Hi David,
The best (and probably the only effective) way to
prevent distribution
of forged images are signing them with GnuPG, or providing a list of
SHA-1 (or better, MD5 can be forged too easily) checksums of known
good images. Otherwise, anyone can tamper with images, even with a
simple hex editor.
Yes, that's something that's on the list for some time now. The official lib will
come with the hashes for all 4,000 releases "out in the wild", new ones will be
signed. Back in the day simply keeping it closed was easier, quicker, and also did the
job. I understand that being open has to do with trust, hence the lib was opened as
promised.
In this field of data preservation, the only way we'll actually be
able to get things done successfully and actually preserve the most
history is by working together. Sure this might cut into the profits
of some, but if the goal is profits (or even amassing a large private
collection), then you're in the wrong business.
To give you a brief sum up of what has happened since 2001: The project / org was founded
by a programmer (Istv?n F?bi?n) that was so upset about only pirated, obfuscated copies of
his games being in circulation that he tried to submit the games to some project that
would care about storing true and unmodified original mastering data. There was none, so
CAPS (The Classic Amiga Preservation Society) was born. F?bi?n developed a toolchain that
would allow for using an Amiga 1200 (which has a special floppy controller; actually none)
as the ingestion device. This data would then be processed and stored as IPF files. Over
the years the toolchain and the number games preserved grew. The project was renamed to
SPS (The Software Preservation Society) as it became evident that other platforms had the
same (no mastering data being preserved) problem. It also became evident that the Amiga as
the ingestion device won't be around forever. It is a dying platform. Hence other
technology was inspected but no solution satisfied our needs (capturing unprocessed flux
changes as delivered by the drive). By 2008 the project had spent more than EUR 50.000 on
buying games; most of this money was donated by project members. Please consider: There
are a few games you care about personally, but you pretty quickly reach the point where
you have acquired all games that matter to you?
In 2009 we picked up the Cyclone20 project by Rich Aplin. Rich and me worked for Cachet
back in the day and Rich was the inventor of the original Cyclone (a duplication tool that
would force feed data read to the target drive). Rich had lost interest so we decided to
develop the proof of concept to something usable. It took us about 1,5 years to redesign
everything and to move from prototype to production status. Just for the record? until
then we only had gotten very few donations for SPS which were spent on - you might have
guessed it - buying and preserving games. The digital assets produced are given to
libraries, museums and back to the original contributors. Some of these also share the
images. Something we can't do ourselves without jeopardising the project.
When KryoFlux was ready we decided to sell it trough a company, to protect ourselves
(things can go wrong, people can try to sue, etc. - you don't want to risk your
personal life for a hobby) and to give this thing a legal basis to build upon. When you
sell hundreds of boards, regardless of your margin, you better are registered for
electronics recycling and you better pay tax. The money earned is intended to pay for the
expenses, but also help establish SPS as an NPO, and of course? help buying more games. In
Japan, gamepres, run by one of our members, was already accepted as an NPO.
Because of this, KryoFlux was never made because we thought it was a cool thing to sell,
it was and still is the tool we needed and we made it happen after several others said
they could / would, but never did.
I have no idea when I really spent an evening on playing a classic game?
Concerning SPS, I think the fact that only game dumps
are accepting is
rather telling. There is a load of software, for Amiga and other
platforms, which is at least as important to preserve. The other day I
talked to a former Amiga game developer, who mentioned that Digi-Paint
was used heavily in game development. I managed to locate a copy, but
it appears that software like this, which may be important to play
around with art assets included in games, does not fall into the kind
of materials that SPS is interested in.
It for sure does. But when you are a group of five or less, you have to focus on
something. Games came with high profile protection techniques. These can't be stored
by standard sector dumps. It was therefore decided to focus on the most precious stuff and
hope that others would do the more easy part. But we always took dumps of apps when we
could get them, and we still do. We e.g. have various versions of DPaint. A quick look in
the archive shows we have 2-5, physically and digitally.
I may be wrong about this, but in regards to
preserving this stuff,
personally I'd trust an open, helpful group like BitSavers much more
than a private group interested in selling their products.
Maybe the above helps explain things? It's odd, but things become really complicated
once money is in the game.