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Before yesterdayOSNews

Doom for SNES full source code released by former Sculptured Software employees

16 June 2024 at 10:05

The complete source code for the Super Nintendo Entertainment System (SNES) version of Doom has been released on archive.org. Although some of the code was partially released a few years ago, this is the first time the full source code has been made publicly available.

↫ Shaun James at GBAtemp

The code was very close to being lost forever, down to a corrupted disk that had to be fixed. It’s crazy how much valuable, historically relevant code we’re just letting rot away for no reason.

A brief look at the 3DS cartridge protocol

4 June 2024 at 09:50

About a week ago, there has been a little addition to the 3dbrew wiki page about 3DS cartridges (carts) that outlines the technical details of how the 3DS cartridge controller and a 3DS cartridge talk to each other. I would like to take this opportunity to also include the 3DS itself in the conversation to illuminate which part of which device performs which step. I will then proceed to outline where I think the corresponding design decisions originate. Finally, I will conclude with some concrete ideas for improvement.

↫ Forbidden Tempura

Everything you ever wanted to know about 3DS cartridges and how they interact with the 3DS.

After you die, your Steam games will be stuck in legal limbo

25 May 2024 at 15:46

It turns out that digital rights management and its consequences extend even beyond your passing when it comes to Steam. Valve has made it clear that no, you cannot will your Steam account or games to someone else when you die.

The issue of digital game inheritability gained renewed attention this week as a ResetEra poster quoted a Steam support response asking about transferring Steam account ownership via a last will and testament. “Unfortunately, Steam accounts and games are non-transferable” the response reads. “Steam Support can’t provide someone else with access to the account or merge its contents with another account. I regret to inform you that your Steam account cannot be transferred via a will.”

↫ Kyle Orland at Ars Technica

My wife and I make sure we know each other’s passwords and login credentials to the most important accounts and services in our lives, since an accident can happen at any time, and we’d like to be somewhat prepared – as much as you can be, under the circumstances – for if something happens. I never even considered merging Steam accounts, but at least granting access to the person named in your will or your legal heir seems like something a service like Steam should be legally obliged to do.

I don’t think Steam’s position here – which is probably par for the course – is tenable in the long-term. Over the coming years and decades, we’re going to see more and more people who grew up almost entirely online pass away, leaving behind various accounts, digital purchases, and related matters, and loved ones and heirs will want access to those. At some point over the coming decades, there’s going to be a few high-profile cases in the media about something like this, and it’s going to spur lawmakers into drafting up legislation to make account and digital goods transfers to heirs and loved ones not a courtesy, but a requirement.

In the meantime, if you have a designated heir, like your children, a spouse, or whatever, make sure they can somehow gain access to your accounts and digital goods, by writing stuff down on paper and putting it somewhere safe or something similar. Again – you never know when you might… Expire.

Virtual Boy: the bizarre rise and quick fall of Nintendo’s enigmatic red console

16 May 2024 at 18:56

Nearly 30 years after the launch of the Virtual Boy, not much is publicly known about how, exactly, Nintendo came to be interested in developing what would ultimately become its ill-fated console. Was Nintendo committed to VR as a future for video games and looking for technological solutions that made business sense? Or was the Virtual Boy primarily the result of Nintendo going “off script” and seizing a unique, and possibly risky, opportunity that presented itself? The answer is probably a little bit of both.

As it turns out, the Virtual Boy was not an anomaly in Nintendo’s history with video game platforms. Rather, it was the result of a deliberate strategy that was consistent with Nintendo’s way of doing things and informed by its lead creator Gunpei Yokoi’s design philosophy.

↫ Benj Edwards and Jose Zagal at Ars Technica

I’ve never used a Virtual Boy, and in fact, I’ve never even seen one in real life. It was mythical object when I was not even a teenager yet, something we read about in gaming magazines in The Netherlands. We didn’t really know what it was or how it worked, and it wasn’t until much later, in the early YouTube age, that I got to see what using one was actually like in the countless YouTube videos made about the device.

It seems it caused quite a few headaches, was cumbersome to use, had very few games, and those that were sold ended up collecting dust pretty quickly. In that sense, it seems not a lot has changed over the past thirty years.

EA is prototyping in-game ads even as we speak

14 May 2024 at 06:16

Electronic Arts has a long, storied history of trying to wring more money out of gamers after they’ve purchased a game — now, it appears, the company’s hard at work on its next generation of in-game ads.

EA CEO Andrew Wilson admitted as much on the company’s Q4 earnings call: when an analyst asked about “the market opportunity for more dynamic ad insertion across more traditional AAA games,” he said the company’s already working on it.

“We have teams internally in the company right now looking at how do we do very thoughtful implementations inside of our game experiences,” said Wilson.

↫ Sean Hollister at The Verge

Ads in games are definitely not new – we’ve seen countless games built entirely around brands, like Tapper for Budweiser, Pepsiman, or Cool Spot for 7-Up – and banner ads and product placement in various games has been a thing for decades, too. It seems like EA wants to take this several steps further and use things like dynamic ad insertion in games, so that when you’re playing some racing game, you’ll get an ad for your local Hyundai dealer, or an ad for a gun store when you’re playing GTA in the US.

