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Enjoyed the presentation about preserving arcade games, basically a talk about the future of the past, I would say, um, so enjoy and please give a warm welcome to our Bettini. Hey, this is work. Can you hear me? Yeah, it's OK. So thanks for coming, all of you. And hi to the streamers and welcome to my toxo preserving arcade games. So I present these because gaming is cool, retro gaming is trendy, and more importantly, arcade games are fun. So I made a really funny picture. But. But this is not very stylish. That's a better way to speak about these modern bullet points and Meems. So not everybody understands hardware, not everybody understands software, but everybody understands that it's a game, it's a good one. That's the cool part, that's the cool part with emulation, you do some hacking, but it brings games to everybody, OK? Today I'll I'll speak about arcade games, those games where you had to put up a coin to play with in a bar or in arcade room, this money would go only to the operator, not to the actual manufacturer. So to be successful, those games had to be awesome. Different in a way, in a way or another. And the key for that, it was that this was the whole game, the screen, the controls, the cabinets, the electronics, the software. Everything was usually controlled by the original designer and it was really dedicated. So here you have the controls for directions, no buttons, no diagonals, unlike a console that is more or less ready with a controller to do everything, all kinds of game arcade games where dedicated. Let's look at it in history. This is not driver from 76. It's based on the first racing game, which is a German game, Nürburgring, and it was made of 28 PCBs. The first racing game was made of 28 PTB in 1975. As far as I know, it was not preserved by like a robot at an alert intruder alert. This guy had human hair and Berserk was one of the first game with digitized speech. It has 16 words of vocabulary at a time. It cost one thousand dollars pe
r word to be digitized. So just to be awesome in sound was really important arcade room. So it was attracting people who didn't even see the game. But like, oh, what's that sound coming flair and very nice for you. I mean, and I don't I don't I don't think he's been asking since. I mean, they made a German version and the story doesn't save German words are more expensive to be digitized because they tend to be longer. Battlezone was the first FPS in 1980 and it was originally designed to be a military trainer. So it was not even thought to be a game Dragonslayer. It was at the time where games you were like Forclose and Hudis were 10 megabytes was using the very recent technology laserdisc based. It was one year old. So it was really groundbreaking in the hardware it was using. Outturn had a special dedicated chipset for the sprites and it was using a secondary sope you only to draw the roads. The CPU was ten megahertz. The both of you were 10 megahertz while an Amiga only has one CPU of seven megahertz. So imagine the like. Oh, let's put an extra chip for this price chipset for the sprites and an extra sebu for the roads just to make a ground breaking game. How driving is way before GPU even existed and how driving was crazy hardware. Basically the original hard driving was three PCBs. The sequel was for PCBs and then they made this extreme version made of triple screen, which was emulated last month. And it's six PCBs, four CPU's nightspots. And they even made it possible to add up to up to 25 monitors in 1991. So that gives you an idea of how crazy the hardware of arcade games could be. And when the electric was not crazy, then the cabinets had something unusual, like all kinds of sports. And this is a Korean game of us poking. And here you have it. Yeah. And this is the controller and that hand with a finger extended. Yeah. You wear whatever. Afterburner was really awesome, the sequel was not so that after Boehner had the moving seats, the sequel. Well, they ma
de it something even crazier. And this is after 60 where it could rotate the player even upside down on all degrees. Or sometimes it was not the seat, but the screen that was also on. So here you have some house, almost house prophetical screen where you cannot see everything at once or here double wide screen for four players. So that's like two players to a wide screen LCD put together. And they even did that at the time of CRT screens with using mirrors so that you had a triple screen just with the bureau. Also, that there is no limits between the screens just to have an extra view for multiplayer action. Of course, even though the hardware was like, really crazy sometimes. Then came a crazy piracy. And as soon as the electronic was not too crazy, then basically a game would have would end up with bootleg bootlegs of the first bootleg in Mamie's like in 77. And basically any game, not too crazy, not a crazy hardware would end up with a bootleg. So here are some games that ended up having a bit more than usual creative bootlegs. So for example, metals like three, the bootleg is a metal called metals like sticks or space invader. The bootleg is called Darth Vader. Why not? And the king of Phyto 2001 becomes a Crouching Tiger, Hidden Dragon 2003 surplus. So usually bootlegs were just defeating protection, duplicating the hardware, but sometimes they were a bit more creative. Sometimes they would even get a step further. You probably didn't hear about this game. Dragon Ball. It looks nice, but it's actually just a graphic and some of Ninja Garden are here. This is number three at the time of the World Cup, but it's actually just a hack of snowballs. One. And here, a bubble bubble with the girls, I don't understand. OK, so because the designers had control over everything, then with crazy piracy came crazy protections. This one is still not completely defeated now in 2014. This one is interesting. It's so it's not a cheap a bit like the Nintendo and yes, chip protecti
