[HN Gopher] After 2 decades of tinkering, MAME cracks the Hyper ...
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       After 2 decades of tinkering, MAME cracks the Hyper Neo Geo 64
        
       Author : cainxinth
       Score  : 260 points
       Date   : 2025-10-08 15:01 UTC (7 hours ago)
        
 (HTM) web link (www.readonlymemo.com)
 (TXT) w3m dump (www.readonlymemo.com)
        
       | SV_BubbleTime wrote:
       | Cool. But this writing style of intentionally not getting to the
       | fucking point is very good for getting pesky visitors on to other
       | websites.
        
         | rokkamokka wrote:
         | The recipe site meta is spreading
        
         | gregkumparak wrote:
         | it's one part of a newsletter.
        
           | Apocryphon wrote:
           | And the pictures section is longer than the actual intro
           | section.
        
       | racl101 wrote:
       | That's rad yo!
        
       | piltdownman wrote:
       | Amazing effort, but just makes me pine for the write-ups of Byuu
       | (or the Dolphin devlog in more recent times).
       | 
       | I would highly recommend Shonumi's contemporary devlog focusing
       | mainly on rare or difficult to emulate peripherals for the
       | gameboy and GBA, ranging from infrared modems to Sonar-based fish
       | detection dongles!
       | 
       | https://shonumi.github.io/articles.html
        
         | Apes wrote:
         | Byuu was fantastic - I remember when they came onto the scene
         | and made a big push for better emulator compatibility across
         | the board. Byuu made positive changes in the world, and I still
         | think about them from time to time.
        
           | userbinator wrote:
           | A lot of very talented individuals in the community but I
           | always keep in mind the old saying: "the candle that burns
           | twice as bright burns half as long".
        
         | isk517 wrote:
         | Dolphin has some absolutely fascinating right ups on the
         | lengths they had to go to in order to get Factor 5 games to
         | run. When you're working with a fixed hardware set there are
         | absolutely incredible things you can do to eke out extra
         | performance that will go completely unappreciated until years
         | later when somebody tries to run that software on a emulate
         | hardware.
        
         | soulofmischief wrote:
         | Rest in power. The scene is not the same without him.
        
         | matheusmoreira wrote:
         | https://shonumi.github.io/articles/art16.html
         | 
         | Wow, that brings back childhood memories.
         | 
         | > I should mention that I was a huge Battle Network fan growing
         | up with the GBA. I joined my first online community
         | (GameWinners.com) specifically for the Mega Man forum.
         | 
         | > My first username (Team Shadow V2) was actually a riff on one
         | of the new features found in MMBN2.
         | 
         | > In a way, Battle Network is a huge reason why I'm here trying
         | to preserve old games.
         | 
         | > The Battle Network games will always hold memories of joy and
         | nostalgia for me, so I wanted to see the Battle Chip Gates
         | fully emulated not only for the benefit of video game history,
         | but also for my own enjoyment.
         | 
         | Me too... MMBN2 is a big reason why I learned English and
         | became a programmer. Huge respect.
         | 
         | I still love it so much. It's fun to think back on it and
         | reflect on how oddly prescient it was.
         | 
         | PCs reachable directly from the internet, hosting home pages: a
         | world without NAT. Internet connected doghouses and
         | dishwashers. Mobile handheld AI capable personal computers.
         | Everyone has their own custom AI agents that help navigate the
         | complexity of the cyberworld, and also for _self-defense_. What
         | I can only assume to be vulnerabilities, reified as literal
         | weapons used by the AIs. Underworld networks normal people don
         | 't dare to navigate into. Cyber terrorists everywhere doing
         | things like trying to burn people's houses down by
         | electronically sabotating ovens, causing major damage and loss
         | of life by hacking water mains, power grids, traffic signals,
         | trying to nuke dams, actually hacking entire nations and
         | genociding their AI populations, disrupting global
         | environmental control systems, hacking autopilot systems in
         | planes to bring them down like 9/11...
        
