would have, a substantial adverse impact on the ability to make noninfringing uses.”2 Proponents offer no more than the same de minimis, hypothetical, 1 See http://www.theesa.com/about-esa/members/ (listing ESA’s members). -
The TOTAL N00B's Guide
The TOTAL N00B’s Guide by cap269 3rd Revision: 24 July, 2004 INTRODUCTION ............................................................................................................................. 2 WHAT COMES IN THE PACKAGE................................................................................................. 2 WHAT YOU NEED TO KNOW BEFORE YOU START .................................................................. 3 FINDING YOUR XBOX VERSION .................................................................................................. 4 TOOLS AND MATERIALS REQUIRED .......................................................................................... 5 HOW TO OPEN UP YOUR XBOX .................................................................................................. 6 INSTALLING ON A v1.0-1.4 XBOX............................................................................................... 10 SOLDERLESS METHOD.......................................................................................................... 10 QUICKSOLDER METHOD ....................................................................................................... 12 PINHEADER INSTALLATION................................................................................................... 15 INSTALLING ON A v1.5 XBOX..................................................................................................... 19 INSTALLING ON A v1.6 XBOX.................................................................................................... -
Game Consoles - Are They Secure?
Game Consoles - Are they secure? Halvar Myrmo Master’s Thesis Master of Science in Information Security 30 ECTS Faculty of Computer Science and Media Technology Gjøvik University College, 2007 Avdeling for informatikk og medieteknikk Høgskolen i Gjøvik Postboks 191 2802 Gjøvik Faculty of Computer Science and Media Technology Gjøvik University College Box 191 N-2802 Gjøvik Norway Game Consoles - Are they secure? Abstract The new game consoles and handheld machines available on the market today are de- signed with Internet and multiplayer connectivity in mind. They are also designed to be used for several years to come, and to be connected to the Internet 24 hours a day. This combination of computational power and connectivity could make the game consoles lucrative targets for viruses, Trojans, botnets, spam and other malware. Users of home computers are slowly learning that they need to protect their comput- ers through the use of firewalls, antivirus and the like. But most of us probably do not consider a game console to be a computer, and therefore does not consider protecting it the same way we protect a normal computer. The goal of this thesis is to find out if new vulnerabilities are introduced into the home when connecting a gaming console to the Internet. We also take a look at children’s use of computer and video games, and what the parents know about it. We try to combine this information into an overview of how secure it is to use a game console and play computer and video games online. iii Game Consoles - Are they secure? Sammendrag De nye spillkonsollene og håndholdte maskinene som finnes på markedet i dag er de- signet med tanke på Internett og flerspiller muligheter. -
“Gamecube Hacking”
“Gamecube Hacking” 1. Gamecube Hardware - what you can read everywhere 2. Gamecube Hardware - a bit more details 3. Homebrew - how to get your code to the cube 4. The boot process (and how to hack it) 5. Working around the encryption... 6. The ROM emulation hardware 7. Homebrew stuff 8. Linux 27th December 2004 Gamecube Hacking Page 1 1 – Gamecube Hardware– Gamecube Hardware • Codenamed “Dolphin” • Release: Japan: 2001-09-14, USA: 2002-03-03 • Marketing guys say: “128-bit console” • Initial price: $199, now as cheap as 99 27th December 2004 Gamecube Hacking Page 2 1 – Gamecube Hardware– • Built around “Gekko”-CPU (PowerPC) at 486MHz • External CPU bus: 64bit @ 162MHz, gives 1.3GB/s to the marketing guys • 32kB instruction cache, 32kB 8-way data cache • 256kB 2-way second level cache 27th December 2004 Gamecube Hacking Page 3 1 – Gamecube Hardware– • Custom GPU called “Flipper”, made by ArtX Inc. (now ATi) • 2.1MB embedded framebuffer memory • 1MB high-speed texture cache • GPU supports the usual 3D features 27th December 2004 Gamecube Hacking Page 4 1 – Gamecube Hardware– • Storage Medium: proprietary 7.5cm (mini-)DVD-based discs • Of course copy protected ;) • 1.2GB per disc 27th December 2004 Gamecube Hacking Page 5 1 – Gamecube Hardware– • External interfaces are proprietary: • 4 “serial” controllers (N64-compatible) • 2 memory card slots, 2 “serial” ports (SPI-like) (EXI BUS) 27th December 2004 Gamecube Hacking Page 6 2 – Hardware - More Details– Hardware - More Details 486 MHz Gekko PowerPC PowerPC−styled Boot ROM / RTC bus interface 162MHz 64bit Broadband Adapter SPI−like 27MHz max. Flipper Memory Cards Controller Interface EXI serial .. -