Either way, it’s going to make games worse, which is perfectly in line with EA’s mission.

Chinese Tencent-owned Riot Games installs rootkit on every League of Legends players’ computer

1 May 2024 at 09:05

With 14.9, Vanguard, Riot’s proprietary Anti-Cheat system will be deployed and active in League of Legends. This means that active enforcement of Vanguard will be in effect and working hard to make sure your queues are free from scripters, botters, and cheaters! We recently released a blog detailing the “why” behind bringing Vanguard to League that you can check out here. It’s a bit of a long read, but it does have some pictures.

↫ Lilu Cabreros in the League of Legends patch notes

The basic gist is that Vanguard is a closed-source, kernel-level rootkit for Windows that runs at all times, with the supposed goal of detecting and banning cheaters from playing League of Legends. This being a rootkit designed specifically to inject itself into the Windows kernel, it won’t work on Linux, and as such, the entire League on Linux community, which has been playing League for years now and even at times communicated with Riot employees to keep the game running, is now gone.

Interestingly enough, Riot is not implementing Vanguard on macOS, which League of Legends also supports – because Apple simply doesn’t allow it.

This is probably the most invasive, disturbing form of anticheat we’ve seen so far, especially since it involves such a hugely popular game. It’s doubly spicy because Riot Games is owned by Tencent, a Chinese company, which means a company owned and controlled by the Chinese government now has rootkits installed on the roughly 150 million players’ computers all over the world. While we’re all (rightly, in my opinion) worried about TikTok, China just slipped 150 million rootkits onto computers all over the world.

One really has to wonder where these increasingly invasive, anti-privacy and anti-user anticheat measures are going from here. Now that this rootkit can keep tabs on literally every single thing you do on your Windows computer, what’s going to be the next step? Anticheat might have to move towards using webcams to watch you play to prevent you from cheating, because guess what? The next level of cheating is already here, and it doesn’t even involve your computer.

Earlier this year, hardware maker MSI showed off a gaming monitor that uses “AI” to see what’s going on on your monitor, and then injects overlays onto your monitor to help you cheat. MSI showed off how the monitor will use the League of Legends minimap to follow enemy champions and other relevant content, and then show warnings on your screen when enemies approach from off-screen. All of this happens entirely on the monitor’s hardware, and never sends any data whatsoever to the computer it’s attached to. It’s cheating that literally cannot be detected by anything running on your computer, rootkit or not.

So, the only logical next step as such forms of cheating become more advanced and widespread is to force users to turn on their webcams, and point them at their displays.

I fired up League of Legends today on my gaming computer – which runs Linux, of course – and after the League client “installed” the rootkit, it just got stuck in an endless loop of asking me to restart the client. I’ve been playing League of Legends for close to 14 years, and while I know the game – and especially its community – has a deservedly so bad reputation, I’ve always enjoyed the game with friends, and especially with my wife, who’s been playing for years and years as well.

Speaking of my wife – even though she runs Windows and could easily install the rootkit if she wanted to, she has some serious doubts about this. When I explained what the Vanguard rootkit can do, her mouse pointer slowly moved away from the “Update” button, saying, “I’m not so sure about this…”

The first video game, Spacewar!, on the DEC PDP-1 in your browser

29 April 2024 at 03:53

This is a virtual DEC PDP-1 (emulated in HTML5/JavaScript) running the original code of “Spacewar!”, the earliest known digital video game. If available, use gamepads or joysticks for authentic gameplay — the game was originally played using custom “control boxes”.

Spacewar! was conceived in 1961 by Martin Graetz, Stephen Russell, and Wayne Wiitanen. It was first realized on the PDP-1 in 1962 by Stephen Russell, Peter Samson, Dan Edwards, and Martin Graetz, together with Alan Kotok, Steve Piner, and Robert A Saunders.

↫ Norbert Landsteiner

It’s wild to me that even for the very first video game, they already made what are effectively controllers anyone today could pick up and use. Note that this emulator can run more than just Spacewar!.

Inside the Super Nintendo cartridges

22 April 2024 at 07:20

One of the remarkable characteristics of the Super Nintendo was the ability for game cartridges (cart) to pack more than instructions and assets into ROM chips. If we open and look at the PCBs, we can find inside things like the CIC copy protection chip, SRAM, and even “enhancement processors”.

↫ Fabien Sanglard

When I was a child and teenager in the ’90s, the capabilities of the SNES cartridge were a bit of a legend. We’d talk about what certain games would use which additional processors and chips in the cartridge, right or wrong, often boasting about the games we owned, and talking down the games we didn’t. Much of it was probably nonsense, but there’s some good memories there.

We’re decades deep into the internet age now, and all the mysteries of the SNES cartridge can just be looked up on Wikipedia and endless numbers of other websites. The mystery’s all gone, but at least now we can accurately marvel at just how versatile the SNES really was.

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