Modchip
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A modchip (short for modification chip) is a small electronic device used to alter or disable artificial restrictions of computers or entertainment devices. Modchips are mainly used in video game consoles, but also in some DVD or Blu-ray players. They introduce various modifications to its host system's function, including the circumvention of region coding, digital rights management, and copy protection checks for the purpose of using media intended for other markets, copied media, or unlicensed third-party (homebrew) software.
Function and construction
Modchips operate by replacing or overriding a system's protection hardware or software. They achieve this by either exploiting existing interfaces in an unintended or undocumented manner, or by actively manipulating the system's internal communication, sometimes to the point of re-routing it to substitute parts provided by the modchip.
Most modchips consist of one or more integrated circuits (microcontrollers, FPGAs, or CPLDs), often complemented with discrete parts, usually packaged on a small PCB to fit within the console system it is designed for. Although there are modchips that can be reprogrammed for different purposes, most modchips are designed to work within only one console system or even only one specific hardware version.
Modchips typically require some degree of technical acumen to install since they must be connected to a console's circuitry, most commonly by soldering wires to select traces or chip legs on a system's circuit board. Some modchips allow for installation by directly soldering the modchip's contacts to the console's circuit ("quicksolder"), by the precise positioning of electrical contacts ("solderless"), or, in rare cases, by plugging them into a system's internal or external connector.
Memory cards or cartridges that offer functions similar to modchips work on a completely different concept, namely by exploiting flaws in the system's handling of media. Such devices are not referred to as modchips, even if they are frequently traded under this umbrella term.
The diversity of hardware modchips operate on and varying methods they use mean that while modchips are often used for the same goal, they may work in vastly different ways, even if they are intended for use on the same console. Some of the first modchips for the Nintendo Wii known as drive chips, modify the behaviour and communication of the optical drive to bypass security. While on the Xbox 360, a common modchip took advantage of the fact short periods of instability in the CPU could be used to fairly reliably lead it to incorrectly compare security signatures. The precision required in this attack meant the modchip made use of a CPLD. Other modchips, such as the XenoGC and clones for the Nintendo GameCube, invoke a debug mode where security measures are reduced or absent, in this case a stock Atmel AVR microcontroller was used. A more recent innovation are optical disk drive emulators or ODDE, these replace the optical disk drive and allow data to come from another source bypassing the need to circumvent any security. These often make use of FPGAs to enable them to accurately emulate timing and performance characteristics of the optical drives.
History
Most cartridge-based console systems did not have modchips produced for them. They usually implemented copy protection and regional lockout with game cartridges, both on hardware and software level. Converters or passthrough devices have been used to circumvent the restrictions, while flash memory devices (game backup devices) were widely adopted in later years to copy game media. Early in the transition from solid-state to optical media, CD-based console systems did not have regional market segmentation or copy protection measures due to the rarity and high cost of user-writable media at the time.
Modchips started to surface with the PlayStation system, due to the increasing availability and affordability of CD writers and the increasing sophistication of DRM protocols. At the time, a modchip's sole purpose was to allow the use of imported and copied game media.
Today, modchips are available for practically every current console system, often in a great number of variations. In addition to circumventing regional lockout and copy protection mechanisms, modern modchips may introduce more sophisticated modifications to the system, such as allowing the use of user-created software (homebrew), expanding the hardware capabilities of its host system, or even installing an alternative operating system to completely re-purpose the host system (e.g. for use as a home theater PC).
Anti-modchip measures
Most modchips open the system to copied media, therefore the availability of a modchip for a console system is undesirable for console manufacturers. They react by removing the intrusion points exploited by a modchip from subsequent hardware or software versions, changing the PCB layout the modchips are customized for, or by having the firmware or software detect an installed modchip and refuse operation as a consequence. Since modchips often hook into fundamental functions of the host system that cannot be removed or adjusted, these measures may not completely prevent a modchip from functioning but only prompt an adjustment of its installation process or programming, e.g. to include measures to make it undetectable ("stealth") to its host system.
With the advent of online services to be used by video game consoles, some manufacturers have executed their possibilities within the service's license agreement to ban consoles equipped with modchips from using those services.[1]
In an effort to dissuade modchip creation, some console manufacturers included the option to run homebrew software or even an alternative operating system on their consoles. However, some of these features have been withdrawn at a later date.[2][3][4] An argument can be made that a console system remains largely untouched by modchips as long as their manufacturers provide an official way of running unlicensed third-party software.[5]
Legality
One of the most prominent functions of many modchips—the circumvention of copy protection mechanisms—is outlawed by many countries' copyright laws such as the Digital Millennium Copyright Act in the United States, the European Copyright Directive and its various implementations by the EU member countries, and the Australian Copyright Act. Other laws may apply to the many diversified functions of a modchip, e.g. Australian law specifically allowing the circumvention of region coding.
The ambiguity of applicable law, its nonuniform interpretation by the courts, and constant profound changes and amendments to copyright law do not allow for a definitive statement on the legality of modchips. A modchip's legality under a country's legislature may only be individually asserted in court.