on chip. And it was implementing a virtual CPU in hardware in 1982. So when you have someone complaining, a virtual machine. Yeah, this is a virtual machine in hardware in 92 for the protection. And typically this the most advanced protections were when the protection was deeply integrated into the game mechanics. So for example, the Apache has a dedicated CPU for the protection and if it's absent, the game is running. But the on the enemy's don't shoot. If in super houngan, if the protection protected Sebu is absent, then the game works, but the roads are straight. And typical of Konami, the collision is handled by the production, so here the game is working, and without the protection you cannot be hit and you cannot you cannot hit the enemies and it cannot hit you. And they went one step further to create and they added what's called suicide battery. So basically, the protection detail was on a battery powered. From the moment the battery dies, the protection is out and the game is unplayable for good and even made it so paranoid that sometimes if the chip detects something is going wrong, it kills its own memory on purpose. So that's where you see that preservation is important because this even if you bought the hardware, you are not allowed to open it without voiding the guarantee. Now, support technical support is gone for those games for a long time and those games will end up being lost even if it was their best version ever. So that's a problem because here you have a battery that leaked and killed the PCB and you're not supposed to open and touch the hardware. But on the other hand, all the copies of the game are going to die even if you bought them a expensive price usually. And now if you actually had to protection and get the game preserve, then you have those new generation sports that are based on emulation and on the hucking that was made to to remove the protection, to kill the protection. So just as a summary for this first part, arcade games wher
e awesome but usually running on dedicated hardware, they were heavily pirated, they were heavily protected as a consequence, and they were so protected that it made them vulnerable, not in terms of exploitation, but like vulnerable to time because the game died on purpose for the sake of their protection. So now let's look at the hardware in particular, the cheapest one cup complex system known mostly for this. The original Fighter two in 1991 saw the Street Fighter two. This champion edition with the same characters and the most playable. Hypercube or whatever, and some shooters, 1941. This one is interesting because it's a bit of a new Japanese mercenary. The sequel, it's a la it's a tank with three legs. Yeah, whatever we sepia with CPS one, you can run in pants in the forest, you can jump on walls. You can punch T. Rex. Fight flying dragons with open hearts. We are standing dragons. Flying Dragons. Flying kingpin's. Attack Russia. This is supposed to be the Duma or something, attacked China and some more peaceful games. See, this one was really good. Particular notice for this one. You probably don't know about this. It was just emulated and preserved six month ago, so you probably don't know about it. It looks like a street fighter two, but it's not really a street fighter. Two, it's based on three fighter jets. Consumer grade is actually a more hitting game based on street fighter two. It's extremely rare and it was preserved and emulated for good six months ago. So S.P.C.A. was protected, but it was completely Hartsell streetfighter to were very widespread or this is a final VITAC. So you have in the original version, you have three players in the bootleg. They even let you control more characters, which is nice, even more options than the original version. This is a serious one game. So with the three PCBs and this is a bootleg so completely different hardware. So even the manufacturer would not get any money from the hardware itself. It's not just about de
