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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. -
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. -
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. -
Comment Balancing the Resale Rights of Video Game
COMMENT BALANCING THE RESALE RIGHTS OF VIDEO GAME CONSUMERS AND PUBLISHERS IN AN INCREASINGLY DIGITAL AGE CAMILO FLORES† I. INTRODUCTION very year, major video game publishers display their upcoming Eblockbuster games at the Electronic Entertainment Expo, commonly known as “E3.”1 Heading into E3 2013, Microsoft had every reason to believe that the Xbox One, its next generation video game console, would continue Microsoft’s success in the video game console market. For thirty straight months, Microsoft carried unbelievable momentum after dominating the U.S. market with its top selling video game console, the Xbox 360.2 As E3 approached, consumers anxiously awaited the reveal of the next generation Xbox. In an unexpected turn of events, however, the announcement of the Xbox One caused Microsoft’s stocks to dip almost immediately, while Sony’s stocks jumped ten percent.3 Two months before the release date of the Xbox One, Reuters, the world’s largest international multimedia news agency, revealed a study showing that only twenty-seven percent of consumers under forty planned on purchasing an Xbox One compared to forty one percent of consumers under the age of forty who planned on † Wake Forest University School of Law, Juris Doctor Candidate 2015. The author would like to thank his family for their selfless and unconditional support. He would also like to thank the Journal’s editorial staff for their contributions. 1. About E3, ELEC. ENTM’T EXPO, http://www.e3expo.com/show-info/2101/about- e3 (last visited Nov. 14, 2013). 2. Taylor Soper, Xbox 360 Marks 30 Straight Months Atop U.S. -
Smart Home Automation with Linux and Raspberry Pi
This book was purchased by [email protected] For your convenience Apress has placed some of the front matter material after the index. Please use the Bookmarks and Contents at a Glance links to access them. Contents at a Glance About the Author ................................................................................................................ xv About the Technical Reviewers ........................................................................................ xvii Acknowledgments ............................................................................................................. xix Introduction ....................................................................................................................... xxi ■ Chapter 1: Appliance Control: Making Things Do Stuff .....................................................1 ■ Chapter 2: Appliance Hacking: Converting Existing Technology .....................................53 ■ Chapter 3: Media Systems: Incorporating the TV and the HiFi ........................................87 ■ Chapter 4: Home Is Home: The Physical Practicalities ..................................................123 ■ Chapter 5: Communication: Humans Talk. Computers Talk ...........................................153 ■ Chapter 6: Data Sources: Making Homes Smart ...........................................................189 ■ Chapter 7: Control Hubs: Bringing It All Together ..........................................................217 ■ Chapter 8: Raspberry Pi ................................................................................................275 -
Problems and Progress in the Protection of Videogames: a Legal and Sociological Perspective Calum Darroch
Problems and Progress in the Protection of Videogames: A Legal and Sociological Perspective Calum Darroch Abstract The videogame industry has reached a critical juncture in its efforts to prevent piracy: as publishers and developers adopt more stringent copyright enforcement technologies, consumers are becoming more and more vocal about the restrictions these technologies place on their use. Furthermore, there is a growing body of evidence to suggest that the heavy-handed rights management technologies used in videogames today may be counter- productive as they provide little incentive for consumers to purchase legitimate copies of games. If an effective method of regulating consumer behaviour is to be found, the motivations of pirates must be investigated. This research could, however, have implications throughout the creative industries as a whole, as copyright protection technologies not only have a dramatic effect on consumer rights, but seek to expand the modern scope of copyright law beyond its traditional limits. It is therefore essential that the areas in which such technologies transcend these limits be identified and challenged if the balance of the law is not to be skewed too far in favour of copyright holders. In this study, I have found that rights management programs employed by videogame companies not only disrespect traditional consumer rights, but are damaging the established doctrines of first distribution and of ownership in the physical property as separate to ownership of intellectual property. This has given these companies unprecedented power over the use and distribution of their works. If future rights management schemes are to be effective, balance the rights of users with those of the rights-holder, and not penalise honest consumers. -
