 Enjoy the presentation about preserving arcade games, basically a talk about the future of the past, I would say. So enjoy and please give a warm welcome to Arge Albertini. Hey, does it work? Can you hear? Yeah, it's okay. So thanks for coming, all of you, and hi to the streamers. And welcome to my talk, so preserving arcade games. So I present this because gaming is cool, retro gaming is trendy, and more importantly, arcade games are fun, so I made a really funny picture. But this is not very stylish. That's a better way to speak about arcade games, more than bullet points and memes. 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 with emulation, you do some hacking, but it brings games to everybody. Okay, today I'll speak about arcade games, those games where you had to put a coin to play with in a bar or in an 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 or another. And the key for that 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, four directions, no buttons, no diagonals, unlike a console that is more or less ready with a controller to do everything, all kinds of games. Arcade games were dedicated. Let's look at it in history. This is Night 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 PCBs in 1975. As far as I know, it was not preserved. Berserk was one of the first games with digitized speech. It has 16 words of vocabulary, at the time it cost $1,000 per word to be digitized. So just to be awesome, and 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 for? And very nice for you. They made a German version, and the story doesn't say if 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. Dragon Slayer was at the time where games you were like four colors and hard disk were 10 megabytes was using the very recent technology laser disk base. It was one year old, so it was really groundbreaking in the hardware it was using. Outrun had a special dedicated chip set for the sprites, and it was using a secondary CPU only to draw the roads. The CPU was 10 megahertz. Both CPUs were 10 megahertz, while Namiga only has one CPU of 7 megahertz. So imagine like, oh, let's put an extra chip for the sprites, a chip set for the sprites, and an extra CPU for the roads just to make a groundbreaking game. Hard driving is way before GPU even existed, and hard driving was crazy hardware. Basically the original hard driving was three PCBs, the sequel was four PCBs, and then they made this extreme version made of triple screen, which was emulated last month. And it's six PCBs, four CPUs, nine DSPs. And they even made it possible to add up to up to 25 monitors in 1991. That gives you an idea of how crazy the hardware of arcade games could be. And when the electronic was not crazy, then the cabinets had something unusual like all kinds of sport. And this is a Korean game of us poking. And here you have a, yeah, and this is the controller and a hand with the finger extended. Yeah, whatever. Afterburner was really awesome. This sequel was not so bad. Afterburner had the moving seats, the sequel, well, they made it something even crazier, Glock. And this is the R360 where it could rotate the player even upside down or all degrees. Or sometimes it was not the seat, but the screen that was awesome. So here you have some half almost half spherical screen where you cannot see everything at once. Or here double widescreen for four players. So that's like two players, two widescreen LCDs 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 mirror so 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. Like bootlegs appear, the first bootleg in MAME is like in 77. And basically any game not too crazy or 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, Metal Slug 3, the bootleg is called Metal Slug 6. Or Space Invader, the bootleg is called Darth Vader, why not. And yeah, King of Fighter 2001 becomes a crouching tiger hidden dragon 2003 Superplus. So usually bootlegs were just defeating the 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 sound hack of Ninja Gaiden. Or here, this is Snobros 3 at the time of the World Cup, but it's actually just a hack of Snobros 1. And here a bubble, bubble with a girl, so yeah, I don't understand. Okay, so because the designers had controls over everything, then with crazy piracy came crazy protections. This one is still not completely defeated now in 2014. This one is interesting. So it's an order chip, a bit like the Nintendo NES chip, protection 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 1992 for the protection. And typically, the most advanced protections were when the protection was deeply integrated into the game mechanics. So basically, for example, Dodon Pachi has a dedicated CPU for the protection, and if it's absent, the game is running, but the enemies don't shoot. If in Super Hang-On, if the protected CPU is absent, then the game works, the roads are straight. And typical of Konami, the collision is handled by the protection, so here the game is working, and without the protection you cannot be hit, and you cannot hit the enemies and they cannot hit you. And they went one step further to create, and they added what's called suicide batteries. So basically, the protection data was on a battery-powered ram. The moment the battery dies, the protection is out, and the game is unplayable for good. And they 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 even if you bought the hardware, you are not allowed to open it without voiding the guarantee. Now 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 at