feating the protection, it's just about making physical copy of an arcade game. And even the last version of the CPS, one had a suicide battery and a custom chip with integrated encryption. So like everything that should be right. But data was encrypted with code and the algorithm was weak. So basically it was possible to determine the encryption and all those games had their bootlegs, even though it had the suicide battery and everything that sounded perfectly or the most advanced protection at the time. So CPS won. It was great. It was protected like suicide battery and everything, but it was completely hacked. The answer from Capcom for that was the CPU is too severe with the it gives you an idea of the size. It's not related just to give you an idea of the size and space to start in 93 with this. So from this original Super Street fighter to to the High Street Fighter to 10 years later, not very original, but that's Capcom. So the Super Street fighter, the super turbo. The hyper version with the different modes of characters. The adversaries. Unter. And three with the two of us is one player mode, which was really good. The parody, which I really like, Pocket Fighter, which is quite crazy. And then the Crossover's with Marvel and X-Men. So it was a streetfighter. Barbara, Superheros. This this is a special character based on Japanese comedian. The very good moral of this is Capcom. And then the Darkstalkers series. It's crazy stuff, we regret getting some action games, the very good alien versus Predator. Dungeons and Dragons. And some shooters, because a lot of shooters. 1944. You know who? Seagoing. And the best maybe for the last years, and that's stage two. And that's the issue of the first pass, it's harder, the second pass. And some more peaceful games, punk. There's a loop. Those fighter played by of muscle here. So CBSA was really, really good, CPUSA was clearly the good successor of CBS, once you have the timeline of CPS, one CPS to CPS free was too com
plex to too protected, like it would kill itself on purpose. So CPS, too, was probably the like the last successful hardware made by CPS, who was really good, very good games. And this is all the CPS to Hochstetter that existed. Bootlegs, regions, swap, whatever. Nothing, absolutely nothing. They were so desperate that they couldn't hack the CPS to version of the game that they just did. They took the make a diversion and they turned it into arcade version and even made a typo for the insert coin message. So let's look at the hardware, so, too, is made of a sandwich of two PCBs and one PCB has the game and the protection together. So basically this is the game PCB and everything that is in green is unencrypted. So no problem. The graphics and sound where it's like the cheapest one, the problem and code and data are together. Data is not encrypted, code is encrypted and the decryption is done on the fly. But inside the CPU and the decryption key is stored on this round battery that is battery powered. So usually when you say that people understand it wrong and you think, OK, let's just tweak the CPU into thinking that code is data and let's just get code decrypted. But this is done at C.P.U level at the moment to fetch memory and a pin to control that behavior was not accessible from the outside of the package of C++ decryption. So there is a reason it wasn't defeated. Decryption was done on the fly for execution and when you read memory, it comes in clear. So basically, you patch some of coats blindly, you get a black screen of it crushed, you have no idea what happened and back to zero even better. Even so, all your codes are encrypted and even the initial stack pointer and PC are encrypted. So you don't know where executions start. You the actual sebu was even unknown at the time. So basically, CPUSA was awesome. It was really well protected and it was absolutely scouted for like six years. And even if it was surprise one, I was completely shocked. Everybody wante
d to emulate it and absolutely nothing for six years. So luckily Capcom is going to do anything because of this thing. New is known for the Fatal Fury series or for many games, but including the art fighting. Somewhere I show down. Nuccio was awesome, a lot of good games, newsier was open to third parties, so, for example, Nuytten stock was not done by SMK originally, but so there are some games that were quite crowded. But still it was a lot of games, a very long success, like many years, and even more importantly, a success in Arcade, but also as an expensive console. And also the hardware is a bit similar to CBSA. The games were a bit similar to so Capcom tried the same thing and managed to release something that it managed to make. The New Year looks cheap and small. The CBS chinja was a console version, but it was much too expensive and the games were really all because the CBS Change games were actually the CBS won games that were already very old while the new show was getting games that were released in arcades a few weeks before. So CBS chinja was a commercial failure and as a last try did just back ported one of the first two games on the CBS chinja. So they took one CBS to game that is encrypted and they put it on the CBS chinja system. So they had to downgrade the audio system. But it's more or less the same system. But this one is encrypted. This one is not. So you see it coming, right? What happened that day? Nothing for some reason. I mean, the prediction is not that easy, but for some reason, even after that was out, nothing happened. The dragon was still undefeated. And to defeat Dragon, you need a team of heroes. So basically. So here's the story is just so one guy called Rasoulof started analyzing the dumps of this game. So it was an encrypted 68000 code and just made assumption, just exploring the disaster itself. And then luckily, he could buy the Japanese version of the exact version of this game in a working state. So with the battery, the sys