Hacking the Xbox
$24.99 ($34.99 CDN) SHELVE IN: PC HARDWARE/GENERAL HACKING THE XBOX Get Hacking the Xbox before Microsoft Does! qANQR1DBwU4DiyVm0iq7P8gQB/9IoylwNnOxHExELKfHCTyOxX1m/eKe3+bgN/kc afpcdG1BR0ZV3degJhP2ru8h58Tw/MLU+h+jMYPUOCulwRAMyhxqX+0K1fU0oNAd 1UKi0e8sju0mks0XXzEOXNpM6BO8L90/NCSUTWPBUMgR6/KtezsFJUDAIOlxVuBX IpN1x+6A3O6Tayrg0+Qp+hD3FDRSIVKoD/uiaCnxkp5wxXh3JPRU3JMHWtUcwsr2 ThN1xhandO6Tn gg0dep+hDhackingKwas iaCcekledxby3JheUoriginalwsr2 This hands-on guide to hacking was canceled by the original Hacking publisher out of fear of DMCA-related lawsuits. Following the author’s self-publication of the book (during which time he sold thousands directly), Hacking the Xbox is now brought to you by No Starch Press. Hacking the Xbox begins with a few step-by-step tutorials on the Xbox hardware modifications that teach basic hacking techniques as well as essential reverse engineering skills. It progresses into An Introduction to Reverse Engineering a discussion of the Xbox security mechanisms and other advanced hacking topics, emphasizing the important subjects of computer security and reverse engineering. The book includes numerous practical guides, such as where to get hacking gear, soldering techniques, debugging tips, and an Xbox hardware reference guide. Hacking the Xbox confronts the social and political issues facing today’s hacker, and introduces readers to the humans behind the hacks through several interviews with master hackers. It looks at the potential impact of today’s legal challenges to legitimate Andrew “bunnie” Huang reverse engineering -
Modern Game Console Exploitation
Modern Game Console Exploitation Eric DeBusschere, Mike McCambridge Abstract The goal of this paper is to provide a high-level, technical summary of the significant ex- ploitations of the Xbox 360 and PlayStation 3. Few academic resources discussing console exploitation exist, especially resources considering the current generation systems, and thus a technical survey of successful exploitations represents a significant contribution to the academic community. The security of both the Xbox 360 and PS3 are discussed, along with the three main Xbox 360 exploits: the King Kong glitch/JTAG exploit, Timing Attack, and the Glitch Attack, as well as the three significant PS3 hacks: Hypervisor Exposure through glitching, PS Jailbreak, and the Root Key Discovery. 1 Introduction Although the successful exploitation of the original Xbox drew considerable media attention and paved the way for sophisticated homebrew software developed by a large community of hackers, pirates, and Linux enthusiasts, modifying or hacking consoles of the current generation has never had the same appeal. Perhaps it is because modern gamers highly value the ability to play online, or the higher degree of technical expertise required to perform current modifications, or maybe the emulators, roms, and homebrew software just cannot compare with contemporary games and entertainment. Whatever the reason, the hacking of current generation consoles has been largely ignored, even in academic communities, despite the fact that modern exploitations are far more complex and interesting, and are mounted against far more sophisticated security systems, than ever before. 2 Modern Console Exploitation 2.1 Security Gaming consoles of the current generation were built from the ground up with security as the foremost concern. -
1 Long Comment Regarding a Proposed
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 game 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 23: Abandoned Software—video games requiring server communication Item 3. Overview A. Executive Summary Video games represent a robust, growing, and dynamic industry that is changing the nature of entertainment. Video game access controls are critical to the intellectual property ecosystem that makes valuable, expressive copyrighted content easily and legally accessible, to the benefit of creators, distributors and, most important, the gaming public. Fifty-nine percent of Americans play video games, nearly half (48 percent) of whom are women and 71 percent are age 18 or older.2 Where other 1 See http://www.theesa.com/about-esa/members/ (listing ESA’s members). 2 ESA Industry Facts, http://www.theesa.com/about-esa/industry-facts//.