Piracy and Outlaw Community Innovations∗
Piracy and Outlaw Community Innovations∗ Celine Schulz, Stefan Wagner May 14, 2008 Preliminary conference draft for the ’Creative Industries and IP’ conference in London, May 22nd 2008. Please do note cite or circulate without authors’ permission. Institute of Innovation Research and Technology Management INNO-tec School of Management University of Munich Kaulbachstrasse 45 80539 Munich, Germany [email protected] [email protected] Keywords: piracy, user innovation, user community, video game console, XBox ∗We greatly acknowledge helpful comments from participants of the TIME seminar at the Technical University of Munich. 1 1 Introduction It is widely recognised that user innovation occurs in various industries where users modify or improve products that they use (von Hippel 1988, 2005). Communities of user innovators – innovation communities – provide platforms for users to openly and voluntarily communicate with each other regarding innovations they are working on either collectively or independently (Franke & Shah 2003, Hienerth 2006, von Hippel 2005). As user communities have the potential to be leveraged by firms for inno- vation management, recent empirical work in this area have focussed on how firms and innovation communities can co-exist in a symbiotic relationship from which both users and manufacturers benefit (Jeppesen & Molin 2003, Mayrhofer 2005, Jeppesen & Frederiksen 2006, Pr¨ugl & Schreier 2006, Jokisch 2007). There may, however, exist another type of relationship where community innova- tions are beneficial for users and at the same time harmful for manufacturers. Examples of such a relationship are situations where innovations stemming from user communi- ties aim at bypassing legal or technical safeguards that prevent users from unsolicited usage of the manufacturer’s products (Mollick 2004). -
Modded Controller Buying Guide
megamodz.com MODDED CONTROLLER BUYING GUIDE TOPICS IN THIS If you are in the market for a modded controller for the gaming MODDED system of your choice, Mega Modz Planet Buying Guide will set CONTROLLER you on the right path. Selecting a gadget that will turn around GUIDE your gaming routine is not easy and requires a thorough research of the market and the products offered. We are offering MODDED this guide as an online source of technical information, features CONTROLLERS overview, useful tips and technology comparison to reduce the confusion most gamers experience once find themselves in the ADVANCED middle of a modified gaming pad buying process. CONTROLLER CREATOR Now that you are ready to start learning about Mega Modz modding technology, let’s begin. CUSTOM CONTROLLER MODDED CONTROLLERS WITH PADDLES CONTROLLER MODS COMPATIBLE GAMES Any gaming controller becomes modded when a special modchip is installed inside of it. The chip presses the buttons on the remote on the behalf of the user, thus enabling a gaming character to implement actions in the game with greater ease. There is no hacking or any alteration of the original controller hardware involved in a modded remote building process except for adding of the additional chip, therefore using a product won’t get your account with Sony or Microsoft banned or suspended. There are a lot of modding companies on the market offering their own modchips that vary by a set of factors such as a memory capacity, a processor speed, a number or mods offered etc. Mods can be compared to the perks that are unlocked as the game progresses, they are helpful and fun, but not enough to succeed. -
Forensic Analysis of Xbox Consoles
