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Cake day: August 22nd, 2023

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  • Could be that their audio playback is done by hardware reading from a low address buffer in parallel to the rest of the logic and just relies on that logic to update pointers otherwise it will run through the entire address space.

    Or it could be their way of implementing a full address space dump on a crash without large amounts of storage available and that just includes the ROM because it’s a part of that address space. But in the video, they were able to get a 100% match for the ROM using an emulator, so this isn’t it unless they didn’t mention chopping off a RAM section.


  • It’s all data, whether that data is text, an image, audio, or a binary containing computer code.

    Raw audio data is just a series of amplitudes. It has a bit depth (which says how many bits are in each amplitude sample) and a frequency (what is the change in time going from one amplitude to the next). Using those, you can convert it to an analog signal that can be played on a speaker. And if you use the same values to convert that signal back to digital, you end up with the same input signal (though with some random noise added and if you get unlucky and your sample phase lines up with the player’s transition phase, you won’t be able to extract the original signal, though it might sound similar). The multiple recordings help mitigate these issues.

    Given that data format, any arbitrary file can be treated as raw sound that can be transmitted as analog audio.

    The only real difference between this and other transfer methods we use to transfer files is that this involves a less reliable conversion from digital to analog back to digital because it wasn’t designed to do that like USB, COM, wifi, etc connections are.


  • Even with good internet infrastructure that can handle the bandwidth, I’m not really interested in cloud gaming because of the latency.

    Though I do think that it’s a better way to handle anti-cheat than allowing the companies to install rootkits in your kernel. And you can’t really get around the latency issue with online shooters, either you run the game locally and have cases where it looks like you hit on your end but didn’t on the server’s end, or you have a case where you hit the trigger on your controller when the shot was lined up but don’t see the shot go off until it’s no longer lined up. Ultimately, I think the latter is a bit better because then you at least see reality on your screen, even if it’s more frustrating to interact with. Better than a more interactive reality that is more like a hallucination.











  • Oops thanks for putting that out, corrected.

    For the first point, it might be more of a patent thing than copyright, because you can patent improvements you come up with for someone else’s invention.

    Though another angle might be that game studios want to avoid encouraging a freelance game improvement market where people look to financially gain from swooping in and making improvements to their games. It might result in improvements they already planned to make but hadn’t gotten to being blocked by patents and license demands. I don’t agree that this is something that should be avoided, though I don’t think current IP laws would make this a desirable system for anyone other than lawyers.

    That’s not to say that it’s legally impossible to figure out how to navigate pulling in community changes to the main game, there’s just complications involved that so far Bethesda has preferred to avoid. They might even just want to avoid a case going to court to set some kind of precedent because it might involve paying royalties to modders. IMO they would deserve to be paid if their work gets pulled into the game directly or indirectly, and even just as modders adding value to the base game I think maybe they deserve some compensation for their efforts.


  • If an employee writes code for a company, the employer* owns the copyright.

    If an individual writes code on their own time, they own the copyright.

    If someone publishes a free mod containing code, that mod could contain a combination of that person’s code, code from other contributors, and even other copyrighted code that none of them had the right to in the first place but it either hasn’t been noticed or isn’t being pursued because there’s not likely any money in it anyways.

    It’s that murky area that I’m guessing they’d want to avoid. They might be more likely to hire the modder to do that again from scratch for them than to use their work directly. Blizzard did that back in the day with two (that I know of) of the people writing modding tools for StarCraft. Their tools remained on the modding site and were never officially adopted by Blizzard but the authors worked on the WC3 map editor to add some of that functionality right into the official map editor that was going to be released with the game.

    Edit: corrected a mistake where I said the opposite of what I intended to (that the employee owned the copyright rather than the employer)