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    by Published on February 16th, 2011 06:15
    1. Categories:
    2. Sega Dreamcast News

    Heres a new post from Makaron coder Deunan:
    Since you asked so nicely I'm going to post some bits and pieces about M1. But first some necessary background.

    There are several approaches to figuring out encryption / compression schemes, all involve deep analysis of the data before and after the decoding step.

    Unless the system is very simple you won't get far by just looking at the (usually very few) patterns available. In fact it's pretty easy to come up with some hypothesises that will turn out to be false later and will derail the whole research, taking up days to weeks to disprove. This is what accounts for most of the time, and all the failures tend to be quite discouraging. This is the pure analytical approach. Andreas Naive does statistical analysis, it's easier in the sense that it gives you some hints and directions of what to try. However, to even attempt that you need to have the knowledge, tools and experience - things that I lack You also need to have plenty of test data if the results are to have any meaning.

    We got a bit lucky with M2/M3 protection. I still have no idea how Andreas managed to identify the encryption so fast and reverse it (though if I was to hazard a guess then I suppose the work he did on Atomiswave carts helped a bit - it's not the same system but bears resemblance). I explained what I know about NAOMI to him and then we had some brainstorming (which was mostly him shooting down my silly suggestions), and eventually came up with some ideas on how to generate the test patterns he needed. I modified my dumper tools to output the data.

    I should explain that M3 turned out to be just a variant of M2 that uses cart's own RAM buffer. This is also the major weakness of this system that we exploited. See, it's easy to say "generate test data", but how exactly do you present your own patterns to the decoder if all it can do is access read-only memory? Well, one way would be to inject the pattern into EPROM chip that serves as game program carrier. It's possible but you're limited by available space (up to some 4MBs), while erasing and reprogramming takes a lot of time. Not to mention EPROMs have rather limited number of erase cycles they can go through (about 100) before errors start to show up. Obviously you'll also need all the necessary equipment to do the job in the first place
    Another problem was that M2/M3 is actually position-dependant. In other words, the same value at address A and A+n will decode to different result. Data is decrypted in 16-bit words, so to fully test just one address location I'd have to reprogram the EPROM over 65 thousand times. Not really my idea of fun.

    But, as I said, there is a RAM buffer on the cart. We figured it will help us crack M3 and then we'll worry about M2. Having the ability to actually upload data to the cart and read back the result reduced the hardware testing times to mere minutes. Obviously Andreas needed very specific patterns but that was just a few changes in the program code on my side. This also allowed the tests to be run on pretty much every cart out there (not just those in my possesion) without resorting to any hardware modifications. It's thanks to this feature that we were able to crack the encryption keys on most games so quickly.

    This was M2/M3. M1 is completly different system. The complexity of the encryption is nowhere near that of M2/M3 so it's much weaker from cryptographic point of view - but it took much more work and many more months of head scratching to figure it out. Kinda funny, now that I think about it, that I identified and named the methods used on NAOMI carts as M1 through M3, and it was M3 to go down first and M1 last. Well, we have M4 now too

    Anyway, M1 didn't work the same way M2/M3 did. I had only one cart, with only one encrypted sequence on it, so not exactly a lot of data to work on. Trying to "decrypt" other ROM areas only produced confusing results. What's worse, trying to decrypt data from the EPROM area gave completly different and incoherent results. The only way to inject custom patterns into decoder was to spoof a ROM chip.
    Soon it became obvious why EPROM approach doesn't work - on this cart type ROMs are paired and read two at once, to produce 2*16 = 32 bits of data for each address location. EPROM output is only 16 bits wide - and while cart compensates for that during normal data transfers, decryption engine just treats the other 16 bits as pulled up. Thus completly changing any patterns we'd want to test. I had to create a device that would make up for the lack of any writable memory on the cart. That's where Altera Cyclone II FPGA comes in again

    Just to sum this up, I needed 32 bits for data, tristatable and preferably bidirectional for logic analyzer. Add at least 16 bits of address to that, and some additional control signals (chip selects mostly). Tons of soldering. To add insult to injury the ROMs are 5V and FPGA inputs can handle 3V3 tops (some people abuse the protection
    ...
    by Published on February 16th, 2011 06:00
    1. Categories:
    2. PSP News

    The PSP Emulator for Windows thats written in java gets yet another update:

    Heres whats new:

    Fix provided by Raziel1000: missing handling of alpha values in Bezier/Spline. Fixing black screen in Frantix and MotoGP.

    http://buildbot.orphis.net/jpcsp/ ...
    by Published on February 16th, 2011 05:40
    1. Categories:
    2. Apple iPhone

    A Taiwanese website that has a had a decent track record of verified iPhone leaks is claiming today that Apple is evaluating 3 different hardware prototypes of the iPhone 5, one of them including a slide-out keyboard. The Google translation of the report on tw.Apple.pro is pretty hard to understand, but seems to indicate that in addition to the slide-out model, there will also be an updated "traditional" iPhone with minor under-the-hood improvements compared to the iPhone4.

