Nintendo

emulation-community-expresses-defiance-in-wake-of-nintendo’s-yuzu-lawsuit

Emulation community expresses defiance in wake of Nintendo’s Yuzu lawsuit

Power (glove) to the people.

Enlarge / Power (glove) to the people.

Aurich Lawson

Nintendo’s recent lawsuit against Switch emulator-maker Yuzu seems written like it was designed to strike fear into the heart of the entire emulation community. But despite legal arguments that sometimes cut at the very idea of emulation itself, members of the emulation development community I talked to didn’t seem very worried about coming under a Yuzu-style legal threat from Nintendo or other console makers. Indeed, those developers told me they’ve long taken numerous precautions against that very outcome and said they feel they have good reasons to believe they can avoid Yuzu’s fate.

Protect yourself

“I can assure [you], experienced emulator developers are very aware of copyright issues,” said Lycoder, who has worked on emulators for consoles ranging from the NES to the Dreamcast. “I’ve personally always maintained strict rules about how I deal with copyrighted content in my projects, and most other people I know from the emulation scene do the same thing.”

“This lawsuit is not introducing any new element that people in the emulation community have not known of for a long time,” said Parsifal, a hobbyist developer who has written emulators for the Apple II, Space Invaders, and the CHIP-8 virtual machine. “Emulation is fine as long as you don’t infringe on copyright and trademarks.”

Other hobbyist emulator makers take more serious precautions to protect themselves legally. “I always had some fear of Nintendo’s lawyers coming after my work, which is part of the reason I still keep it private,” said StrikerX3 of his work on a Nintendo DS emulator. “I’ve only released the emulator’s binaries to a handful of people, and only two others have access to the source code besides me.”

Just a little light console hacking...

Enlarge / Just a little light console hacking…

Aurich Lawson

And others feel operating internationally protects them from the worst of the DMCA and other US copyright laws. “I have written an NES emulator and I am working on a Game Boy emulator… anyway I’m not a US citizen and Nintendo can kiss my ass,” said emulator developer ZJoyKiller, who didn’t provide his specific country of residence.

Stick to the old stuff

Some of those potential legal precautions might seem a little insufficient on further inspection—a lack of copyrighted code in the emulator wasn’t enough to protect Yuzu from Nintendo’s legal sights, after all. Still, other emulator developers pointed out a number of differences in their projects that they felt set them apart.

Chief among those differences is the fact that Yuzu emulates a Switch console that is still actively selling millions of hardware and software units every year. Most current emulator development focuses on older, discontinued consoles that the developers I talked to seemed convinced were much less liable to draw legal fire.

“There is a difference between emulating a 30-year-old system vs. a current one that’s actively making money,” Parsifal said.

In a response on the Yuzu Discord, the development team wrote, “We do not know anything other than the public filing, and we are not able to discuss the matter at this time.” Multiple developers who work on Ryujinx, another prominent Switch emulator, have yet to respond to a request for comment from Ars Technica.

“The consoles I’ve worked on [such as the Nintendo 3DS] don’t really generate much revenue anymore,” one anonymous dev said. “It would be a waste of time to sue like they did Yuzu.”

“There is a difference between emulating a 30-year-old system vs. a current one that’s actively making money.”

Emulator developer Parsifal

Systems from before the turn of the millennium also often fall into something of a different legal category, developers pointed out, if their software and/or hardware was not protected by any encryption. That means emulators for those older systems don’t have to worry about falling afoul of the strict anti-circumvention portions of the Digital Millennium Copyright Act. Developers have also reverse-engineered open source BIOS and BootROM files for some classic systems, eliminating the need to distribute that copyrighted code or even ask users to provide it.

“For most [older] emulators, users don’t have to break copyright [or encryption], at all,” Lycoder pointed out. “A lot of talented people have worked on methods to dump [copyrighted] BootROMs, firmware, etc. out of original hardware, any user that owns an original system should be able to dump these files themselves.”

Legal differences aside, emulator developers also pointed out some major philosophical differences in working on consoles that are no longer being actively marketed. “In my opinion, emulating the Switch at the moment has nothing to do with preservation,” one anonymous developer told me. “The developers might be enthusiasts and passionate but they need to be very naive to think it’ll be used for lawful preservation and use.”

Emulation community expresses defiance in wake of Nintendo’s Yuzu lawsuit Read More »

how-strong-is-nintendo’s-legal-case-against-switch-emulator-yuzu?

How strong is Nintendo’s legal case against Switch-emulator Yuzu?

The eye of Nintendo's legal department turns slowly towards a new target.

Enlarge / The eye of Nintendo’s legal department turns slowly towards a new target.

Aurich Lawson

Nintendo has filed a lawsuit against Tropic Haze LLC, the makers of the popular Yuzu emulator that the Switch-maker says is “facilitating piracy at a colossal scale.”

The federal lawsuit—filed Monday in the District Court of Rhode Island and first reported by Stephen Totilo—is the company’s most expansive and significant argument yet against emulation technology that it alleges “turns general computing devices into tools for massive intellectual property infringement of Nintendo and others’ copyrighted works.” Nintendo is asking the court to prevent the developers from working on, promoting, or distributing the Yuzu emulator and requesting significant financial damages under the DMCA.

If successful, the arguments in the case could help overturn years of legal precedent that have protected emulator software itself, even as using those emulators for software piracy has remained illegal.

“Nintendo is still basically taking the position that emulation itself is unlawful,” Foundation Law attorney and digital media specialist Jon Loiterman told Ars. “Though that’s not the core legal theory in this case.”