tem working, the protection of life, Araz Rasoulof was needed help on the PC side. So I work with him. Rasuli was on the front end. I was on the backend helping him with software that we would when we needed to communicate together. So the first breakthrough of Rossella was to enable the debugger that was integrated in that game. So until now, like for six years, there was absolutely no hack of CPSU. And then eventually he enabled the integrated debugger, which was an awesome advantage because suddenly we were not blind anymore. We had no idea about the decryption, we had no idea about the keys or whatever, but at least suddenly we could see the registers modifying blindly and get some progress then. So that was we started this. It was in November ninety nine. So yeah, fifteen years ago. And the second breakthrough was to accidentally find that some higher memory. We are not using encryption for unknown reason. So that's a big face fall from Capcom because they had a working. Because they had a working description that was undefeated for many years, and yet for some unknown reason, it was not used by any game, did just disable this encryption for a memory ranges. So then that was in spring 2000, I think. Then we were unable to have Chalco execution on CBS to only a split second of execution because something was killing the execution. We didn't know what yet and we were theoretically unable to get code decrypted. Luckily, another mistake of of Capcom is that one of the addressing mode of the 68000 is relative to the PC. So basically in modern terms, relative to IP and at best level, that means you read code or you read data, but relative to PC, which means you just read it as code. So you read data and it's decrypted on the fly. Big mistake by Capcom. It's not even clear in the specs, but at a low level this is what happens and this is a big mistake by Capcom because Sega knew about it and in their own protected software hardware, they prevented that to happen. So s
uddenly we had the ability to decrypt one word at a time of CPUSA. So I flew and visited Raas for the first time and Ruhs was turning on the switch of the CPS to displaying one word on the screen. I was writing down in Excel table flipping of the switch, going to the next and then writing down and so on. And we believed, we thought because that was the first known description of CP2, we thought, OK, we are going to defeat that in not no, no time. Well, we were wrong, but at least we were trying. This is a shorter version of my talk. So, of course, in the meantime, over those years, we did extra research and subprojects related, you know, like subquestion RPG to keep the faith, to keep your mind fresh, etc. But sometimes we didn't know if we are building in the right direction by looking this up on the on the screen. But still, it was making things progress. But at least we had some data, decryption, some code decryption, but we couldn't exploited yet. The second the next mistake of Capcom was that in the decrypted version of Streetfighter Zero, they actually let this weird, weird up code. They deliberately left it. And this word of code is actually what keeps the execution running. It's to watch the key and if it's executed regularly, then the decryption stays alive. So suddenly we went from unlimited reshot execution time to unlimited decryption time. That was in December 2000. So then we could automate decryption and start dumping. How do you dump when you like Surgut hardware? This is what this is for. I'll give you this is a hint. So we just saw that there were a news report on the CBS two that are the same voltage as a joystick port on the PC. So the CPUSA was sending data to the joystick port. So that was programed sending data to the Joystick. Potami program was getting beats three beats at the time, including check some integrity, not more than 30 times a second because Joystick Port is unreliable at the speed. Then my program would check the checksum and up
load a data version of the counter inside ROM image that was monitored by his EPROM emulator that was updating the counter on the final two. And then we would send the next byte this way. That's a bit crazy, but it worked. So we ended up having the first decrypted dump of CPUs to at the end of 2000 for the first time, CPUs to decrypted and emulated. So that was the first screens that made the news. The made the news. Got it wrong. As usual, the encryption was not smashed. We just ask nicely for the CPU is due to decrypt itself and send information to joystick port. But still, that was really good because at least in relation to preservation and emulation became a reality. So now people could send us their PCBs that games in working state and we could end up dumping them and getting them preserved. Of course, not really game over for CBS two, because we needed the game in working states, the encryption was still absolutely unknown, but still a very good progress. In the meantime, now, people who are sending us to games and so on new the recent news, your games also had protections like Guto and we with the same joystick dumping abilities we got to decrypted done