an expensive price usually. And now if you actually hack the protection and get the game preserved, then you have those new generation ports that are based on emulation and on the hacking that was made to remove the protection, to kill the protection. So just as a summary for this first part, arcade games were 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 CPS-1 Capcom Play System, known mostly for this. The original Street Fighter 2 in 1991. So the Street Fighter 2, this Champion Edition with the same characters and the boss playable, Hyper Turbo, whatever, and some shooters, 1941. This one is interesting because it's a B2A newer Japanese mercenary. The sequel, it's a tank with three legs, whatever. With CPS-1, you can run in pants in the forest, you can jump on walls, you can punch T-Rex, fight lying dragons with open heart, standing dragons, flying dragons, flying kingpins, attack Russia. This is supposed to be the Duma or something, attack China, and some more peaceful games. CPS-1 was really good. A particular notice for this one, you probably don't know about this. It was just emulated and preserved six months ago, so you probably don't know about it. It looks like Street Fighter 2, but it's not really Street Fighter 2. It's based on Street Fighter 2, it's kind of similar, it's actually a more hitting game based on Street Fighter 2. It's extremely rare, and it was preserved and emulated for good six months ago. CPS-1 was protected, but it was completely hacked. Street Fighter 2 hacks were very widespread, or this is a Final Fight hack. 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 CPS-1 game, so with three PCBs, and this is a bootleg, so completely different hardware. Even the manufacturer wouldn't get any money from the hardware itself. It's not just about defeating the protection, it's about making physical copy of an arcade game. Even the last version of the CPS-1 had a suicide battery and a custom chip with integrated encryption, so 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 a suicide battery and everything that sounded perfectly at the most advanced protection at the time. So, CPS-1, it was great. It was protected like suicide battery and everything, but it was completely hacked. The answer from Capcom for that was the CPS-2. It gives you an idea of the size. It's not related, just to give you an idea of the size. And the CPS-2, well, started in 1993 with this. So, from the original Super Street Fighter 2 to the Hyper Street Fighter 2, ten years later, not very original, but that's Capcom. So, the Super Street Fighter, the Super Turbo, the Hyper version with different modes of characters, the Alpha Series 1, 2, and 3, with the 2 versus 1 player mode, which was really good. The Parody, which I really like, Pocket Fighter. It's quite crazy. And then, the Crossovers with Marvel and X-Men. X-Men versus Street Fighter, Marvel Super Heroes. This is a special character based on the Japanese comedian, the very good Marvel versus Capcom. And then, the Darkstalker series, 1, 2, 3. Crazy stuff, really great games. Some action games. The very good Alien versus Predator. The Jens and the Ruggans. And some shooters, because we love shooters. 1944. Yamahou, Shiga Wing, Matrix. And the best, maybe for the last, Pro Gear. And that's stage two. And that's stage two of the first pass. It's harder the second pass. And some more peaceful games. Pang, Puzzle Loop, Puzzle Fighter. Played by Jean-Philippe Omasso here. So, CPS2 was really, really good. CPS2 was clearly the good successor of CPS1. So, you have the timeline of CPS1, CPS2. And CPS3 was too complex, too protected, like it would kill itself on purpose. So, CPS2 was probably the last successful hardware made by Capcom. CPS2 was really good. Very good games. And this is all the CPS2 hacks that existed. Bootlegs, region swap, whatever. Nothing, absolutely nothing. They were so desperate that they couldn't hack the CPS2 version. Of the game that they just took the Mega Drive version and they turned it into Arcade version. And even made a typo for the insert coin message. So, let's look a bit at the hardware. So, CPS2 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 were a bit like the CPS1, no problem. And code and data are together. Data is not encrypted, code is encrypted and the decryption is done on the fly inside the CPU and the decryption key is stored on the SRAM battery, that is battery powered. So, usually when you say that people understand it wrong and they think, okay let's just trick the CPU into thinking that code is data and let's just get code decrypted. But this is done at CPU level, at the moment to fetch memory. And the pin to control that behavior was not accessible from the outside of the package of CPU plus decryption. So, there is a reason it wasn't decrypted. Decryption was done on the fly for execution and when you read memory it comes in clear. So, basically you patch some opcodes blindly, you get a black screen of it crashed, you have no idea what happened and back to zero. Even better, even so all the opcodes are encrypted and even the initial stack pointer and PC are encrypted. So, you don't know where execution start, actual CPU was even unknown at the time. So, basically, CPS2 was awesome, it was really well protected and it was absolutely unscathed for like six years. And even if it was, CPS1 was completely hacked, everybody wanted CPS2 emulated and absolutely nothing for six years. So, luckily, Capcom is going to do a mistake because of this thing. NeoGeo is known for the Fatal