Most of the very few cases that have been brought before a court ended with the conviction of the modchip merchant or the manufacturer under the respective country's anti-circumvention laws. A small number of cases in the United Kingdom and Australia were dismissed under the argument that a system's copy protection mechanism would not be able to prevent the actual infringement of copyright—the actual process of copying game media—and therefore cannot be considered an effective technical protection measure protected by anti-circumvention laws.[6][7] In 2006, Australian copyright law has been amended to effectively close this legal loophole.[8]
In a 2017 lawsuit against a retailer, a Canadian court ruled in favor of Nintendo under anti-circumvention provisions in Canadian copyright law, which prohibit any breaching of technical protection measures. The court ruled that even though the retailer claimed the products could be used for homebrew, thus asserting exemptions for maintaining interoperability, the court ruled that because Nintendo offers development kits for its platforms, interoperability could be achieved without breaching TPMs, and thus the defence is invalid.[9]
Arguments
https://www.copyright.gov/help/faq/faq-digital.html "Can I backup my computer software?
Yes, under certain conditions as provided by section 117 of the Copyright Act. Although the precise term used under section 117 is “archival” copy, not “backup” copy, these terms today are used interchangeably. This privilege extends only to computer programs and not to other types of works. Under section 117, you or someone you authorize may make a copy of an original computer program if the new copy is being made for archival (i.e., backup) purposes only; you are the legal owner of the copy; and any copy made for archival purposes is either destroyed, or transferred with the original copy, once the original copy is sold, given away, or otherwise transferred."
Hint (Sony 'Computer' Entertainment)
Arguments: Does this meet the definition of a Computer? Answer: yes https://en.wikipedia.org/wiki/Video_game_console "A video game console is a computer device that outputs a video signal or visual image to display a video game that one or more people can play. "
Arguments: Are these games computer programs? Answer: yes Often times the Game Console Manufacturer's don't use standard format of Executable files. The naming of them is changed but they are in fact Executable files. One such example is Microsoft Xbox's XEX format Which is (Xbox Executable).
https://en.wikipedia.org/wiki/Computer_program "A computer program is a collection of instructions[1] that performs a specific task when executed by a computer."
Companies tend to use scare tactics for profit such as terminology like "illegal code" or "illegal disc". According to the DMCA which you just read if you own the original it's not "illegal disc".
What's the difference between Windows Operating System 'Executable' (.Exe) files and XEX files? Answer: as for this topic there is no difference. The XEX files are executing sets of instructions or code.
Unless the console manufacturer's are Government Policy or Lawmakers there is much to be said about their definition of "illegal".
Illegal Code can also be a reference to Unsigned Code. https://en.wikipedia.org/wiki/Code_signing
"An illegal operation, a term often seen in error messages, is a command to the operating system or an instruction to the computer processor that specifies an operation that is unknown to the operating system or processor and that therefore can't be performed. The result is that the operating system or processor usually terminates the program that made the "illegal" request." [10]
In the Legality section references were quoted to a case by Sony. Upon further reading and research into this case the individual sold both a mod chip with install service and copied disc of original Sony Games. (That does not by any definition meet the criteria mentioned by the DMCA as an 'archival' copy. None of the guidelines mentioned were followed. The merchant did not own the orignal game disc being purchased.)
The existence of subliminal messages encouraging mod chips in game console manufacturer's commercials and ads remains disputed. Why would a company do such? With the invention and usage of mod chips allows end users to play cross platform games. For instance using emulators, an end user with an RGH'ed Xbox could play Sony games on it.[11] The same applies if emulators exist for Xbox on Sony consoles.[12] That being said it opens an entirely new market to both console users and the companies stand to gain profit from each other. (Where Playstation 1 games sales had declined users could buy these original game disc and play them on their Xbox Consoles.) The protection mechanism on the Playstation 2 product line was so insecure that all an end user had to do was download an elf file called freemcboot and copy it from a usb pen drive to memory card then take their console apart and simply swap a disc. Mod chips are available for the PS2 but not required.
See also
References
- ^ Xbox LIVE Terms of Use Archived 2008-11-04 at the Wayback Machine, Section 14
- ^ Microsoft XNA
- ^ Linux for PlayStation 2
- ^ Linux for PlayStation 3
- ^ "27C3: Console Hacking 2010". Media.ccc.de. Retrieved 2012-04-03.
- ^ "Higgs v R (2008) EWCA Crim 1324 (24 June 2008)". Bailii.org. Retrieved 2012-04-03.
- ^ "Stevens v Sony (2005) HCA 58". Austlii.edu.au. Retrieved 2012-04-03.
- ^ Australian Copyright Amendment Act 2006
- ^ Geist, Michael. "Canadian DMCA in Action: Court Awards Massive Damages in First Major Anti-Circumvention Copyright Ruling". Retrieved 3 March 2017.
- ^ https://searchwindowsserver.techtarget.com/definition/illegal-operation
- ^ https://en.wikipedia.org/wiki/PCSX-Reloaded
- ^ http://emulation.gametechwiki.com/index.php/Xbox_emulators