reverse-engineering

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  • EVE Evolved: Features coming in Oceanus and beyond

    by 
    Brendan Drain
    Brendan Drain
    09.28.2014

    It's been almost four months since EVE Online switched from publishing two major expansions per year to releasing ten smaller updates, and so far it looks like the new schedule has been a huge success. Rather than forcing the industry overhaul out the door in Kronos before it was ready, CCP was able to push it forward to the Crius release window seven weeks later and the extra development time meant the feature launched in a very polished state. It may be too early to tell if the new schedule's success can be seen in the concurrent player graph for Tranquility, but the numbers have remained steady for the past few months in what is typically the annual low-point for player activity. The Oceanus update is scheduled to go live in just two day's time, adding several graphical upgrades, more difficult burner missions, an experimental new notification feature, and other small improvements. The scale of the update seems to be on par with the recent Hyperion release, consisting of mostly small features and minor iterations on gameplay. While we're told that CCP is still working on large projects behind the scenes, the new release schedule means they won't be rushed out the door and so we may not see them for some time. In this edition of EVE Evolved, I summarise everything we know about Tuesday's Oceanus update, and take a look at what's to come in further releases.

  • Apple hacker digs up Qualcomm baseband proof by decompiling iTunes?

    by 
    Sean Hollister
    Sean Hollister
    01.22.2011

    We're a little short-staffed on Qualcomm chipset engineers at the moment, so forgive us if we can't immediately confirm this tale, but we're hearing iPhone hacker Zibri has discovered proof of the Apple / Qualcomm collaboration in his very own build of iTunes. Zibri claims that by tearing apart the latest version, he found the chunk of code above, which contains files that are allegedly the exclusive "building blocks" of Qualcomm radio firmware. That doesn't tell us anything about a supposed iPhone 5 or iPad 2, unfortunately, as it's probably just referring to that CDMA chipset in the Verizon iPhone 4... but with the right building blocks, one can craft any number of wonders.

  • Kinect hack explained: follow-along-at-home guide lets you reverse engineer USB, impress your friends

    by 
    Paul Miller
    Paul Miller
    11.16.2010

    So, there's already an open source driver for the Kinect -- who needs to learn how to reverse engineer USB all over again? Well, ladyada of Adafruit Industries, the folks responsible for the Kinect hack bounty and the USB logs used by the bounty winner to get a jump on his hack, has published a detailed guide on exactly how she sniffed the Kinect's USB chatter. The guide isn't for the faint of heart, but it's not completely unintelligible to someone with a bit of time and determination. If anything it serves as an excellent bit of how-the-Kinect-was-won history. We're not expecting Microsoft to reconsider its "Microsoft does not condone the modification of its products" stance on this issue, or its petty threat of law enforcement "to keep Kinect tamper-resistant," but we do hope they've learned one thing by now: they're fighting a losing battle.

  • MintyBoost unlocks the secret of Apple's chargers

    by 
    Mike Schramm
    Mike Schramm
    08.03.2010

    The folks at Minty Boost have unveiled a rather interesting Apple secret: just how the company charges its devices. In the video on the next page, you can see the whole process reverse-engineered. It's rather technical, but as long as you make sure all the wires go where they need to go (you need to lay out a certain series of resistors on the USB data lines, so that the device thinks it's hooked up to an official charger), you can actually build your own iPhone or iPod charger. In fact, there's a new Minty Boost kit which comes with prebuilt circuitry that you can use (inside an Altoids tin or whatever you want to use) to create your own iPhone USB charger. You can read about the whole process of reverse engineering Apple's process over on the official blog -- it's fascinating both how Apple implemented this process of "verifying" a certain USB charger, and also how Minty Boost eventually figured it out. It's definitely very technical, especially when you get into some of the final steps of amps and volts, but the bottom line is that by lining up those resistor levels, almost anyone can put together a working charger for any Apple device. Keep in mind that if you aren't familiar with basic electronics safety, these are not the projects for you.

  • EVE Evolved: Research: Five top tips

    by 
    Brendan Drain
    Brendan Drain
    01.03.2010

    In the past three weeks, I've covered the ins and outs of research in EVE Online, from Tech 1 blueprints and the Tech 2 invention system to Tech 3 and reverse engineering. In my nearly six years of playing EVE, I've delved into every traditional profession and picked up some valuable tips and insights on each one. Having been involved in every aspect of the Tech 1, 2 and 3 industries, I've built up a fairly complete picture of how the research portion of any industry interacts with its production lines. In this final part to the EVE Evolved guide to research, I give five top tips that I consider invaluable for anyone getting into research and industry. #5 - Chasing profit: To keep your profit margins high in any business, you'll need to adjust your choice of products frequently to keep up with what's recently profitable. The most important tool you'll ever have in any industry is a spreadsheet or application to calculate build costs for you. By updating the prices on your spreadsheet regularly, you can quickly spot which items are profitable to build and stay ahead of the curve. This is important because in some areas, like the market for Tech 2 modules, it can take as little as a week for an item to go from high profit to making a loss. In EVE's highly competitive markets, it's the most agile players able to stay on top of market trends who make the most ISK. There are several freely available applications and websites that can help with practically every industry but I've always found it useful to make my own spreadsheets. Skip past the cut for four other invaluable tips on reverse engineering chances, invention profit margins, predicting trends and more.