Fury series or for many games but including the Art of Fighting, Samurai Showdown, King of Fighter, Middle Slug. NeoGeo was awesome, a lot of good games. NeoGeo was open to third parties. So, for example, Middle Slug was not done by SNK originally. So, there were some games that were quite crap 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 was a bit similar to CPS2, the games were a bit similar to CPS2. So, Capcom tried the same thing and they managed, they released something that they managed to make the NeoGeo looks cheap and small. The CPSChanger was a console version but it was much too expensive and the games were really old because the CPSChanger games were actually the CPS1 games that were already very old. While the NeoGeo was getting games that were released in arcades a few weeks before. So, CPSChanger was a commercial failure and as a last try, they just backported one of the CPS2 games on the CPSChanger. So, they took one CPS2 game that is encrypted and they put it on the CPSChanger 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 protection 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 start the stories. So, one guy called Razula started analyzing the dumps of this game. So, it was an encrypted 68,000 code and just made assumptions, just exploring the disaster itself. And then, luckily, he could buy the Japanese version, the exact version of this game in a working state so with the battery, the system working and the protection alive. Razula needed help on the PC side. So, I worked with him. Razula was on the front end, I was on the back end helping him with software that when we needed to communicate together. So, the first breakthrough of Razula was to enable the debugger that was integrated in that game. So, until now, like for six years, there was absolutely no hack of CPS2 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, 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 1999. So, yeah, like 15 years ago. Oh, I'm old. The second breakthrough was to accidentally find that some higher memory range were not using encryption for unknown reasons. So, that's a big Facebook from for Capcom. Because they had a working, because they had a working decryption that was undefeated for many years and yet for some unknown reasons it was not used by any game. They just disabled this encryption on some memory ranges. So, then that was in spring 2000, I think. Then we were enabled to have shellcode execution on a CPS2. 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 Capcom is that one of the addressing mode of the 68,000 is relative to the PC. So, basically in modern terms, relative to EIP. And at bus level that means you read code, 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. We are 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 hardware they prevented that to happen. So, suddenly we had the ability to decrypt one word at a time of CPS2. So, I flew and visited Raz for the first time and Raz was turning on the switch of the CPS2 displaying one word on the screen. I was writing down 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 CPS2, we thought, okay, we are going to defeat that in 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 sub-projects related, you know, like sub-quest in RPG to keep the faith, to keep your mind fresh, etc. But sometimes we didn't know if we were building in the right direction by looking these upcodes 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 exploit it yet. The second, the next mistake of Capcom was that in the decrypted version of Street Fighter Zero they actually let this weird upcode, they left it. And this weird upcode is actually what keeps the execution running. It's the watchdog key. And if it's executed regularly, then the decryption stays alive. So, suddenly we went from unlimited reshort the execution time to unlimited decryption time. That was in December 2000. So, then we could automate decryption without dumping. How do you dump when you suck out hardware? This is what? This is four. I'll give you, this is a hint. So, we just saw that there were unused ports on the CPS2 that are the same voltage as a joystick port on the PC. So, the CPS2 was sending data to the joystick port. So, that was Raz's program sending data to the joystick port. My program was getting bits, three bits at a time including checksum and parity, not more than 30 times a second because joystick port is unreliable at this speed. Then my program would check the checksum and update the version of the counter inside the ROM image that was monitored by his EEPROM emulator that was updating the counter on the fly on the CPS2 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 CPS2 at the end of 2000 for the first time. CPS2 decrypted and emulated. So, that was the first screens. That made the news. The news got it wrong as usual. The encryption was not smashed. We just asked nicely for the CPS2 to decrypt itself and send the information to joystick port. But still, that was really good because at least emulation, CPS2 preservation and emulation became a reality. So, now people could send us their PCBs, their games in working states and we could end up dumping them and getting them preserved. Of course, not really game over for CPS2 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 were sending us the games and so on. The recent NeoGeo games also had protections that were very low. With the same joystick dumping abilities, we got a decrypted dump quickly. But this time, the algorithm was weak and we could get the game decrypted and the protection defeated for these NeoGeo games. Another important thing is that now we got decryption not defeated but we could decrypt the game, preserve the game, but that wouldn't resurrect the hardware. People didn't care about emulation but they had a dead hardware at home. They didn't know what to do with it and especially there were plenty of rumors about how a CPS2 really dies. So, someone actually sent a CPS2 in a working state to us to be sacrificed, to be killed the correct way so that he could experiment on the way it would really die and what could be possible with the correctly dead CPS2. 