[game_preservation] Preservation of analogue game media
Devin Monnens
evilcowclone at gmail.com
Sun Mar 1 11:17:38 EST 2009
Hi Kieron,
Haven't posted any responses as I was on the conference track the past week
- makes it difficult to read things! Anyway, great detail here and it's all
quite fascinating! At first I thought this was for scanning documents ( >.<
) but as I see, it's new information!
Authenticity is a problem that hackers are dealing with, too, which is why a
lot of the sites that rip disc-based games are now including MD5 and CRC
check files. (Unfortunately, I think they are encoding all their audio into
FLAC, which has some advantages, but is not a preservation standard. FLAC
does contain the CRC information of the original WAV though).
Another thing to consider is whether (and sometimes how) to preserve the
copy protection data. I am assuming your backups include these as well?
On another note, I have found very little high-quality Super Mario Bros.
development art on the web despite the fact that it's in tons of magazines
and promo materials. You would think a site like The Mushroom Kingdom would
have it...
Devin
On Wed, Feb 25, 2009 at 3:16 AM, Andrew Armstrong <andrew at aarmstrong.org>wrote:
> I'm interested in hearing more and how people can help. Responses on this
> mailing list widely vary, and there isn't as many institutions as I'd like
> to see involved here, we'll need to invite more people on :)
>
> Andrew
>
> Kieron Wilkinson wrote:
>
> I'm not sure how much interest there is in this, but I'll carry on
> regardless. :)
>
> In my previous post, I summarised what I thought were the technical
> challenges faces in preserving games stored on floppy disk media. I them
> split those points into two categories, which I will now detail further.
>
> a) Reading the disks in the first place
>
> Getting hold of appropriate disk drives seems to be easy enough for the
> majority of disk types, the problem is getting the raw data off the disk.
> Floppy disks are an analogue storage medium, and data is not directly stored
> as 0's and 1's like on Compact Discs and flash drives, but as magnetic
> polarity changes ('flux transitions'). The problem is that you cannot
> generally read these flux transitions through a computer, as there is
> hardware in the way way to make accessing the data "easier" (and did it's
> job well, but now is a problem for preservation). This "raw" form is the
> ideal thing for preservation. Once you have this, you don't care about disk
> formats or copy protection - you are just doing a raw read of a disk - and
> it all comes along for the ride.
>
> You might think that if the computer can read the data, there shouldn't a
> problem. Unfortunately that is not the case, the only way to get a computer
> to read particular things is to write it in a special way on special
> hardware, a concept that underlies many copy protection techniques.
>
>
> b) Knowing that what you have read is correct
>
> Secondly, there is knowing whether the disk image you have made is correct.
> There is little point of trying to preserve games if you cannot be sure
> whether those disk images are okay or not. With most types of storage media
> we use today, this is not a problem - the data is checked as it is copied.
> But games on floppy disks are a special case, you often do not know where
> the checksum/integrity information is stored on the disk, and even for known
> disk formats, games developers applied copy protection that deliberately
> wasn't covered by the integrity data. The disks are old already, the data
> may already be broken, and you won't know if you need to find another copy
> without being confident in your disk images.
>
> You cannot play the game to check it, the corruption may not be apparent
> until, say, level 14. Also, how do you know the copy protection passed? It
> is not always obvious. Borrowed Time on the Commodore Amiga has very nice
> protection, if it fails, you can't find some items to allow you to proceed
> in the game, they simply don't appear - and that is not the only example.
>
> It gets worse, what if somebody modifies a game disk (virus, accident,
> malicious intent, save games)? There will be no corruption, but it certainly
> is no longer an authentic copy suitable for preservation.
>
> I firmly believe that any disk images produced also require some sort of
> checking to be confident in their preservation status. I'll drop a small
> note here that The Software Preservation Society check for all of above for
> every single game preserved (nearly 3000 so far).
>
>
> I think all that covers the points raised in my last email.
>
>
> With these sorts of difficulties, it is no wonder that game preservation
> (for computers at least) has historically been in such a poor state.
> In my next post, I will detail some new developments that I believe makes
> the future brighter for everybody.
>
> If anyone has any comments on any of this, please feel free to chime in
> with your thoughts.
> Kieron
>
>
> On 13 Feb 2009, at 23:05, Kieron Wilkinson wrote:
>
>
> Since I have been away for a while, I was trying to get a feel for how
> things have changed, and I thought this was a good place to start. I guess
> there doesn't seem to be many people here involved with that side of things,
> perhaps it is still very much an ad-hoc process.
>
> As I said before, there does seem to be a number of common technical
> problems in preserving game media. Here are the ones I can think of:
>
> 1) Devices required to read the disks
> 2) The different and custom disk formats in use (I don't mean the
> physical disk format here, but how the software data is structured on the
> disk)
> 3) The presence of any disk-based copy protection (the whole purpose of
> which is to hide itself)
> 4) Degradation of original disks, leading to corrupted reads
> 5) Authenticity (ensuring disks are original and unmodified)
>
> I'd like to cover these points as two distinct problems...
>
> a) Reading the disks in the first place (points 1, 2 and 3).
> b) Knowing that what you have read is preservable (points 4 and 5, but also
> involves 2 and 3).
>
> I don't want to go into too much detail in one post, so I will leave it at
> this for now, and follow up this two issues separately later.
>
> If anyone has any comments on any of this, please feel free to chime in
> with your thoughts.
> Kieron
>
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--
The sleep of Reason produces monsters.
"Until next time..."
Captain Commando
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