       | 0xMalotru wrote:
       | All that work for less than 10 games available on this console,
       | emulation developers are really determined
        
         | giancarlostoro wrote:
         | Habbo Origins wouldn't be around if it wasn't for tinkerers who
         | figured out how to make an already compiled Habbo DCR run as a
         | stand-alone desktop app, over a decade later. Which prompted a
         | Sulake Employee to try it out. Said employee was originally
         | part of the Habbo Retro / Emulator scene. ;)
         | 
         | The Reverse Engineering scene is quite a scene.
        
         | BolexNOLA wrote:
         | Gotta catch 'em all
        
         | toast0 wrote:
         | There's a fair number of low game count systems where people
         | are really enamored with one game. For example, I'm a big fan
         | of T-Mek (I've got a machine with issues in my barn), but that
         | system only has two games, so it waits for someone who is
         | interested, determined, equipped, and skilled to figure out the
         | protection to enable it to run properly in MAME.
        
           | mrandish wrote:
           | Indeed. With most of the more well-known, higher volume
           | arcade hardware platforms now pretty well emulated there are
           | still a lot of lesser-known (but still quite interesting)
           | systems unemulated. Various people have put effort into most
           | of them but they can be challenging puzzles.
        
         | dfxm12 wrote:
         | Some arcade hardware is totally custom and only runs one game.
         | Some chips are unique and only appear on one board. MAME's
         | mission is clear, however SNK is a big enough name, along with
         | Samurai Shodown and Fatal Fury, that the HNG64 was always going
         | to get attention.
        
         | racl101 wrote:
         | I think the word you are looking for is passionate.
        
       | RyanShook wrote:
       | Pretty wild that MAME has been under active development for over
       | 28 years with the core concept unchanged and no serious forks. It
       | must have a very committed dev community.
        
         | ranger_danger wrote:
         | There are actually a good numer of forks, but not sure if they
         | qualify for your criteria of "serious" or not.
         | 
         | I also won't be naming any of them because those "committed"
         | mame devs are very quick to inject themselves into any story
         | about them, and harshly judge everything else that touches
         | their code that didn't come from them.
        
           | RobRivera wrote:
           | This is absolutely so on brand.
           | 
           | Has its pros and cons, of course.
        
         | badlibrarian wrote:
         | A C++ codebase with bonus non-C++ code that generates C++ code
         | plus a build-process-that-generates-build processes all with
         | maniacal inter-dependencies and a guy who insists on renaming
         | everything and moving all the files around in git-destroying
         | ways twice a year does indeed create a bit of a monks-in-the-
         | caves vibe.
        
           | pandemic_region wrote:
           | A benevolent dictator then
        
           | hn773746483 wrote:
           | interrogations on motives for building from source
           | 
           | constant slap fights between contributors (usually involving
           | haze or guru)
           | 
           | important PRs left ignored due to internal drama
           | 
           | 8GB+ memory leak during building that they're in no rush to
           | fix
        
             | flykespice wrote:
             | Afaik gurudumps is a total jerk, constantly being hostile
             | for no reason to newcomers.
             | 
             | Haze is almost always in conflict with mame lead Cuavas
             | when trying to upstream his code, but his anger mostly
             | justified.
             | 
             | Cuavas is a _huge_ micromanager, he won 't accept your code
             | even if you just missed a typo in a line comment.
             | 
             | I respect his commitment to hold the codebase to absolute
             | standards, but sometimes he takes his micromanagement too
             | far that just makes the whole process unproductive.
        
               | ok123456 wrote:
               | The personalities working on this project are so hostile,
               | usually without the skill to warrant it, that it's one of
               | the few cases where having a CoC wouldn't be a horrible
               | idea.
        
         | hcs wrote:
         | Not exactly a fork but there was a separate MESS, for a time,
         | expanding the scope to non-arcade systems, until it was
         | reenfolded.
        
           | anthk wrote:
           | advmame/advmess too.
        
           | dylan604 wrote:
           | I feel like every one of my repos is a separate mess.
        