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 hardware, it doesn't work. Capcom didn't want people to reuse the dead hardware without their permission and without them collecting extra money because that's what happened with the protected CPS1. Then Razula did this, here the battery is missing and the game is still booting. The trick was that actually the internal registers for video and audio were changed, so basically the game was not displaying and not doing anything and not doing any sound but the game was actually running when it was correctly dead. So the good thing was that in order to resurrect a CPS2 you had to determine exactly what is code and data, decrypt code in place, put it back on the ROM and then modify all the values of these registers and make sure these ranges of memory are not cleared. So then that would make a CPS2 that never dies because it doesn't need a battery anymore. He also made a universal ROM that people could just burn on the EEPROM and test if their hardware had a chance of resurrecting or if it was dead for another reason which was really cool and also he made versions of CPS2 games 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 CPS2 was preserved in a hardware state. That enabled bootlegs so here instead of MegaMan you have Gigaman that's not very nice and here the ROMs have been replaced by other components. Some bootlegs are a bit better extra more 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 Darksoft which I will introduce later is actually making a new CPS2 all in one. So if you're interested you have one CPS2 and you want to play all the original CPS2 games with one version of the hardware he's doing that again. He's making a bootleg and 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 vs 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 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 take down letter from a lawyer because we were making this game 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. No big deal the hosting was cut instantly and so on but so not a problem with friends and not. So yeah just an interaction with lawyers is always to remind you it's real stuff it's real life stuff but we couldn't get everything decrypted it would take us 2,000 years 200 years to get all the values of CPS2 decrypted and if you cannot defeat your enemy then you call your friends to give them a good beating and I don't know who's 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 the emulator. Respect and this is a pile but black boxer so basically you extract tables of truth of a pile that you are not supposed to read anymore so instead you try all the combinations of CPS2 and with the information that we give him and with of course his own extra experiments and he designed his own device dedicated to CPS2 dumping directly via the expansion port of the CPS2 to USB. So what took would take us 200 years to dump all the 8 gigabytes of all the combinations of the encryption took him 17 hours. So he did the complete 8 gigabytes dump for two games. I received a lot of CDs that was CDs at the time containing all this data that looked completely random that couldn't compress at all. I had no idea. We needed someone else to continue again and this is where Andreas Naive and Nicolas Samaria started playing the role into CPS2 and they basically they started making assumptions of the structure encryption algorithm. It was a custom but strong. I mean strong depends on everybody's interpretation but yeah strong enough to resist six years of emulation. So it was a Faisal network and they designed some attacks and they eventually reduced the dumps to 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 not only the decrypted dump doesn't need to be there because the algorithm is known and the key is known but it also worked for all the versions the different versions of the game the same game. The thing is this game Ultimate Ecology 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 that was really good because now all the possible clones and sub versions of these games just needed one decrypted dump get determined in the key all the same version of the game decrypted that was really good that was a huge progress and the last nail on the coffin was for that game because this is a CPS1 version and this CPS2 version is like extremely rare I only heard about one physical version of that game and the game the owner of this game would of course never send it because it's an incredibly rare collector but he did an encrypted dump and the last attack on CPS2 decryption was done by David Haywood and basically with just an encrypted dump he could do an attack that would determine the key so now and also the games ended up being emulated and preserved only with the decrypted dump so now even a CPS2 that had its battery dead as long as the program ROMs 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 the