    It's not clear from the googletrans what the phrase "sliding cover" refers to, but it may suggest a physical keyboard that slides out from the case. In addition to this model,... [Read More]

    http://modmyi.com/forums/iphone-news...-5-really.html ...
    by Published on February 16th, 2011 05:18
    1. Categories:
    2. Apple iPad,
    3. Apple iPhone

    The iPhone Dev Team has released PwnageTool 4.2, which is now untethered thanks to the help of the Chronic Dev Team. With their permission, the Dev Team has included this exploit in PwnageTool 4.2.

    What is the difference between PwnageTool and GreenPois0n? By using PwntageTool, unlockers can safely restore to a custom 4.2.1 pre-jailbroken IPSW firmware and still retain the current baseband and unlock.

    By the sounds of things, pod2g and the chronic team will probably add this same support that PwnageTool includes.


    Supported Devices include: (Mac OS X Only)
    • iPhone3G
    • iPhone3GS
    • iPhone4
    • iPhone4-Verizon
    • iPod touch 3G
    • iPod touch 4G
    • iPad
    • AppleTV 2G
    Quote:
    PwnageTool also includes two very recent improvements to the 4.2.1 JB: iBooks was just fixed by @comex and @pushfix last night so that it works as intended on DRMed books, and the wifi problem on AppleTV 2G was fixed by @nitotv, @DHowett, and @saurik. Both of these fixes will also
    http://modmyi.com/forums/iphone-news...s-4-2-1-a.html ...
    by Published on February 16th, 2011 05:00
    1. Categories:
    2. PC News

    News via http://www.aep-emu.de/

    Commander Genius formally known as CloneKeen Plus is an interpreter for the Commander Keen 1-3 Series for Windows and Linux.
    It has been released in a new test version.


    Quote:
    no changelog/notes ...
    by Published on February 16th, 2011 04:45
    1. Categories:
    2. Nintendo DS News

    via nmax

    chintoi offers the 0056 version of " IkuReader "ebook reader for Nintendo DS.
    - txt and fb2 file format support (and rudimentary epub support)
    - UTF-8 text encoding
    - horizontal and vertical layouts
    - TTF fonts
    - read from either both screens or just one. Backlight of inactive screen will be turned off to save battery life

    Version 0.056
    fixed line breaking when there are no spaces
    kind of profile support: differently named copies of iku.nds will use separate setting files [if loader passes argv]

    Version 0.055
    solved "out of memory" error for many epubs
    indication of font, size and screen configuration in settings

    Version 0.051
    added progress bar
    http://code.google.com/p/ikureader/

    Download here ... ...
    by Published on February 16th, 2011 04:30
    1. Categories:
    2. Nintendo DS News

    via nmax

    KnightFox proposes 20110215 version of its C library for developing games for the Nintendo DS, " NightFox's Lib . "
    NightFox's Lib Ver. 20110215
    -------------------------------------------------- ------------------------------
    - Corrections in the orthographic proyection to adjust the drawing of
    3dSprites, enabling also the Z axis
    - Added the function NF_3dSpriteSetDeep (), which allows you to change
    depth where the sprite is drawn, ignoring the priority.
    - Updated the example "SetPriority" of 3dSprites.


    http://www.nightfoxandco.com/index.p...fl-en/?lang=en

    Download here ...
    by Published on February 16th, 2011 04:15
    1. Categories:
    2. PSP News,
    3. PS3 News,
    4. PS2 News,
    5. Nintendo DS News,
    6. Nintendo Wii News,
    7. PC News,
    8. Xbox 360 News,
    9. Android News,
    10. Apple iPhone

    54 per cent of all illegal game file sharing takes place in France, Spain, Italy, China and Brazil, according to new research.
    A report filed by US trade group the Entertainment Software Association and reported by Gamasutraasks for 33 countries to be put on a watchlist of nations not taking adequate measures to combat copyright infringement.
    The ESA claimed that game piracy in the aforementioned countries had reached "extraordinarily high" levels, accounting for 78 million of 144 million unauthorised peer-to-peer connections logged worldwide.
    That's more than five times the amount attributed to users in the USA, according to the study.
    "Our industry continues to grow in the US, but epidemic levels of online piracy stunt sales and growth in a number of countries, including Italy, China, Spain, Brazil and France, where we see crushing volumes of infringing peer-to-peer activity involving leading game titles," commented ESA president Michael Gallagher.
    Spain was singled out for special attention in the report, with the ESA asking for it to join China and Canada on a "Priority Watch List". It claimed "lax policies" in the country "have fostered a culture permissive of piracy".
    It was recommended that Brazil and Italy should remain on a lesser "Watch List" as there were signs that both nations were attempting to address the issue.
    http://www.eurogamer.net/articles/20...or-game-piracy
    ...
    by Published on February 16th, 2011 04:00
    1. Categories:
    2. PS3 News,
    3. Nintendo Wii News,
    4. PC News,
    5. Xbox 360 News