Just follow these (complicated) instructions

The bulk of Nintendo’s legal argument rests on Yuzu’s ability to break the many layers of encryption that protect Switch software from being copied and/or played by unauthorized users. By using so-called “prod.keys” obtained from legitimate Switch hardware, Yuzu can dynamically decrypt an encrypted Switch game ROM at runtime, which Nintendo argues falls afoul of the Digital Millennium Copyright Act’s prohibition against circumvention of software protections.

Crucially, though, the open source Yuzu emulator itself does not contain a copy of those “prod.keys,” which Nintendo’s lawsuit acknowledges that users need to supply themselves. That makes Yuzu different from the Dolphin emulator, which was taken off Steam last year after Nintendo pointed out that the software itself contains a copy of the Wii Common Key used to decrypt game files.

Just a little light console hacking...

Enlarge / Just a little light console hacking…

Aurich Lawson

Absent the inherent ability to break DRM, an emulator would generally be covered by decades of legal precedent establishing the right to emulate one piece of hardware on another using reverse-engineering techniques. But Yuzu’s “bring your own decryption” design is not necessarily a foolproof defense, either.

Nintendo’s lawsuit makes extensive reference to the Quickstart Guide that Yuzu provides on its own distribution site. That guide gives detailed instructions on how to “start playing commercial games” with Yuzu by hacking your (older) Switch to dump decryption keys and/or game files. That guide also includes links to a number of external tools that directly break console and/or game encryption techniques.

“Whether Yuzu can get tagged with [circumvention] simply by providing instructions and guidance and all the rest of it is, I think, the core issue in this case.”

Attorney Jon Loiterman

Through these instructions, Nintendo argues, “the Yuzu developers brazenly acknowledge that using Yuzu necessitates hacking or breaking into a Nintendo Switch.” Nintendo also points to a Yuzu Discord server where emulator developers and users discuss how to get copyrighted games running on the emulator, as well as publicly released telemetry data that shows the developers were aware of widespread use of their emulator for piracy (as the Yuzu devs wrote in June 2023, “Tears of the Kingdom is by far the most played game on Yuzu”).

While Loiterman says that “instructions and guidance are not circumvention,” he added that “the more layers of indirection between Yuzu’s software and activity and distribution of the keys the safer they are. The detailed instructions, the Discord server, and the knowledge of what all this is used for are at least problematic.”

“Whether Yuzu can get tagged with [circumvention] simply by providing instructions and guidance and all the rest of it is, I think, the core issue in this case,” he continued.

How strong is Nintendo’s legal case against Switch-emulator Yuzu? Read More »

reports:-switch-successor-is-now-set-for-early-2025

Reports: Switch successor is now set for early 2025

Waiting is the hardest part —

Nintendo’s publishing partners were reportedly told of new plans last week.

I took this photo nearly seven years ago, and I'm still waiting for a new game console from Nintendo.

Enlarge / I took this photo nearly seven years ago, and I’m still waiting for a new game console from Nintendo.

Throughout 2023, we saw multiple credible reports that Nintendo was planning to release its long-awaited Switch follow-up sometime in 2024. Now, a new flurry of new reports say third-party developers have recently been advised that Nintendo’s next console is aiming for an early 2025 release.

Brazilian journalist Pedro Henrique Lutti Lippe was among the first to report on the new planned release window on Friday, and Video Games Chronicle expanded on that report the same day. The outlet cited its own sources in reporting that “third-party game companies were recently briefed on an internal delay in Nintendo’s next-gen launch timing, from late 2024 to early the following year.”

By late Friday, those reports had been corroborated by Eurogamer, which said the launch would slip past the 2024 calendar year “but still [be] within the coming financial year” (ending in March 2025). Over the weekend, Bloomberg cited unnamed “people with knowledge of the matter” in reporting that some publishers have been told “not to expect the console until March 2025 at the earliest.”

A quiet 2024?

One unnamed publishing source told Video Games Chronicle that the push for a 2025 hardware launch was “so that Nintendo could prepare stronger first-party software for the [upcoming] console.” That could be bad news for this year’s crop of upcoming Switch software, as Nintendo and other developers might adapt current Switch projects for the upcoming hardware instead. Thus far, Nintendo has only announced three first-party Switch titles that it plans to release this year, a list that includes two HD remakes of games from earlier console generations (though additional game announcements could come at any point).

“Nintendo is likely looking at a pretty dry pipeline this year,” Japanese industry analyst Serkan Toto told Bloomberg. “The company will still try to keep the blockbusters for the next console, so 2024 might see more remakes of old Nintendo hits. In any case, 2024 will be a lot tougher for Nintendo without a new device.”

Yet Nintendo still seems bullish about the current Switch, which was approaching 140 million cumulative sales through the end of 2023 despite never dropping its initial $300 asking price. Earlier this month, Nintendo raised its official expectations for hardware sales in the current fiscal year (which ends next month) from 15 to 15.5 million units.

An early 2025 launch for Nintendo’s next console would mark roughly eight years since the Switch’s March 2017 launch. That would be a historically long gap between home consoles for Nintendo, which has launched a new TV-based console every five or six years since the NES first hit North America in the mid-’80s. The Switch hit the market just four and a half years after the ill-fated Wii U, which failed to capture even a fraction of the Wii’s success.

An eight-year gap between consoles wouldn’t be unprecedented in the history of Nintendo portable hardware, though. Nintendo waited over nine years after the Game Boy’s 1989 release before unleashing the Game Boy Color on the market.

Shares in Nintendo on the Japanese stock market dropped nearly 6 percent in Monday trading after rising to their highest price point since the summer of 2021. Nintendo has not publicly commented on any plans for new gaming hardware, though the company has offered vague hints regarding its plans for backward compatibility going forward.

