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qrmn

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qrmn
·قبل 11 سنة·discuss
I do remember disassembling it and looking at it from the other way! (I was curious.) Pre-emptive multi-tasking kernels at that level weren't things you saw frequently on consoles then. Many people just hung things off the vertical blank instead.

You can decode the audio bits - it's just Sony's special version of ADPCM - or use a cartridge (for those PlayStations old enough to have a cartridge port) and read out the SPU memory over X-Link. You didn't even need a debug model to do it (although you did need a handy parallel port and the ability to bit-bang, or run a DOS program).

The CODEC used CD-XA Mode 2 Form 2 (2532-byte sector, with less error-correction layers) ADPCM-compressed streaming audio, 1 of 8 channels, at a relatively low sample rate - which works fine for speech. Lots of PlayStation games used the same basic technique for music and voices (as well as FMVs, although the bulk of that data would have been MDEC-compressed video).
qrmn
·قبل 11 سنة·discuss
Fascinating insights.

Lots of music on the PSX used a system like that, because that's a very natural fit for the PSX SPU. Tracker "modules" combine the sample data and tabulated sequencing data, but what you found more often on the PSX was separate sample wavetables and sequencing data closer to (i.e. literally converted from, and convertible back to) a MIDI format: it's smaller, timing-based, without all those pesky 00s wasting space. (It sounds better with the PSX reverb unit/buffer on top, of course.) It's actually very similar to what Minoru Akao did for the AKAO sound engine for the PSX Final Fantasy games, for example.

What did you think of the multi-tasking kernel/DMA bit in the "main" binary? (Or did you just remove that?)

By the way, the VR missions mentioned above were released as a separate add-on disc in many regions (rather than the later release Integral which the PC port was). If you do happen to have an original and can't play it on a PS2/PS3 because it doesn't recognise that the 'lid' is open (because it's a tray/slot-loader)... try launching the other executable, it runs fine :)
qrmn
·قبل 11 سنة·discuss
Indeed, the old FTL game, Dungeon Master (an old RPG, its most direct modern successor-by-inspiration being Legend of Grimrock) put some copy-protection code in one of its sprites, where it hoped you wouldn't notice.

One part of it would repeatedly read one "weak" sector that had been incorrectly encoded on the disk in such a way that it would usually read inconsistently, and would crash the game with an obscure system error if it didn't read differently.

Cute, but kind of a problem when you have a much better quality floppy drive which read the weak sector consistently.
qrmn
·قبل 11 سنة·discuss
I don't think CRLs usually are, under current infrastructure anyway.

How can you verify the certificate of the server when it's signed by the certificate you want to fetch; or check that it hasn't been revoked when what you're connecting to is its own CRL/OCSP? What about the risk of infinite loops?

Cross-signatures, or multi-signatures, perhaps; or going opportunistic and simply not minding on that occasion?

Nope, for now they just use HTTP, and pin what they need to, to the fingerprint.

They should, however, specify an SHA-256 fingerprint. SHA-1 doesn't really cut it anymore. But that's what Mozilla currently require, so that's what Amazon provided. https://wiki.mozilla.org/CA:Information_checklist