CPS2 protection so as a conclusion I don't know if I still have some time I don't know anyway I have almost twice as much as bonus as the talk itself don't worry so the mistakes of Capcom was that first to provide an encrypted version of the same game the game the original encrypted game still has its Z-Bugger enabled present while the original CPS2 game didn't have any debugger all the CPS2 games had an unencrypted range of memory so you could easily patch a shellcode without any brute forcing then they didn't prevent the PC-related addressing mode of 68K to be working so basically you could get the code decrypted and then the key leak in the actual code of the decrypted game that was it was a leak in the original unencrypted version another mistake from our side it was a lot of clumsy hacks sometimes a joystick 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 defeat the CPS2 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 to model you now a bit about on preservation itself this is the bubble memory system it was using a new kind of memory at the time which ended up being very fragile and these games are really now really difficult to get in a working state and they need financial effort and contribution to get to be preserved and when you boot this game it needs to warm up to a certain temperature it apparently takes six minutes in winter and for me this calm down means all these games are going to die if no one contributes so the hackers hack 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 last survivor it was a game that also had a suicide battery and everything encryption network 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 incredible effort to preserve the game and this game is actually interesting because it's one of the first multi split-screen FPS way before Wolfenstein and everything so interesting historically this game was thought to be lost and it ended up being preserved 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 are lost because in the case of CPS2 we could decrypt the game only if the battery was even if the battery is already dead but some of these hardware like are lost forever and I think the original 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? Hello so thank you very much this was very interesting and with the Q&A I think we'll start with the internet so where are those guys sitting? it's just a screen saver do you have any questions for us? where is he? okay at the moment there are no questions from the internet okay thank you if you would line up behind the microphones so if you have questions of course or I still have the bonus that's not the bonus it's 5 gigabyte on Mac 2? one question so where can you contribute the links supplied there can I get source code the dumps or something because I don't have access to the hardware to the actual hardware but I'd like to contribute yeah well now the main is quite open and it's like open projects so you can still try and see what you can contribute you mean technically right there are plenty of bugs to fix there are some videos where there was actually a bug and I manually fixed the frames each of the frames so that the look the bug doesn't appear don't do that on a 60 frame per second game it's my advice but yeah I mean just for the bugs it's already a good way to start and we are mailing lists and everything now it's more or less open thank you okay we have another one on mic 3 well thanks for awesome talk I would know do you know how much nights you spend on this stuff too long 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 and I blame Michel's style for making how do you say inspiring me to make it better you can stand up Michel he's asleep okay some more internet questions yeah somebody wants to know if you could tell us something more about the warming up thing that you showed I don't I don't I don't know really just because it was a special kind of memory itself and I needed to 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 I remember you the answer if you didn't hear it it's complicated thanks for that okay on another internet question another internet question is somebody wants to know which platforms are unbroken as of now actually I can let's see if we go to oh yeah that's a bonus did my introduction for my bonus stage the right this is right in two and it was only emulated correctly a few months ago and it's using one of the chip that I showed earlier and this chip it's not a CPU so it doesn't have how do you say a ROM to decap and read bits per bits and it's still undefeated at the moment so the Saboo games so Legionnaire Zero Inks are still not undefeated but preserved the protection is still not defeated and that game using earlier version of that protection this was the first game using that protection was only emulated five months ago okay on mic 2 is there any hope of the companies releasing the software on themselves like Microsoft did with Windows 1 it's extremely rare typically first year a wrong idea about those games is that usually you cannot download the ROMs it's not because they're all that you can download them the IP is still not free and usually when you do a port on iOS or whatever you still have to pay a fee to the original company or the IP owner and typically they don't do that the only very few companies like two or three did that actually that's just because maybe they were they agreed that they didn't have for me a big enough marketing department commercial department sorry for the confusion so the next question is again from