Reports: Switch successor is now set for early 2025 Read More »

f-zero-courses-from-a-dead-nintendo-satellite-service-restored-using-vhs-and-ai

F-Zero courses from a dead Nintendo satellite service restored using VHS and AI

Ahead of its time and lost in time —

There’s still a $5,000 prize for the original Japanese Satellaview broadcasts.

Box art for the fan modification of F-Zero, BS F-Zero Deluxe

Enlarge / BS F-Zero Deluxe sounds like a funny name until you know that the first part stands for “broadcast satellite.”

Guy Perfect, Power Panda, Porthor

Nintendo’s Satellaview, a Japan-only satellite add-on for the Super Famicom, is a rich target for preservationists because it was the home to some of the most ephemeral games ever released.

That includes a host of content for Nintendo’s own games, including F-Zero. That influential Super Nintendo (Super Famicom in Japan) racing title was the subject of eight weekly broadcasts sent to subscribing Japanese homes in 1996 and 1997, some with live “Soundlink” CD-quality music and voiceovers. When live game broadcasts were finished, the memory cartridges used to store game data would report themselves as empty, even though they technically were not. Keeping that same 1MB memory cartridge in the system when another broadcast started would overwrite that data, and there were no rebroadcasts.

Recordings from some of the F-Zero Soundlink broadcasts on the Satellaview add-on for the Super Famicom (Super Nintendo in the US).

As reported by Matthew Green at Press the Buttons (along with Did You Know Gaming’s informative video), data from some untouched memory cartridges was found and used to re-create some of the content. Some courses, part of a multi-week “Grand Prix 2” event, have never been found, despite a $5,000 bounty offering and extensive effort. And yet, remarkably, the 10 courses in those later broadcasts were reverse-engineered, using a VHS recording, machine learning tools, and some manual pixel-by-pixel re-creation. The results are “north of 99.9% accurate,” according to those who crafted it and exist now as a mod you can patch onto an existing F-Zero ROM.

A re-creation of the “Forest I” level from the lost Satellaview broadcasts, running in a modified F-Zero ROM.

F-Zero Deluxe, as the patched version is called, includes four new racing machines on top of the original four. There are two new “BS-X” Leagues with all the resurrected Satellaview race tracks. And there is “ghost data,” or the ability to race against one of your prior runs on a course, something that F-Zero games helped make popular and was subsequently picked up by other racing games. There is even box art and an instruction booklet. It is a notable feat of game preservation. It thereby makes us nervous that Nintendo and its attorneys will take notice, but one can hope.

Speaking of which, a key tool used for the BS F-Zero Deluxe release comes from engineer FlibidyDibidy. In his efforts to create a “living leaderboard,” he wanted to show every Super Mario Bros. speedrun all at once. That required a side-by-side speedrun tool that could analyze game footage and show exactly what input was being pressed during that frame, then produce an emulation of that footage that was frame-perfect. That tool, Graphite, is currently missing from the author’s website and from GitHub, though a GitLab copy remains. We’ve reached out to FlibidyDibidy for comment on this and will update the post with new information.

F-Zero courses.” height=”446″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/02/Screenshot-2024-02-12-at-5.35.51%E2%80%AFPM-300×446.png” width=”300″>

Enlarge / A frame from the machine learning tool Guy Perfect used to read inputs from a VHS recording and re-create long-lost F-Zero courses.

Guy Perfect

Using Graphite as inspiration and having the data from the original Grand Prix broadcast as a baseline, an F-Zero superfan going by Guy Perfect built a tool that could reproduce the controller input from a miraculous VHS copy of the missing second Grand Prix. Following this reverse-project process, Guy Perfect re-created most of the courses and then fine-tuned them with manual frame-by-frame authoring. The backgrounds on the courses required the work of a pixel artist, Power Panda, to finish the package, and Porthor to round out the trio.

Their work means that, 25 years later, a moment in gaming that was nearly lost to time and various corporate currents has been, if not entirely restored, brought as close as is humanly (and machine-ably) possible to what it once was. Here’s hoping the results, which by all indications are fan-created and non-commercial, stick around for a while.

F-Zero courses from a dead Nintendo satellite service restored using VHS and AI Read More »

convicted-console-hacker-says-he-paid-nintendo-$25-a-month-from-prison

Convicted console hacker says he paid Nintendo $25 a month from prison

Crime doesn’t pay —

As Gary Bowser rebuilds his life, fellow Team Xecuter indictees have yet to face trial.

It's-a me, the long arm of the law.

Enlarge / It’s-a me, the long arm of the law.

Aurich Lawson / Nintendo / Getty Images

When 54-year-old Gary Bowser pleaded guilty to his role in helping Team Xecuter with their piracy-enabling line of console accessories, he realized he would likely never pay back the $14.5 million he owed Nintendo in civil and criminal penalties. In a new interview with The Guardian, though, Bowser says he began making $25 monthly payments toward those massive fines even while serving a related prison sentence.

Last year, Bowser was released after serving 14 months of that 40-month sentence (in addition to 16 months of pre-trial detention), which was spread across several different prisons. During part of that stay, Bowser tells The Guardian, he was paid $1 an hour for four-hour shifts counseling other prisoners on suicide watch.

From that money, Bowser says he “was paying Nintendo $25 a month” while behind bars. That lines up roughly with a discussion Bowser had with the Nick Moses podcast last year, where he said he had already paid $175 to Nintendo during his detention.