  • EVE Evolved: Research: Five top tips, page 2

    by 
    Brendan Drain
    Brendan Drain
    01.03.2010

    The key is keeping in mind the relationship between each stage of your market's production chain and not just the ones you're involved in. For example, when the prices of certain advanced materials change, this has a slightly delayed knock-on effect to the Tech 2 component market and so to the build cost of certain Tech 2 modules. If you see a downward trend in advanced material prices, you could predict that the build costs of Tech 2 items that make heavy use of that material are about to drop.

  • EVE Evolved: Research: Reverse Engineering and Tech 3, part 2

    by 
    Brendan Drain
    Brendan Drain
    12.27.2009

    To install a reverse engineering job, you'll need more than just the relic. A hybrid tech decryptor for one of EVE's four races is required to specify which race of hull or subsystem your blueprint will be for. For example, using an Amarr hybrid tech decryptor will make the subsystem or hull blueprint it produces an Amarr Legion one.

  • EVE Evolved: Research: Reverse Engineering and Tech 3

    by 
    Brendan Drain
    Brendan Drain
    12.27.2009

    In the first two parts of this guide to Research in EVE Online, I covered the basics of Tech 1 blueprint research and the "Invention" system that allows players to make their own Tech 2 blueprint copies. The reverse engineering process used to make Tech 3 blueprints is a lot like invention except with a new set of materials, equipment and skills. Though the process used to create it will be familiar to inventors, the end product is a strange beast. Unlike Tech 2, Tech 3 isn't just a straight improvement over lower tech levels and doesn't use Tech 1 or 2 as a base. Instead, it's an entirely new technology used to make custom, modular ships. At the moment, the only Tech 3 products we have are the modular "Strategic Cruiser" class but more is planned for future patches. Tech 3 frigates are rumoured to be next on the development table and it's entirely possible that we'll see strange new Tech 3 modules thrown into the mix too at some point. In today's part of this bumper guide to research, I look into EVE's newest addition to the researcher's repertoire as I examine Tech 3 and "Reverse Engineering". I'll look at how it all fits together to make a finished product, what's required to get involved and best practices for staying profitable in what has become a very competitive marketplace.

  • EVE Online developer explains how to build Tech III strategic cruisers

    by 
    James Egan
    James Egan
    02.16.2009

    For many players of massively multiplayer online titles, the crafting side of these games is especially appealing. Quite a number of EVE Online's players are drawn to the crafting side of this particular sci-fi MMO, and those in large corporations and alliances have learned how their collective efforts can allow them to produce vast quantities of items and reap equally vast sums of ISK.EVE's crafting system is also very much the backbone of the game. Almost every ship and module used by players in the game was created by another player. Those who are into the combat aspects of the game are reliant upon the producers to supply their tools of destruction, and that destruction in turn creates demand (and fuels profits) for EVE's industrialists. It's an interesting bit of symbiosis (despite that animosity towards those on the other side of the fence) that keeps New Eden thriving.

  • PlayStation Home hacked, the search for backup exploits begins

    by 
    Samuel Axon
    Samuel Axon
    10.23.2008

    Hackers, like life, will find a way. Sony knows that all too well thanks to the PSP, but so far the PlayStation 3 has stood strong in the face of legions of nerds trying to find a way to exploit it. A potentially major breakthrough may have been made, though, as well-known PS3 hacker StreetskaterFU (we've no idea what he's going for with that name -- really) has managed to decrypt the beta client for Sony's PlayStation Home service. Curious devs can now poke around in the files looking for a way to exploit the newish in-game XMB functionality, potentially allowing homebrew apps and game backups without hard drive swapping. There's no guarantee it will lead anywhere in the end, but you don't care either way, right? Our upstanding readership would never participate in such heinously illegal activities.[Thanks, James]

  • Koster writes "how to hack an MMO"

    by 
    Samuel Axon
    Samuel Axon
    04.30.2008

    Have you ever wanted to walk through walls in MMO? How about telepathically sense the locations of all the good drops in a zone, or make invisible things very, very visible?A blog post by game designer Raph Koster (of Ultima Online and now Metaplace fame) will tell you how! Admittedly, Koster doesn't really go into much detail. Also, he's trying to help developers avoid hacking problems, not giving inside secret tips to hackers. It's still an interesting read, though!He lays out an overview of the various design choices developers make that are exploited by hackers. For example, some developers might choose to trust the client to handle collision detection to reduce lag and increase gameplay responsiveness. Well, a clever hacker can make the client report to the server with false collision information, allowing that hacker to move through walls. It turns out that most designers take a middle-of-the-road approach, meaning that, as Koster puts it: "only bad-ass hackers are cheating, instead of damn near everyone."