           | nextaccountic wrote:
           | This reminds me that Linus Torvalds quote that the point of
           | open source isn't just the right to fork but also the right
           | to merge, and that's what justify copyleft
        
         | jonny_eh wrote:
         | > no serious forks
         | 
         | What about Final Burn Alpha/Neo? They're extremely popular.
        
           | Keyframe wrote:
           | Especially on rpi
        
         | Keyframe wrote:
         | What I find absolutely wild and found out by accident is that
         | it also emulates SGI / IRIX
        
           | flykespice wrote:
           | Mame is the most comprehensive emulator you'll ever get. They
           | emulate everything under the sun: from very obscure computers
           | that you don't even find info on the internet to mechanical
           | car rides (yes they even preserve the roms for those).
        
             | Keyframe wrote:
             | Yeah, it's absolutely amazing and noble, especially for us
             | that are into those things (Personally, I have a vast
             | collection of consoles and games, including full SNES
             | library etc.). Wikipedia, Internet Archive + Common Crawl,
             | Emulation scene with now MAME at the forefront - those are
             | Alexandria of our times.
        
       | ddtaylor wrote:
       | Is this similar to what CAPCOM did with their arcade system with
       | that weird battery thing? If it powered off you had to send it
       | back to CAPCOM to get it re-programmed. It was a DRM method used
       | to combat piracy in the early arcade days.
        
         | dfxm12 wrote:
         | I don't see how it is, but maybe you're referring to something
         | else. I think you're talking about the CPS, or more famously
         | the CPS2, which had a battery power its anti-piracy measures.
         | You only had to send it in if the battery dipped below a
         | certain voltage, after which it would destroy the security key
         | (in memory), so the ROMs would remain encrypted. You could turn
         | off the machine just fine. Arcade machines were regularly
         | powered off. This coupled with the fact that the CPS2 batteries
         | especially are prone to leak over critical components dubbed
         | them the suicide batteries. These security measures have since
         | been defeated in a few ways, all while removing the troublesome
         | battery. You can replaced the encrypted ROMs on your board with
         | Phoenix ROMs, which are decypted. You can solder on a PCB
         | called the Infinikey, which loads the decryption key with power
         | from the board and not the battery. Maybe there are others,
         | too.
         | 
         | I think the HNG64 just had obscure/undumped/not understood
         | hardware.
        
           | mrandish wrote:
           | The many-year effort to finally break the CPS2 hardware
           | protection is a fascinating story. It was huge not only for
           | the preservation of some well-known, historically significant
           | games but it also allowed a lot of dead vintage arcade boards
           | to be resurrected for new generations to enjoy.
        
         | mschuster91 wrote:
         | That shit is something you still find in the gambling world.
         | Many of the modern one-armed bandits have HSMs with a loooot of
         | protections, including batteries with drill through protections
         | and god knows what else, although it's less used for anti-
         | piracy but more to prevent tax fraud.
        
           | gosub100 wrote:
           | It's to prevent cheating! If the roms weren't
           | cryptographically signed, people would "homebrew" their own
           | "mods" lol.
        