According to The Guardian, Nintendo will likely continue to take 20 to 30 percent of Bowser’s gross income (after paying for “necessities such as rent”) for the rest of his life.

The fall guy?

While people associated with piracy often face fines rather than prison, Nintendo lawyers were upfront that they pushed for jail time for Bowser to “send a message that there are consequences for participating in a sustained effort to undermine the video game industry.” That seems to have been effective, at least as far as Bowser’s concerned; he told The Guardian that “The sentence was like a message to other people that [are] still out there, that if they get caught … [they’ll] serve hard time.”

Bowser appears on the Nick Moses Gaming Podcast from a holding center in Washington state in 2023.

Enlarge / Bowser appears on the Nick Moses Gaming Podcast from a holding center in Washington state in 2023.

Nick Moses 05 Gaming Podcast/YouTube

But Bowser also maintains that he wasn’t directly involved with the coding or manufacture of Team Xecuter’s products, and only worked on incidental details like product testing, promotion, and website coding. Speaking to Ars in 2020, Aurora, a writer for hacking news site Wololo, described Bowser as “kind of a PR guy” for Team Xecuter. Despite this, Bowser said taking a plea deal on just two charges saved him the time and money of fighting all 14 charges made against him in court.

Bowser was arrested in the Dominican Republic in 2020. Fellow Team Xecuter member and French national Max “MAXiMiLiEN” Louarn, who was indicted and detained in Tanzania at the same time as Bowser’s arrest, was still living in France as of mid-2022 and has yet to be extradited to the US. Chinese national and fellow indictee Yuanning Chen remains at large.

“If Mr. Louarn comes in front of me for sentencing, he may very well be doing double-digit years in prison for his role and his involvement, and the same with the other individual [Chen],” US District Judge Robert Lasnik said during Bowser’s sentencing.

Returning to society

During his stay in prison, Bowser tells The Guardian that he suffered a two-week bout of COVID that was serious enough that “a priest would come over once a day to read him a prayer.” A bout of elephantiasis also left him unable to wear a shoe on his left foot and required the use of a wheelchair, he said.

Now that he’s free, Bowser says he has been relying on friends and a GoFundMe page to pay for rent and necessities as he looks for a job. That search could be somewhat hampered by his criminal record and by terms of the plea deal that prevent him from working with any modern gaming hardware.

Despite this, Bowser told The Guardian that his current circumstances are still preferable to a period of homelessness he experienced during his 20s. And while console hacking might be out for Bowser, he is reportedly still “tinkering away with old-school Texas Instruments calculators” to pass the time.

Convicted console hacker says he paid Nintendo $25 a month from prison Read More »

analyst:-switch-2-will-have-a-massive-8-inch-lcd-screen

Analyst: Switch 2 will have a massive 8-inch LCD screen

Bigger is better? —

Larger screen size could lead to a larger device footprint than the current Switch.

The 7

Enlarge / The 7″ screen of the Switch OLED (top) seen next to the 6.2″ screen of the original Switch.

Sam Machkovech

Nintendo’s follow-up to the aging Switch—which is widely rumored to be aiming for release later this year—will sport an 8-inch LCD screen. That’s according to Omdia analyst Hiroshi Hayase, who is cited in a Bloomberg News report focused on the upcoming handheld’s potential effects on the market for “amusement displays” over the next few years.

An 8-inch screen (measured diagonally) would put the Switch 2 near the extreme upper end of portable gaming screens historically. Among mass-market devices, only the recently launched PlayStation Portal (8-inch screen) and Lenovo Legion Go (8.8-inch screen) have broken past the 7-inch barrier for dedicated gaming handhelds.

That said, the 6.2-inch screen on the original Nintendo Switch also set portable gaming records when it launched in 2017, easily surpassing the once-luxurious 5-inch screen of 2011’s PlayStation Vita. The 2021 launch of the Switch OLED increased the diagonal screen measurement to 7 inches, a screen size that has since become somewhat standard on subsequent portable gaming devices like the Steam Deck and ROG Ally.

The Switch OLED achieved its screen size increase over the original model primarily by reducing the thickness of the black bezel surrounding the screen itself. An 8-inch screen on a Switch 2, on the other hand, would likely require the console’s physical footprint to increase. At a standard HD aspect ratio, an 8-inch (diagonal) screen would measure 7 inches (horizontal) by 3.9 inches (vertical), or a bit wider than a standard Switch without Joy-Con’s attached (about 6.8 inches wide).

The 6.2-inch screen of the Switch seen alongside the 5.5-inch screen of the Switch Lite.

Enlarge / The 6.2-inch screen of the Switch seen alongside the 5.5-inch screen of the Switch Lite.

A potential return to an LCD screen for the base-model Switch 2 might also be disappointing for players who have gotten used to the brighter colors and deeper contrast of the Switch OLED (or the recently launched Steam Deck OLED). But OLED screens cost 20 to 25 percent more to produce than similarly sized LCD screens in the smartphone market on average, according to analyst reports. And since the Game Boy’s 1989 launch with a low-resolution black-and-white screen, Nintendo has often eschewed support for the best display technology available in favor of lowering hardware costs (and consumer prices).

In November, Digital Foundry engaged in some informed speculation on the potential hardware power of an upgraded Nvidia chip that it thinks is the “best candidate” for use in a Switch follow-up. Reports from over the summer suggest developers have been shown demos of the upcoming hardware supporting modern graphical effects like ray tracing and DLSS.

Other reports from later in the summer suggest the new console will still include some sort of cartridge slot for physical media. Thus far, though, Nintendo has offered only vague answers to whether the next Switch will be backward-compatible with games designed for the current model.