Chapter 19 FORENSIC ANALYSIS OF XBOX CONSOLES Paul Burke and Philip Craiger Abstract Microsoft's Xbox game console can be modified to run additional oper ating systems, enabling it to store gigabytes of non-game related files and run various computer services. Little has been published, however, on procedures for determining whether or not an Xbox console has been modified, for creating a forensic duplicate, and for conducting a foren sic investigation. Given the growing popularity of Xbox systems, it is important to understand how to identify, image and examine these de vices while reducing the potential of corrupting the media. This paper discusses Xbox forensics and provides a set of forensically-sound proce dures for analyzing Xbox consoles. Keywords: Xbox consoles, forensic analysis !• Introduction The fine line between personal computers and video game consoles was blurred with the November 15, 2001 release of Microsoft's Xbox gam ing system. Hobbyists have expanded the uses of the Xbox by loading the Linux operating system, functionally transforming it into a low-end personal computer. With this modification the Xbox can function as a file server, a Web server, or a multimedia hub for television and stereo systems. A "modded" Xbox can provide significant challenges in a computer crime investigation. It is difficult to determine visually if an Xbox has been modified to run additional operating systems or if it stores non game-related files, which may be of probative value in a criminal or civil case. Unfortunately, no established procedures exist for: (i) identifying whether or not an Xbox has been modified; (ii) creating a forensic dupli cate of the storage media; and (iii) differentiating known-good files from Please use the following format when citing this chapter: Burke, P., Craiger, P., 2007, in IFIP International Federation for Information Processing, Volume 242, Advances in Digital Forensics III; eds. -
A Security Architecture for Microprocessors
A Security Architecture for Microprocessors Doctoral Thesis J¨orgPlatte Genehmigte Dissertation zur Erlangung des akademischen Grades eines Doktors an der Fakult¨atf¨urElektrotechnik und Informationstechnik Technischen Universit¨atDortmund Abteilung Informationstechnik Institut f¨urRoboterforschung 06.11.2008 II Acknowledgements It is my pleasure to thank all the people who supported me to make this thesis possible. Pr¨ufungskommission: • Prof. Dr.-Ing. Christian Rehtanz (Vorsitzender) • Prof. Dr.-Ing. Uwe Schwiegelshohn (Referent) • Prof. Dr.-Ing. Christian Grimm (Korreferent) • Dr.-Ing. Wolfgang Endemann III Abstract The Security Architecture for Microprocessors (SAM ) is a lightweight and high-performance combined hard- and software security extension for microprocessors. SAM has been designed to provide a secure remote code execution environment. It can be used to implement effective copy-protection schemes and provides mechanisms to prevent data and algorithm disclosure. SAM provides protection even if an attacker has full access to both the operating system and hardware. SAM uses an enhanced processor core which can be used as a drop in replacement for a standard processor to provide transparent encryption and hashing of memory contents to prevent external tampering and sniffing attacks. Further internal security-related extensions support a secure operating system implementation. Both the hardware and software design are presented in this thesis. IV Contents List of Figures E List of Tables F List of Algorithms G 1 Introduction 1 I Software Protection Schemes 5 2 Computer and Operating System Architecture 6 2.1 Processor Overview . 6 2.1.1 Instruction Set Protection Mechanisms . 7 2.1.2 Virtual Memory . 7 2.1.3 Memory Hierarchy . 7 2.1.4 Interrupts . -
A Brief History of Nintendo ▷ Wii Specifications ▷ Soft Modding The
▷ Soft modding the Wii ◁ and Nintendo history ▷ A brief history of Nintendo ▷ Wii specifications ▷ Soft modding the Wii Nintendo History ------------------------------------- Donkey Kong ● 1889-1956 : 67 years 1981 Playing Card Company Revolutionary platform/puzzle action game. Introduced us to Donkey Kong ● 1956-1972 : 16 years and ‘Jumpman’ or much better known as ‘Mario’. Both have become widely Toy Company and Other recognized game characters around the world and are leading figures for ● 1972-Present : 43 years Nintendo. Electronic Games 126 years in business Donkey Kong full playthrough on the MAME emulator - by Youtube channel user Carls439 Nintendo Entertainment System - NES / Zapper originally released in Japan as the Famicom The NES - Game console released in North America 1985 Nintendo - early electronic handheld games Game and Watch - 1980 Gameboy - 1988 Super Famicon / Super NES or SNES Nintendo's well known directional pad "cross" design was developed in 1982 by Gunpei Yokoi for their Donkey Kong handheld game. The patent expired in 2005. History of the D-Pad - Wikipedia Video game system providing physical sensation - Patent US 6676520 B2 - Oct 9, 1995 - a.k.a. “Rumble Pak” Nintendo 64 - N64 - 1996-2004 Nintendo creates quality products that are fun, innovative and family friendly not to mention the really cool classic controllers and innovative balance board Balance Board ● CPU: IBM PowerPC “Broadway” at ~729Mhz Wii Specs: ● GPU: ATI “Hollywood” ~243Mhz ● 512MB of internal flash memory “NAND” Fun Facts: ● SD card slot for