         | kstenerud wrote:
         | Yes, it was a 2-part scheme:
         | 
         | They had a proprietary decryptor chip that sat between the
         | program roms and the CPU. The decryptor used a table held in a
         | small SRAM that was powered by a battery. When the SRAM lost
         | power (battery died, or someone was trying to reverse engineer
         | the board), the decryption key would be lost.
         | 
         | We broke it because someone noticed that the FC1 pin was tied
         | to the drcyptor chip. In retrospect this made sense because
         | only the program roms were encrypted, not the gfx roms (FC1 and
         | FC0 pins were 01 for data access and 10 for program access
         | [1]). Whenever the 68000 was requesting an instruction, it
         | would set FC0 low and FC1 high, and when requesting data it
         | would be opposite - this is how the decryptor knew when to
         | decrypt.
         | 
         | But there was an achilles heel!
         | 
         | If you use PC-relative addressing, this ALSO causes FC0 low and
         | FC1 high (because PC-relative is assumed to be accessing more
         | program code). So all you had to do was fetch each address
         | using PC-relative MOVEs, and it would happily give you the
         | decrypted instruction words.
         | 
         | But then there was a secondary protection scheme: The decryptor
         | chip would mysteriously shut down after a short while! WTF!
         | 
         | It wasn't until Capcom released their home console based off
         | the original CPS board, along with backports of games like
         | Street Fighter Zero, that the penny dropped. These backports
         | were full of mysterious reads of weird addresses that made no
         | sense.
         | 
         | It turns out that these weird addresses were what the decryptor
         | chip was waiting for on the address bus. If no such address
         | appeared within a timeout period, the chip would stop
         | decrypting until you reset.
         | 
         | But the guys backporting CPS2 games didn't take the
         | instructions doing these accesses out - even though the
         | original CPS board didn't need it (probably it would have been
         | a lot of work), so that secret leaked out.
         | 
         | After that, it was a simple matter of writing a program that
         | read via PC-relative addresses, sent those weird accesses from
         | time to time to keep the watchdog happy, and then output to a
         | dumper via IO pins.
         | 
         | [1] Section 3.8: PROCESSOR FUNCTION CODES (FC0, FC1, FC2)
         | 
         | https://www.nxp.com/docs/en/reference-manual/MC68000UM.pdf
        
           | sixothree wrote:
           | Great explanation. The address bus reminds me of port
           | knocking.
        
           | pansa2 wrote:
           | > _The decryptor used a table held in a small SRAM that was
           | powered by a battery._
           | 
           | IIRC Sega's System 16 did something similar. Was that board's
           | encryption cracked in the same way?
           | 
           | Was this style of anti-piracy measure widely used at the
           | time, or was it only on a few 68000-based systems?
        
             | kstenerud wrote:
             | The 68k was unique in that it included in its design the
             | ability to act as a Harvard Architecture processor (where
             | instructions and data have separate signal pathways rather
             | than being together in the same address space [1])
             | 
             | It did this via the function code pins, which signaled
             | differently depending on whether the chip was requesting
             | instructions or data, in supervisor or user mode. No other
             | consumer-grade chip had this as far as I know.
             | 
             | Sega's System 16 was also 68000 based (as was the
             | Megadrive/Genesis), but I don't know anything about their
             | protection scheme.
             | 
             | [1] https://en.wikipedia.org/wiki/Harvard_architecture
        
               | ksherlock wrote:
               | The 65816 has valid data address (vda) and valid program
               | address (vpa) pins which are essentially the same as
               | fc0/1/2 , minus the supervisor/user mode support.
               | vda  vpa         0    0    internal operation, address
               | bus may be invalid         0    1    valid program
               | address, may be used for program cache control         1
               | 0    valid data address, may be used for data cache
               | control         1    1    opcode fetch, may be for
               | program cache control and single step control
        
       | dmix wrote:
       | Article mentions LaserActive. I remember going to my uncles house
       | as a kid where he had one and I had no idea it existed
       | https://en.wikipedia.org/wiki/LaserActive
       | 
       | Pretty sure I just used it to play genesis games
        
         | dfxm12 wrote:
         | Not many knew they existed! They are sought after by
         | collectors, and fetch a pretty penny. At least they were when I
         | was getting into PC Engine/TurboGrafx gear ~15 years ago. I'm
         | sure it's even more now.
        
       | blauditore wrote:
       | Somehow I like the random unrelated ramblings about vintage
       | movies and the author's trip to tokyo at the beginning.
        
       | omoikane wrote:
       | I felt the urge to zoom into the first picture and look at the
       | price tags:
       | 
       | - Battle Toad in Battlemaniac (Battletoads in Battlemaniacs) =
       | 53900 JPY.
       | 
       | - Akumajou Dracula XX (Castlevania: Vampire's Kiss) = 27500 JPY.
       | 
       | - The King of Dragons = 39800 JPY.
        