Analyst: Switch 2 will have a massive 8-inch LCD screen Read More »

resident-evil-kart’s-fixed-camera-angles-make-for-a-charmingly-frustrating-classic

Resident Evil Kart’s fixed camera angles make for a charmingly frustrating classic

As it was meant to be played —

“WELCOME TO THE WORST THING I HAVE EVER CREATED!”

Is this <em>Super Mario Kart</em> or <em>Where’s Waldo</em>?” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/rekart-800×694.png”></img><figcaption>
<p><a data-height=Enlarge / Is this Super Mario Kart or Where’s Waldo?

Here at Ars, we’re big fans of emulators and ROM hacks that actually improve on the limitations of classic games in some way or another. Today, though, we’ve found ourselves enamored with a Super Mario Kart ROM patch that easily makes the game much, much worse.

Longtime Super Mario Kart hacker MrL314 calls Resident Evil Kart “the worst thing I have ever created,” and it’s not hard to see why. As implied by the title, the ROM patch replaces Super Mario Kart‘s usual over-the-shoulder tracking camera with something more akin to the awkward fixed-angle “perspective shots” of the original PlayStation 1 Resident Evil games. The perspective automatically jumps between these fixed cameras around the track as your racer moves from section to section, forcing you to judge turns and obstacles from very skewed angles.

Resident Evil Kart release trailer.

MrL314 writes that the idea for this hack arose from time spent “researching how the camera system in Super Mario Kart works” as part of the development of the impressive-looking Super Mario Kart Deluxe. He first posted a concept video of the fixed camera system in SMK last July, before sharing an early prototype with his Patreon supporters.

Back then, he said, “this thing is a NIGHTMARE to play, but honestly I might actually release a polished version of it, since it is kinda cool honestly.” On Wednesday, he followed through with that plan, releasing a final version of Resident Evil Kart to the public as a ROM patch (which requires an original, unheadered, US Super Mario Kart ROM to be playable).

Watch where you’re going!

After playing the newly released public version of the hack this afternoon, we feel that MrL314 is, underselling just how difficult the fixed camera angle makes the game. The vagaries of the Super Nintendo’s Mode 7 scaling mean your racer is often reduced to a small blob of pixels that only give a vague indication of their true position and orientation on the course (a combination with that high-resolution Mode 7 mod might have helped on that score). Then, just when you’ve kind of gotten used to navigating from one perspective, the camera suddenly jumps to a new location and angle, forcing you to realign yourself on the fly.

A new perspective makes this ghost house even scarier.

Enlarge / A new perspective makes this ghost house even scarier.

Still, after a little practice, I found this “Nightmare” mode wasn’t impossible. With a few practice races, I could finish in first place on the first two Mushroom Cup tracks (at 50cc, at least) before finally giving up on Ghost Valley 1 and its destructible side barriers. Players who find it all too overwhelming can also cheat by glancing at the fixed, three-quarters Super Off-Road-style map view on the bottom half of the screen.

If nothing else, Resident Evil Kart makes us wonder what other classic games might take on new life just by changing their camera angles. Already, we’ve seen versions of Super Mario Bros. played from a first-person perspective and Virtua Racing played from the game’s dynamic “Live Camera” perspective. But how about reimagining Star Fox 64 as a top-down shoot-em-up or a first-person, VR version of Bubble Bobble? The sky’s the limit here, people.

Resident Evil Kart’s fixed camera angles make for a charmingly frustrating classic Read More »

modder-re-creates-game-boy-advance-games-using-the-audio-from-crash-sounds

Modder re-creates Game Boy Advance games using the audio from crash sounds

To truly catch them all —

Create a bootable, working Pokémon game by recording it crash multiple times.

Game Boy Advance, modded, on display

Enlarge / Andrew Cunningham’s modded and restored Game Boy Advance could, with enough time, sing out all the data loaded into a cartridge.

Andrew Cunningham

Sometimes, a great song can come from great pain. The Game Boy Advance (GBA), its software having crashed nearly two hours ago, will, for example, play a tune based on the game inside it. And if you listen closely enough—using specialty hardware and code—you can tell exactly what game it was singing about. And then theoretically play that same game.

This was discovered recently by TheZZAZZGlitch, whose job is to “sadistically glitch and hack the crap out of Pokémon games.” It’s “hardly a ready-to-use solution,” the modder notes, as it requires a lot of tuning specific to different source formats. So while there are certainly easier ways to get GBA data from a cartridge, none make you feel quite so much like an audio datamancer.

TheZZAZZGlitch’s demonstration of re-creating Game Boy Advance ROM data using the sounds from a crashing system.

After crashing a GBA and recording it over four hours, the modder saw some telltale waveforms in a sound file at about the 1-hour, 50-minute mark. Later in the sound-out, you can hear the actual instrument sounds and audio samples the game contains, played in sequence. Otherwise, it’s 8-bit data at 13,100 Hz, and at times, it sounds absolutely deranged.

“2 days of bugfixing later,” the modder had a Python script ready that could read the audio from a clean recording of the GBA’s crash dump. Did it work? Not without more troubleshooting. One issue with audio-casting ROM data is that there are large sections of 0-byte data in the ROM, which are hard to parse as mute sounds. After running another script that realigned sections based on their location in the original ROM, the modder’s ROM was 99.76 percent accurate but “still didn’t boot tho.” TheZZAZZGlitch later disclaimed that, yes, this is technically using known ROM data to surface unknown data, or “cheating,” but there are assumptions and guesses one could make if you were truly doing this blind.