    With over-exposure cited as one of the key factors behind the demise last week of Activision's once mighty Guitar Hero franchise, industry talking heads have now turned their attentions to the publisher's other cash cow – Call of Duty – and asked if it's hurtling towards a similar fate.
    The answer? No. Probably.
    A number of pundits chimed in on the topic during a lengthy IndustryGamers report, among them Wedbush Morgan's pontificator-in-chief, the irrepressible Michael Pachter. He peered into his crystal ball and saw a relatively bright future for the FPS juggernaut.
    "I don't think they are comparable at all," Pach-man insisted.
    "Guitar Hero is a franchise that people buy once, because the peripherals are great. As it saturated the installed base, the only buyers were people who are new console purchasers, and the 'fad' appeared to wear off at the same time. Guitar Hero was a victim of its own success.
    "Call of Duty, on the other hand, has a vibrant online community that keeps growing. When a new version comes out, the 'network effect' kicks in, and many people buy it because their friends have done so. The risk to the franchise is competition, not people tiring of the gameplay.
    "Call of Duty won't fade unless Activision opens the door to competition by making a bad game," he concluded.
    Colin Sebastian of Lazard Capital Markets toed a similar line, reinforcing that Call of Duty's future was dependent on the quality of the finished product.
    "I think music games were a fad - just like fitness games were at one point, and maybe dance games are today. But after years of franchise growth, I wouldn't put Call of Duty in the same category.
    "Could Activision mess it up? Sure, but if they focus on maintaining high game quality, fresh story-lines, and online multiplayer, then I don't see an obvious reason for the franchise to decline."
    Mike Hickey of Janco Partners, took a slightly more fatalistic stance, though speculated that Guitar Hero's grisly end was sped up by its status as a flash-in-the-pan social phenomenon.
    "All entertainment experiences have life cycles; an accelerated cultural burn will likely extinguish the cycle faster than a gradual iteration philosophy. Ultimately, it's the development studio and collective culture that defines greatness, not Wall Street or the executive teams managing toward a linear path of growth.
    Only Billy Pidgeon of M2 Research struck a more cynical note, calling out Activision's lucrative but destructive "strip mining" strategy but adding that the publisher seemed to be getting better at it in recent years.
    "Guitar Hero and other former franchises may appear to be publisher failures, but the truth is that strip-mining franchises is a successful, risk-averse strategy. ATVI made good money on GH. Sequels were produced quickly and cheaply.
    "The hit it and quit it model - carpet-bombing the market with sequels and then slashing the assets - pays off big in the short term, so ATVI's shareholders are happy. ATVI is learning to execute this strategy with greater efficiency each go-round."
    "There is an alternate strategy," he continued, "but it's more risky as it requires careful investment and isn't necessarily as lucrative. Publishers can attempt to keep a franchise going for a longer period of time by spacing out sequels.
    "In either scenario, the trick is to keep the franchise selling for as long as possible before it (or the developers) burn out. The endgame is always ugly because layoffs are typically involved."
    http://www.eurogamer.net/articles/20...tar-heros-fate
    ...
    by Published on February 16th, 2011 03:42
    1. Categories:
    2. PSP News,
    3. PS3 News

    Sony has taken the lid off a new initiative to highlight the best downloadable titles available for PlayStation 3 and PSP: the PlayStation Network Gamers' Choice Awards.
    Between 22nd February and 1st March, PSN users will be asked to vote in a number of different categories by downloading a free XMB theme corresponding to a game.
    After voting closes, the four winning games – one per category – will be offered at a 30 per cent discount in the PlayStation Store, or at a 50 per cent discount to PlayStation Plus subscribers.
    Winners will be announced on 7th March on the PlayStation Blog.
    At present, the scheme is US-only but we're in touch with Sony to find out if the awards will be going global. We'll update when we hear back.
    In the meantime, here are the categories and nominees:

    Best PS3 Downloadable Game
    • Castle Crashers
    • Costume Quest
    • DeathSpank
    • PAC-MAN Championship Edition DX
    • Scott Pilgrim vs. The World: The Game
    Best PSP Downloadable Game
    • God of War: Ghost of Sparta
    • Lunar Silver Star Harmony
    • Phantasy Star Portable 2
    • Shin Megami Tensei: Persona 3 Portable
    • Valkyria Chronicles II
    Best PS3/PSP mini
    • A Space Shooter for Two Bucks
    • Age of Zombies
    • Monsters (Probably) Stole My Princess
    • Vector TD
    • Young Thor
    Best PSN Exclusive Game
    ...

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