the internet somebody on Twitter asks if there if any of the Konami Panasonic M2 hardware if there are any plans for they ask for games like Battle Thrust and Evil Knight I don't know about anything I don't know I don't know about the M2 hardware I mean it's probably not as far as I know it's not emulated and I don't not aware of someone working on it but yeah I don't know it's also need a motivation to get them working so I don't know really it's complicated okay you have a question again on mic through I want to know if like Capcom contacted you like with some love letter from lawyers or telling you a good job guy or something like that so if they contacted us with lawyers and then you said are they telling you good job for breaking the exception neither but usually yeah we were careful because when we started breaking CPS2 there were still games developed on it so we were really cautious about not using too recent games and that was people hated us for that like give us all the games for free now with insults usually and no they didn't really care they can reuse they can get the IP back into control and get their money again from that from the recent ports but yeah no thank you or whatever of course not that's the one now I think but we had a kind of there was one company that was interested in having the exclusivity of CPS2 emulation and we said no because we thought as soon as we release even a protected emulator for CPS2 people would extract the data from it so we said no and it was released for free but we had such an offer okay do we have internet questions? yes yeah we have I have one more question somebody asks if you attack the CPS2 Feistel network Cypher thing directly I don't know really the details of the attack but in the links I gave Andreas Naive published his blogs in Spanish he broke a part of it but yeah I don't understand much about crypto I don't know okay thank you yeah but the the slides are available anyway but yeah yeah okay if we oh okay a mic too yeah thanks for the talk I got a question what's the current state of arcade gaming what's about are there new releases because last year I went to China arcade gaming home there were all these games I never saw and was amazed by is there a Chinese industry for arcade gaming I don't know but Chinese but at least from a hardware perspective now all the games are PCs and there are new games but there are a bit into the multiplayer site so like you have a lot of cabinets connected together and even connected online in Japan so but standard so it evolved a bit but I'm stuck in time and I only care about 16 bit stuff so I don't know but now the hardware is like PCs with a security dongle okay thanks okay do we have oh on microphone hi 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 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 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.org is trying to do that at the moment because it's good that you preserve the software but since there's no way to save it somewhere you're losing that software well I think it's a fake question because when you see all the series in the blue rays being torrent on torrent and those games were like a few megabytes I don't see the problem really just put them in the torrent with games of thrones and then everything will be preserved okay thanks the whole I think the complete main ROM sets 6000 games is like 30 gigabytes yeah with the with all the hard disk rims and the laser disk it's something 300 gigabytes at the moment 300 gigabytes with all the laser disk rips oh it's so big but my question would be are you aware of any efforts currently to catalog the software or the games they are probably but I know I'm not aware because I'm not really interested I'm interested in defeating the protections and getting the games preserved okay thanks okay have every internet questions left I'm not sure if it's a question for a speaker but somebody asks if you just can't dump a live 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 sorry I didn't understand somebody asks if you can't dump the game while it's running then replace the battery so stuff gets lost then you put it back in I assume it's technically physical possible but you see how we dump something I don't think we can decrypt something on the fly with our knowledge I mean maybe it's physically possible we are not able to do this yes on mic 4 just an annotation to the question before there is the software preservation society which catalogs old home PC games and Atari games C64 games and they developed special hardware to dump floppy drives with copy protection so there are always private archives of such ROMs and floppies it was an answer to oh ok on mic 4 3 yeah also not really a question or an answer to thing about preservation the archive archive.org 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 a lot of things in the way and basically if you're interested in working on the preservation itself just making sure there 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 soon internet questions ok no not at the moment any efforts of preserving the actual hardware so has all the information about the hardware itself gone with the companies I'm just asking this because well I'm a pinball inter-assist and they call the actual prints for the all tables are pretty much gone although the software is saved the software but does the all the hardware just die and disappear or someone also asked me if the cabinet art 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 the talk