The next fix was to refine the sound recording. By recording three times and merging them with a “majority vote” algorithm, their accuracy notched up to 99.979 percent. That output ROM booted—but with glitched text and a title screen crash. After seven different recordings are meshed and filtered for blank spaces, they achieve 100 percent parity. That’s about the halfway point of the video; you should watch the rest to learn how it works on physical hardware, how it works with a different game (an ARM code mystery in a replica cartridge), and how to get the best recordings, including the use of a “cursed adapter” that mixes down to one channel the ugly way.

Modder re-creates Game Boy Advance games using the audio from crash sounds Read More »

valve-request-takes-down-portal-64-due-to-concerns-over-nintendo-involvement

Valve request takes down Portal 64 due to concerns over Nintendo involvement

Doing what they can because they must —

It’s not the use of Portal, it’s the use of an N64 SDK that’s the issue.

Window open inside Portal 64

Enlarge / Valve took a look inside Portal 64, saw itself inside near something involving Nintendo, and decided to shut down the experiment.

Valve/James Lambert

Any great effort to generate appreciation for Nintendo’s classic platforms, done outside Nintendo’s blessing, has a markedly high chance of incurring Nintendo’s wrath. This seems to apply even when Nintendo has not actually moved to block something, but merely seems like it might.

That’s why, one week after announcing that his years-long “demake” of Valve’s classic Portal to the Nintendo 64 platform had its “First Slice” ready for players, James Lambert has taken down Portal 64. There’s no DMCA takedown letter or even a cease-and-desist from Nintendo. There is, as Lambert told PC Gamer, “communication with Valve” that “because the project depends on Nintendo’s proprietary libraries, [Valve] have asked me to take the project down.”

Ars contacted Valve and Nintendo for comment and will update the post with any new information. Lambert could not be reached for comment.

It’s far from the first time Valve has taken preemptive action to avoid Nintendo’s involvement. In mid-2023, a Wii/GameCube emulator, Dolphin, halted its planned release on Valve’s Steam platform after Nintendo contacted Valve and requested the emulator not be released. In that case, the Dolphin emulator’s weakness to potential action under the Digital Millennium Copyright Act’s anti-circumvention provisions was its use of a proprietary cryptographic key from the Wii. Rather than argue about keys, BIOS files, and other matters in court, Dolphin gave up on Steam, while keeping the project alive elsewhere.

Valve has seemingly been silent on Portal 64 until now. Playing the game required access to a Steam-purchased copy of Portal, with one of that game’s data files then patched by Lambert’s software to work inside Nintendo 64 emulators. Lambert wasn’t charging for his project, although he did have a Patreon to further his work on it. Lambert told PC Gamer that he thought “Valve didn’t want to be tied up in a project involving Nintendo IP,” and he didn’t blame them.

The “Nintendo’s proprietary libraries” at issue inside Lambert’s project appear to be Libultra, the official SDK provided to those developing Nintendo 64 games on Silicon Graphics machines (and later other platforms). There exists an open source N64 SDK, libdragon, but Lambert told PC Gamer that he wouldn’t move over to that without assurance that it would appease Valve—and, by proxy, Nintendo. Lambert has many more N64-related and adjacent projects to work on, judging from his YouTube channel.

Nintendo has been remarkably successful over the years at keeping games and tributes it didn’t make from remaining in place: cover art for emulated Switch games, explanations of emulator installation, fan games, Game & Watch hacks, and even Mario-themed Minecraft videos. The company has created a general atmosphere of legal fear around anything touching its properties. That extends, apparently, even to large, well-resourced companies with far more tolerance for fan hacking.

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Flurry of firmware updates makes Analogue Pocket an even better retro handheld

super game boy —

Display filters for FPGA cores, custom Game Boy color palettes, and more.

An Analogue Pocket running <em>Super Mario World</em> on an openFPGA core with the scanline filter enabled.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/01/IMG_1480-2-800×533.jpeg”></img><figcaption>
<p><a data-height=Enlarge / An Analogue Pocket running Super Mario World on an openFPGA core with the scanline filter enabled.

Andrew Cunningham

We’ve got a soft spot for the Analogue Pocket, the premium portable game console that melds 2020s technology with the design of the original Game Boy. Since its release, Analogue has added some new capabilities via firmware updates, most notably when it added support for emulating more consoles via its OpenFPGA platform in the summer of 2022. This allows the FPGA chip inside of the pocket to emulate the hardware of other systems, in addition to the portable systems the Pocket supports natively.

But aside from finalizing and releasing that 1.1 firmware, 2023 was mostly quiet for Pocket firmware updates. That changed in December when the company released not one but two major firmware upgrades for the Pocket that slipped under our radar during the holidays. These updates delivered a combination of fixes and long-promised features to the handheld, which Analogue has been re-releasing in different color palettes now that the original versions are more consistently in stock.

The most significant update for OpenFPGA fans is the ability to use display filters with third-party FPGA cores. Part of the appeal of the Pocket is its 1,600×1,440 screen, which is sharp enough to perfectly re-create the huge chunky pixels of the original Game Boy screens. By default, most FPGA cores now get access to a similarly high-quality CRT screen filter named after the Sony Trinitron TV, adding a touch of retro-blurriness to the sharp edges of 8- and 16-bit games. I’ve seen lots of bad, unconvincing scanline filters in retro game re-releases, and this isn’t one of them.

The basic Trinitron filter is available by default for “suitable” cores, which in our testing tends to mean “home consoles that were meant to be connected to a CRT TV.” FPGA cores for portable systems like the Game Boy or Game Boy Advance, which shipped with old but scanline-less LCD screens, don’t have the filter available. Third-party FPGA core developers will need to add support for additional screen filters themselves, something that most developers still haven’t done as of this writing.