       | Sniffnoy wrote:
       | > Vajra and Vajra 2 - A pair of LaserActive-exclusive rail
       | shooters by Data West
       | 
       | Wait, Data _West_? Apparently there was indeed such a company:
       | https://www.mobygames.com/company/6613/data-west/
       | 
       | They're founded later than Data East, but also Japanese. They
       | don't appear to be any sort of spinoff of Data East or anything,
       | but I have to wonder if with the name they were hoping to confuse
       | people somewhat into thinking they were Data East, or to ride on
       | their reputation...
        
       | azalemeth wrote:
       | I really love posts like this - and moreover it's clear that
       | emulating games has spurred the development of really deep
       | technical skills in more than one author.
       | 
       | I worry that the likes of the extremely difficult to crack, on-
       | chip DRM found within e.g. the Xbox One X, designed at every
       | available opportunity to resist hobbyists understanding and using
       | the hardware, will show up as a big gap in museum exhibits in our
       | cultural memory in the 2200s. DRM has a long tail, and we
       | societally pay quite the underappreciated price for it, for sure.
        
       | mrandish wrote:
       | Even after 28 years, there continue to be a lot of interesting
       | things happening across MAME - and it goes well beyond the arcade
       | machines MAME is known for to lesser known home consoles, vintage
       | computers and other hardware.
       | 
       | One example I'm excited about is the recent progress emulating
       | professional music synthesizers like the legendary Yamaha MU-
       | series (https://en.wikipedia.org/wiki/Yamaha_MU-series). These
       | are significant not just to musicians but also gamers because in
       | the late 80s PC games started supporting MIDI music soundtracks.
       | Throughout the 90s, most PC gamers only heard these soundtracks
       | through fairly primitive PC sound cards which had limited audio
       | sample memory, bit rates and simultaneous voice counts. So we
       | usually heard chintzy, partial renditions of the lush full
       | soundtracks the game's composer originally created (many
       | composers used external MIDI hardware).
       | 
       | If you were a hardcore gamer with _serious_ money you got an
       | external MIDI sound module like the Roland Sound Canvas which
       | could elevate your favorite game 's sound from chintzy to
       | breathtakingly beautiful. However, the absolute best MIDI game
       | hardware was the $699 64-voice Yamaha MU80. I heard one back in
       | the day and it blew my mind what I'd been missing (MU80 Demo
       | Song: https://www.youtube.com/watch?v=FwWxEN2NGHA). Now thanks to
       | MAME I can have a full software emulation of this powerful,
       | pricey professional hardware I could only lust for back then.
        
         | cyanydeez wrote:
         | When do you think we'll be able to ask an AI to recreate some
         | nostalgia induced fantasy game in the 90s?
        
         | kubectl_h wrote:
         | I remember the weird, pretty bad MIDI songs that shipped with
         | my Packard Bell Pentium 166 (with MMX technology) and I didn't
         | realize there were devices at that time that would have
         | elevated them. A quick search on youtube shows this video
         | comparing a Sound Blaster output with the MU80. Pretty cool!
         | 
         | https://www.youtube.com/watch?v=C33-YCX7Too
        
           | mrandish wrote:
           | Wow. That's a shocking difference and it's similar to what I
           | remember from back then. There was some truly wonderful music
           | composed for these games which only a lucky few players got
           | to hear. That video shows the similar MU50 which was a cost-
           | reduced MU80 that could play 16 different voices at once with
           | 32 track polyphony. The MU80 did 32 different voices at once
           | with 64 track polyphony, although a game's soundtrack would
           | need to use the extra voices to make a difference.
           | 
           | Most of the MU series were backward compatible with the newer
           | ones mostly adding more voices, polyphony, samples, effects
           | and expansion options. Thanks to MAME we don't have to choose
           | as we can have them all including 1999's MU128 which could
           | play 64 different voices at once with 128 track polyphony.
        
       | HackerThemAll wrote:
       | It would be great if they finally cracked the >100 ms delay
       | between a keypress and game response. Immediately visible in
       | Galaga and Galaga with fast shoot.
        
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       (page generated 2025-10-08 23:00 UTC)