quickly. But this time the algorithm was weak and we could that game get the game decrypted, the protection defeated for these unusual games. Another important things thing is that now we got decryption not defeated, but we could decrypt the game, preserve the game, but that would resurrect the hardware. People who didn't care about emulation, but the hardware at home didn't know what to do with it. And especially there were plenty of rumors about how the CPSU really dies. So someone actually sent to the working state to run, to be sacrificed, to be killed a correct way so that he could experiment on the way. It would really die in what could be possible with the currently dead Sebesta, I mean, just with the protection removed by the battery being cut. And the problem was that if you just decrypt the code and
put it back on the back on the hardware, it doesn't work. Capcom didn't want people to reuse the heart, the dead hardware without their permission and without them collecting extra money, because that's what's that's what happened with the protected CPS one. Then it is here. The battery is missing and. The game is still is booting, the trick was that actually the internal registers for video and audio were changed. So basically the game was not just playing and not anything and not doing any sound, but the game was actually running when it was correctly dead. So the thing the good thing was that the assault took. So in order to resurrect CPS's CPS to you had to determine exactly what is code and data decrypt code in place. Put it back. On the run and then modify all the then these are the values of these registries and make sure these ranges of memory are not cleared, so then that would make the CBSA that never dies because he doesn't need a battery anymore. He also made a universal run that people could just burn on a prom and test if their hardware was had a chance of resurrecting or if it was dead for another reason, which was really cool. And although he made versions of CBS to that would never die following this process. So then people could just cut their battery and have a game that will never die and never take care of the battery leaking. And everything Capcom goes to was preserved in a hardware state that enabled bootlegs. So here, instead of Rottman Megaman, you have Sugarmann. That's not very nice. And here the drums have been replaced by other components. Some bootlegs are a bit better. This one is with extra rock, a bar to hook the controls. It's all in one. So basically you have one game, a secret menu and you have basically all the games running on the actual hardware. Actually, NCsoft, which I will introduce later, is actually making a new CBS to All-In-One. So if you're interested, you have one once. When you want to play all the original CPUSA ga
mes or with one version of the hardware, he's doing that again. That's really cool. That's a very nice, constructive way of making a bootleg and to preserve with just to preserve all the games in their original state with just one physical copy of the hardware. We also had this little problem, this is alien versus predator, capcom had lost the license, the IP rights for this game shortly after the release of this game. So it was never ported to any hardware and then this game happened. They don't seem to have anything in common except the name. And just for that reason, because IP don't care about what the actual game is, but just about the name. We had a nice takedown letter from a lawyer because we were making this game a playable I mean, we didn't provide the game, but just we made it possible to be playable and one lawyer had too much time and just send us a letter for this one unobligated. The hosting was cut instantly and so on, but none. So not a problem. Not try on everything, but it's in this moment that, you know, who are your real friends and not, you know. So, yeah, just it's an interaction with lawyers. It's always to remind you it's real stuff, you know, it's really real life stuff. But we couldn't get everything decrypted. It would take us two thousand years, two hundred years to get all the values of CBS to decrypted. And if you cannot defeat your enemy, then you call your friends to give them a good beating. And that's where Charles MacDonell comes in. Charles MacDonell is I call him the Captain America of emulation because he analyze hardware, he documents hardware. He creates his own device to defeat the protections. And sometimes he even makes simulator. Respect, and this is about black boxer. So basically you extract tables of truth of a pal that you are not supposed to read anymore. So instead you write, you try all the combinations. Now, you can do that with the Arduino, but this is his own device to do that. Then he started having more contro