  • A zoomed-in photo of the screen with no filters enabled. It’s sharp and crisp, and even zoomed in with a good mirrorless camera it’s difficult to make out individual pixels on the Pocket’s screen.

    Andrew Cunningham

  • The same scene with the Trinitron CRT filter enabled. Subtle scanlines, visible CRT “pixels,” and just the right amount of blurring makes the picture look more period-accurate.

    Andrew Cunningham

  • Zoomed out, scanlines off.

    Andrew Cunningham

  • Scanlines on, default “integer” scaling used. This is the most accurate aspect ratio, but it leaves a black border of unused pixels around the screen.

    Andrew Cunningham

  • Scanlines on, Integer+ mode used. This eliminates the black border and, to my eyes, looks just fine on the Pocket’s screen and makes the effect of the scanline filter easier to see.

    Andrew Cunningham

The Trinitron filter looks good on the Pocket’s screen, but it’s subtle; you may appreciate the scanline effect more and notice its downside less if you’re playing while connected to a TV with the Analogue Dock. And at least on the NES and SNES cores I tested it with, it has the undesirable side effect of shrinking the game picture down on what is already a fairly small screen. This default setting can be tweaked without visibly degrading the image quality, at least not to my eyes; just switch from the default Integer scaling mode in the display settings to Integer+.

The screen filters are probably the most interesting and requested new feature for the Pocket, but both firmware updates have many other smaller fixes and additions. Firmware version 1.2 fixes numerous issues with sleep/wake and save states for various games, allows FPGA cores to use cartridge adapters, and lets FPGA cores know when the Pocket is in a dock; when docked, it also adds support for additional controllers and fixes issues with others. Version 2.0 adds support for custom color palettes for Game Boy games, allows FPGA cores to switch aspect ratios when docked, and fixes a “video issue with some openFPGA cores and resolutions” when docked.

To update the Pocket’s firmware, connect the device’s microSD card to your computer and drop one of the firmware update .bin files into the root directory (make sure you delete any older firmware files first since the Pocket won’t delete old update files once it’s done with them). Next time you boot the console, it should install the firmware update and reboot. As usual, when performing any software or firmware update, it’s best to ensure the console is fully charged or plugged in before you start the process.

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Why Nintendo Hasn’t Made a Real VR Headset Yet

There’s a rumor going around that Nintendo is making a VR headset in partnership with Google. The rumor is still unconfirmed, but when the world’s oldest extant gaming company finally thinks it’s time to make a dedicated XR device, you know it’s going to be something special. Having seen how far the technology has come though, it raises a question: why hasn’t Nintendo made a VR headset yet?

Nintendo basically has a singular MO, and it does it well: create broadly accessible hardware to serve as a vehicle for its exclusive swath of family friendly games. Ok, it’s more complicated than that, but it’s a good starting point to understand why Nintendo hasn’t made a proper VR headset yet, and probably won’t for some time yet to come.

Wait. Didn’t Nintendo have that Virtual Boy thing in the ’90s? And what about Labo VR for Switch? Those were VR headsets, right? Yes, and no. Or rather, no and kind of (in that order). I’ll get to those in a bit.

In short, the reason Nintendo hasn’t made a real VR platform like Meta Quest has a lot to do with risk aversion, since the company generally prefers to wait until technologies are more mature and have proven market potential. Over the years, Nintendo has also become increasingly reliant on big singular projects which, while not always exactly cutting-edge, have allowed it to comfortably exist outside of the PlayStation and Xbox binary.

Lateral Thinking with ‘Withered’ Technology

Much of Nintendo’s market strategy can be attributed to Gunpei Yokoi, the prolific Nintendo designer best known for pioneering the company’s handheld segment. Yokoi is credited with designing Nintendo’s first handheld, Game & Watch, which at its 1980 launch made use of the cheap and abundant liquid crystal displays and 4-bit microcontrollers initially conceived for calculators. Among many other accomplishments, Yokoi is credited with designing Gameboy, creating the D-pad, and producing both Metroid and Kid Icarus. His last project before leaving the company in 1996: Virtual Boy. More on that later.

Yokoi’s career at Nintendo spanned 31 years, covering its transformation from the then nearly century-old Japanese playing card company to worldwide video gaming powerhouse. His philosophy, mentioned in his Japan-only book ‘Gunpei Yokoi Game Hall’ (横井軍平ゲーム館), sums up the sort of thinking that vaulted Nintendo to the world stage; Yokoi coined the phrase “lateral thinking with withered technology,” outlining the company’s strategy of using mature technology which is both cheap and well understood, and then finding novel and fun ways of applying it to games. That’s basically been the case from Game & Watch all the way to Switch and Switch Lite.

And it’s not just handhelds though. Nintendo consoles don’t tend to focus on cutting-edge specs either (as any former Wii owners can attest). For Nintendo console owners across the years, it’s more about being able to play games from a host of recognizable franchises such as Mario, Zelda, Smash Bros, Pokémon, Pikmin, and Animal Crossing. Since the success of Wii, it’s also been about creating new types of games centered around novel input schemes, like how the Wiimote lets you bowl in Wii Sports, or how Joy-Cons let you grove on-the-go in Just Dance. In short, Nintendo is really good at serving people with what they’re already used to and baking in novelty that owners can engage with or equally ignore.

Virtual Boy Failure, Labo VR Experiment

When Nintendo sticks to its principles, we usually get a DS, Switch, Gameboy, Wii, Game Boy Advance, 3DS, NES, SNES, Game & Watch, Nintendo 64—10 of the top 20 bestselling video game platforms in history. When they don’t, we get Virtual Boy.

Accounts hold that Yokoi was rushed to finish up work on Virtual Boy so the company could focus on the launch of Nintendo 64, which is partially why it failed. Timed right at the peak of the ’90s craze, Nintendo released what essentially was no more than a 3D version of Gameboy—a 32-bit tabletop standalone console that just so happened to have stereoscopic displays, making it no more a VR headset than Nintendo 3DS. Besides relying on some objectively useless stereoscopy, being shaped like a headset, and having ‘Virtual’ in the name, that’s where the comparisons between it and virtual reality stop.

Image courtesy Evan-Amos, Wiki Commons

Note: Every time someone refers to Virtual Boy as a VR headset, or pretends to wear it like one in a YouTube thumbnail, I scream into an empty paint bucket, hoping the residual fumes will calm my nerves.

There was no head tracking, motion controllers, or even games that wouldn’t have played equally as well on a standard Gameboy. Moreover, its red monochrome displays were criticized for giving players eye strain, nausea, and headaches during gameplay. Its awkward tabletop stand also didn’t articulate enough to adjust to each user’s height, making users strain their necks to play. The nail in the coffin: it was priced at $180 at launch in 1995, just $20 less than Nintendo 64 which arrived one year later and promised to deliver true 3D graphics (something which Virtual Boy couldn’t do, despite supporting stereoscopy!).

Still, I don’t think Nintendo tied Virtual Boy’s failure to the larger failure of VR at the time, but rather recognized what happens when it innovates in the wrong direction and abandons its core principles. Nintendo’s successive handhelds focused on keeping the pocketable form-factor, and typically offered a generation or two of backwards compatibility so consumers could easily upgrade. Gameboys to follow were truly portable, and offered all of the games you wanted to play on the bus, train, plane, wherever.

But what about Nintendo Labo VR for Switch? Well, it was a pretty awesome experiment when it was first released in 2019. The DIY accessory pack made of cardboard actually got Nintendo involved in VR for the first time, and it did it with the same family friendly flair the company seems to bring to everything it does.

Image courtesy Nintendo

It’s a fun little kit that uses Joy-Cons in some unique ways, but with only a few high-quality native VR ‘taster’ experiences to play with, it’s basically a one-and-done deal that Nintendo critically hasn’t iterated on beyond its initial release despite a generally good reception from its target market.

Granted, Nintendo did provide Labo VR support for a number of first-party titles, including Super Smash Bros Ultimate, Super Mario Odyssey, and The Legend of Zelda: Breath of the Wild, but this just provides basic 3D viewer support, and doesn’t convert these games into any sort of full VR experience.

To boot, Labo VR actually has Unity support, meaning third-party developers can create games and experiences for it; the fact is the headset and slot-in Switch form-factor just isn’t built for long-term play like a standalone or PC VR headset though. It’s front-heavy, doesn’t have a strap, and just isn’t the basis of a modern VR platform. It’s a toy more than a platform.

Switching It Up with One Big Platform

The big question is: when? When will Nintendo feel like VR is mature enough to enter in full force with something like a standalone headset, replete with a host of beloved Nintendo franchise games? If past performance predicts future outcomes, it’s pretty unlikely we’ll be seeing such a device in the near term.

The company has spent the better part of the last decade recovering from the failure of Wii U, the company’s least successful video game console to date (next to Virtual Boy). Going headfirst into the XR niche soon with a dedicated hardware release doesn’t seem plausible given how focused the company has become on melding both handheld and console product development with Switch.

Fun Labo VR adds-on aside, Nintendo has expressed some skepticism of VR in the past. Speaking to TIME, Nintendo’s Shigeru Miyamoto said in 2014 that VR just wasn’t the sort of broadly accessible player experience the company was trying to crack with Wii U:

“When you think about what virtual reality is, which is one person putting on some goggles and playing by themselves kind of over in a corner, or maybe they go into a separate room and they spend all their time alone playing in that virtual reality, that’s in direct contrast with what it is we’re trying to achieve with Wii U. And so I have a little bit of uneasiness with whether or not that’s the best way for people to play.”

Granted, the technology has changed a great deal since 2014, the same year Oculus Rift DK2 came out. With mixed reality passthrough becoming a standard on standalone headsets such as Quest 3 and Apple Vision Pro, Nintendo would be crazy not keep tabs on the technology, albeit with same hesitation it has mostly shown in the past with its adoption of cutting-edge technology.

Nintendo VR patent | Image courtesy USPTO, via Levelup

In fact, the company is actively creating patents around mixed reality systems that focus on cooperative gameplay using players both in and out of a headset. Above is one such patent from 2022 showing a multiplayer game based on some sort of proposed tabletop platformer.

Unlike a lot of the tech companies out there trying to spin up multiple products and maintain large, interconnected platforms, Nintendo’s main MO is to gamble on one big thing that will probably come with additional functions and a few input quirks. Whether that’s some sort of additional headset peripheral or not… you never know. In the end, the more inclusive nature of mixed reality may change some minds over at Nintendo, although you can bet whatever comes next from the Japanese gaming company will be another experiment, or similar add-on that uses mature hardware in a new and different way.

– – — – –

What is certain is Nintendo isn’t in any rush, as both hardware and software sales of traditional games still far outweigh VR games. Still, you can’t help but wonder what a Nintendo headset might look like, and what a full-throated XR release from Nintendo would do for generations of kids (and adults) to come.

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How to See Your Nintendo 2022 Year in Review

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