ls on the memory mapping of the CPSU and with the information that we gave him and with, of course, his own extra experiments. And he designed his own device dedicated to CPS to dumping directly via the expansion part of the CPS due to USB. So what would take us 200 years to dump all the eight gigabytes of all the combinations of the encryption took him 17 hours, so he did the complete eight gigabyte dump for two games. I received a lot of kids that were kids at the time containing all this data that look completely random, that couldn't compress at all. I had no idea we needed someone else to continue again. And this is where Andrew's knife and Nicholas camera started playing a role into CBS, too. And they basically they started making assumptions of the structure of the encryption algorithm. It was a custom, but strong I mean, strong depends on everybody's interpretation. But, yes, strong enough to resist the six years of emulation. So it was a star network and that he designed some attacks and eventually reduced the dumps to a 64 bit key. So they got the algorithm and now they got the key. And with all the decrypted dumps that were already that we had already made, then they made it possible to determine the key. And then not only the decrypted dump doesn't need to be there because the algorithm is known in the keys known. But it also worked for all the versions, the different versions of the of the game, the same game. The thing is, this game that you make technology is a Japanese version of a game that was common in European version, but very rare in Japanese version. And the European version was already dumped and decrypted. And then the key was extracted and that game was emulated. There was really good because now all the possible clones and subversions of these games just needed one decrypted dump determine the key. All the same version of the game decrypted. That was really good. That was a huge progress. And the last nail in the coffin was for that game b
ecause this is a CBS one version. This CBS two version is like extremely rare. I, I only heard about one physical version of that game in the game. And the owner of this game would, of course, never send it because it's incredibly rare collector. But he did an encrypted dump and the last attack on CBS to decryption was done by Hayes, David Dave Haywood. And basically with just an encrypted dump, he could do an attack that would determine the key. So now and so the games was ended up being emulated and preserved only with the decrypted dump. So not even CBS to that had its battery dead as long as the program runs are still encrypted but valid, then the key could be determined and the game could be preserved. That was the last step to defeat, completely disappears to protection. So as a conclusion, I don't know if I still have some time. I don't know the only way. I have almost twice as much as bonus as the the talk itself. Don't worry. So the mistakes of Capcom was that first to provide an encrypted encrypted version of the same game, the game, the original encrypted game still has debugger enabled present. While the original CBSA game didn't have any debugger, all the CBS two games had an unencrypted range of memories, so you could easily Patricelli code without any brute forcing. Then they they didn't prevent the PC related addressing mode of 68 K to be working. So basically you could get the code decrypted and then the key lock, the key link in the actual code of the decrypted game. That was yeah. It was a leak in the original, an encrypted version. Another mistake. From our outside, it was. A lot of clumsy hacks, sometimes rejoicing, dumping and everything, it was a joint effort by people with various profiles, but probably more importantly, it was not just us who were able to to defeat the CPSU. It was also thanks to a lot of contribution financially, sometimes just morally and everything, because that was an adventure that spanned over many years. But overall,
it was a great success. That's how I see it. We clearly got it good, that was clearly an awesome victory. This killer instinct for the youngest, you. Now, a bit of a preservation itself, this is the verbal memory system, it was using a new kind of memory at the time, which ended up being very fragile. And these games are really, really difficult to get in working states. And it did need a financial effort and contribution to get to be preserved. And when you put this game, it needs to warm up to a certain temperature. It apparently takes six minutes in winter, and for me, this come down means all these games are going to die if no one contributes. So the hackers, Huck and the other people donate or contribute so that these games are preserved because some of them are really good and they will be lost. A very nice one this game. Nice name for a last survivor. It was a game that also had the suicide battery and everything. Encryption it was. And it was only dumped. Someone still had a working version of it a few years ago and it was dumped after like 25 years. So, so incredibly far to preserve the game. And this game is actually interesting because it's one of the first multi splitscreen AFPs way before Wolfenstein and everything so interesting historically, this game well thought to be lost. And it was it ended up being preserved or. Yeah, not so long ago. So for these games, for this crazy hardware, hacking is the only way to preserve them and that should be done before it's too late, before all the copies of this game were lost, because in the case of CPUSA, we could decrypt the game only with the if the battery was even if the battery is already dead. But some of these hardware like a lost forever. And I think the origin of the first racing game that we saw earlier is not preserved, as far as I know. Some links on the topic. And do you have any question? So thank you very much. This was very interesting and worth the Q&A, I think we'll start with the Internet. So,
uh, where are those guys sitting is just a screensaver. Um, do you have any questions for us? He. OK, at the moment, there are no questions from the Internet. OK, thank you. So, um, if you would line up behind the microphones. So if you have questions, of course. I still have the bonus. And the Sunderbans. It's five gigabyte and to one question. So where can you contribute to the links you supplied there? Can can I get the source code that the dumps or something? Because I don't have access to the to the hardware, to the actual hardware yet. I'd like to contribute. Yeah, well, now the Meimi is quite open and it's like open projects, so you can still try and see what you can contribute. You mean technically right now, plenty of bugs to fix. OK, there are some videos where there was actually a bug and I manually fixed the frames each of the frames so that the bug doesn't appear. It don't do that on the 60 frames per second game. That's my advice. Yeah. I mean, just for the bugs, it's already a good way to start. And we are mailing list and everything now. It's more or less open. Thank you. OK, we have another one on Mike three. Well, thanks for the awesome talk. I would love to know how how much nights you spend on this stuff. Too long. Yeah, I probably don't want to know myself, but it was rejected a lot and I kept improving it every time it was rejected. So that's why I blame my style for making the I heard you say inspiring me to make it better. You can start to show he's asleep, OK. Some more Internet questions. Yeah. Somebody wants to know if you could, like, tell us something more about the warming up thing that you showed us. I don't I don't I don't know, really. It's just because it was a special kind of the memory itself. And I needed to know. I don't know, to be honest. I just knew it was warmer. But I don't know the magnetic or physical reasons for that. Sorry. Yeah, but Almería. Not the answer if you didn't hear it's complicated. Thanks. OK. On. Another I
nternet question. Yeah, another Internet question is somebody wants to know which platforms are unbroken as of now. Um, actually, I can, um, do if we go to the. Oh, yeah. That's a bonus in my introduction from a bonus stage, the right. This is right on to and it was only simulated correctly a few months ago. And it's using one of the chip that I showed earlier. And this chip is it's not a CPUSA doesn't have a how do you say a to the cup and read bits permits and it's still undefeated at the moment. So disable games. So Legionnaire their wings are still not and are still not preserved, the protection is still not defeated. And the other game using an earlier version of that protection, this was the first game using that protection was only simulated five months ago. OK, Mike, is there any hope of the companies releasing the software on themselves, like Microsoft Windows one? It's extremely rare. Typically a first year wrong idea, but those games are usually you cannot download the wrong. It's not because they're all that you can download them. The iPod is not free. And usually when you do a report on us or whatever, you still have to pay your fee to the original company or the IP owner. And typically they don't do that. The only a very few companies like two or three did that actually, just because maybe they were the deal, they agreed that they didn't have probably a bigger a big enough marketing department commercially. So the next question is, again, from the Internet, you know, somebody on Twitter asks if there if any of the economy, Panasonic M-2 hardware, if there are any plans, they ask for games like Better Thrust and Eventide. I don't know what anything I don't know. I don't know about the end to hardware. I mean, it's probably not, as far as I know, stimulated. And I don't I'm not aware of someone working on it. But, yeah, it's also need a motivation to get them working. So I don't know, really. It's complicated. OK, you have a question again on my three. I
want to know if like Capcom contact you lack of if some love letter from lawyers are telling you good job guy or something like that. So if they contacted us with lawyers and then you said are are they telling you a good job for breaking the encryption? Neither. But usually, yeah, we were careful because when we started breaking CPS, there were still games developed on it. So we were really cautious about not reacting to recent games. And that was people hated us for that. I could give us all the games for free now with insults usually. And they didn't really care because now they can use they can get to the IP back into control and get their money again from that from the recent sports. But yeah, no thank you or whatever. Of course not. That's that's well I think. But we had a kind of there was one company that was interested in having the exclusivity of space to emulation, and we said no, because we thought as soon as we release even a protected emulator for CBS to people would extract the data from it. So we said no and it was released for free. I mean, like in Maine and everything. But we had such an offer. OK, do we have Internet questions? Yes. Yeah, we have one more question. Somebody asks if you attack the two network cipha thing directly. I don't know really the details of the attack, but in the links I gave, Underactive published his blogs in Spanish about how he broke apart of it. But yeah, I, I don't understand much about crypto, so I don't know. OK, thank you. Yeah, but the slides are available anyway, but you. Yeah, um, OK. Oh, OK, impacter. Yeah, thanks for the talk. I got a question. What's the current state of arcade gaming? What about other new releases? Because last year I went to China, went into arcade gaming home. There were all these games I never saw. And what amazing is there a Chinese industry for arcade gaming or. I don't know, it's Chinese, but at least from a hardware perspective, not all the games, our PCs and our new games, but they a
re a bit into the, uh, multiplayer side. So, like, you have a lot of cabinets connected together and even connected online in Japan. So but standart, it's evolved a bit. But I'm stuck in time and I only care about a sixteen bit stuff, so I don't know. But now the hardware is like PCs with the security dongle. OK, thanks. OK, do we have O on Micron. Thanks very much for the talk. I really enjoyed it. One question. I've seen that lately over the last two years, a lot of sites that were concerned about the preservation and the cataloging of all the old ROMs have been taken down. And for example, underground gamer went offline. Well, and since sorry, but since only three or four IP holders released their games legally, all of them are all the others are illegal. So so my question would be, I'm very much for what you're doing, but where can we preserve software like that? And I think the archive is trying to do that at the moment because it's good that you preserve the software. But since there is no legal way to save it somewhere, I think we're still in peril of losing that software. Well, I think it's a fake question, because when you see all the services into the blue res being a torrent on torrent and those games were like a few megabytes, I don't see the problem really. Just put them in the torrents with Game of Thrones and then everything will be OK. The whole I think the complete name Rumsfeld's six thousand games is like such a gigabyte, how big is a Blu ray? Yeah, with the I think with the all the hard disk rooms and the laser disc, it's it's something three hundred gigabytes at the moment, 300 gigabytes with all the laser disc rips. Oh, it's so big now. But my question would be, are you aware of any efforts currently to catalog the software that's that are the games. They are probably. But I know I'm not aware because I'm not really interested. Interesting. Defeating the protections and getting the games preserved. OK, thanks. OK, have free Internet questions.
We have physical I'm not sure if it's a question from a speaker, but somebody asks if you just can't life ram and then rewrite it after replacing the battery. So you just dump the game and everything. So and then you replace the battery and put it back in. And somebody asks if you can't dump the game while it's running, then replace the battery. So stuff get lost and then you put it back in. Or I assume it's technically physically possible. But you see what we how we done something. I don't think we can decrypt something on the fly with our knowledge. I mean, maybe it's physically possible we we are not able to do this. We have a question mark for just an annotation to the question before there is the Software Preservation Society, which catalogs old home PC games and Atari games, see 64 games and they developed special hardware to dump floppy drives was copy protection. So there are always private archives of of such ROMs and floppies. It was an answer to, OK, I'm on my four three, yeah, also not really a question, but one answer to the thing about preservation of the archive archives. It is indeed working on that. I know a few people who work on that as well. They are working on it, but they do sometimes run into legal issues, of course, with IP ownership and such. But if they have to remove something, then they do keep a private copy of the game in question so that it does actually get archived until it can be released out of copyright. OK. There are efforts underway. And basically, if you're interested in working on the preservation itself, just making sure it is a copy that remains available, then the archive is probably a good place to contact. OK, thanks for the info. So since we don't have questions left over here, I will ask you some Internet questions, OK? No, none at the moment. Then you might want to ask them. But in the efforts of preserving the actual hardware, so has all the information about the hardware itself gone with the companies. I'm just askin
g this because, well, I'm a pinball antiracist and they all the actual print for the old tables are pretty much gone, although the software saved. Yes. In the software. Does the real or the hardware just don't disappear or. Yes, someone asked me if the cabinet art and everything was preserved, but I'm not following that. So I don't know. OK, are there any questions left? OK, thanks for your attention and thanks for this call.