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AtomicPurple AtomicPurple @kbin.social
Posts 12
Comments 135
New Flashcard for Nintendo Switch. Team Xecuter might be behind it.
    1. This shouldn't be an issue. Nintendo has allowed for carts containing multiple titles for years now. Inserting the cartridge causes all the games on it to appear on the home screen.

    2. The Switch is massively popular. Assuming the cartridge works and sells even somewhat well, we will 100% see games being shared in whatever format it uses. It might take awhile for the Switch's full back-catalog to be dumped and uploaded in the new format, but popular / recent titles will be circulated within a matter of days. If there's a way to convert existing XCI / NSP rips to the new format, there are plenty of individuals / groups who will race to get everything converted as quickly as possible.

    3. Assuming the cart is completely transparent to the Switch, which is likely to be the case, then I see no reason why updates wouldn't download as normal. If Nintendo is able to detect the carts and ban Switches that use them, it may still be possible to access updates by rolling them into the same file as the base game and loading them from the cartridge. Personally, I think the second option is fairly likely, as it's already possible to do this with NSP rips, and it's the method that offers the most resistance to whatever countermeasures Nintendo may deploy.

  • Anon gets groomed
  • Same.
    I literally said "what" out loud three times while reading this.

  • $1 grilled cheese (Does anyone else here like their food super simple and plain?)
  • This post makes me want grilled cheese, but I don't have any bread right now and all the stores are closed because Thanksgiving.

  • Using the "frog in boiling water" technique
  • CDs have been making a slow comeback for the past year or two, and global CD sales actually went up last year for the first time in over a decade. If it's anything like the vinyl or cassette resurgence, I imagine it won't be too difficult to find places that sell CDs in a few years.

  • Identity's Kaleidoscope
  • My partner has DID, and I've done a ton of research into it as a result. This story sounds extremely plausible to me.

    I've read multiple case studies where people with multiple personalities will get out of whatever situation was causing the disassociation, and over time some of the personalities will vanish / die off. There was also a very extreme case I read about where the fractured personalities managed to coalesce into a new whole, but it was a different personality than the original. Basically a fully formed identity that was suddenly living the life of someone they didn't identify as, and whose memories they couldn't really recall.

    Even in my partner's much less severe case of DID, the less prominent personalities will sometimes go dormant for months at a time. Haven't had any of them disappear fully yet, but it's at least theoretically possible from what I understand.

  • What will you do once windows 10 is deprecated and you have to update to windows 11 or 12?
  • Not just technically. The killer combo of FOSS operating systems is GNU/Linux on desktop and Android OSP on mobile.
    I'm curious what the person you replied to is running on their phone if it isn't Android based.

  • ‘Reddit can survive without search’: company reportedly threatens to block Google
  • I've found that Reddit's search generally works when searching within a specific subreddit, but otherwise it's mostly useless.

  • Reddit is killing blockchain based Community Points
  • I've only ever heard about it from things posed here

  • Anon gets challenged.
  • Not to mention that useful information was harder to find and more difficult to verify, especially for niche technical topics like the inner workings of specific games.

  • Anons call Pawn Stars (transcription in body)
  • No, that's not it. It was a video livestream that had the stereotypical hippie looking host sitting on the floor behind a table taking calls. I don't know if anyone recorded it at the time, but I'd recognize it instantly if I saw it.

  • Anons call Pawn Stars (transcription in body)
  • I missed that, but I remember around 2011 there was some new-age cult leader guy doing a call-in live stream that got trolled until he rage quit.

  • Anon doesn't grasp rock, paper, scissors.
  • The water jets they use to cut metal only work because the stream is so narrow. Hydro pump is more like getting hit with multiple full-blast fire hoses at once

  • Do y'all have dreams at night?
  • My dreams tend to be way more intense when I'm stoned, but I have a much harder time remembering them afterwards.

  • You know the story about the the error message edited to say "Thank you for playing Wing Commander"? That doesn't actually happen in any version of the game.
  • The version I've always heard isn't that the expansion pack "randomly fixed it", but rather that the issue was a memory leak that would cause the game to run out of RAM and crash after a couple hours. The extra memory of the expansion pack would just delay the crash for an additional 6-7 hours. I'm curious how true this is actually is now, as it seems like it would be easy enough to test.

  • Starfield has been cracked
  • Yup.

    I was vaguely interested in Dark Souls for years, but every time I tried, I bounced right off it. I went through a cycle where every year or two, I would pirate one of the souls games, try it out, give up on it after an hour or so, and do it all over again the next time I was sufficiently compelled to give the series another shot. This happened until several years ago when I tried Dark Souls II, and for some reason it finally clicked. I played my pirated copy of Dark Souls II for about 10 hours, before a random crash corrupted my save file.

    After that happened, I immediately bought the game on Steam and proceeded to play it for the next month and a half, until I eventually beat it. I've since purchased every souls game plus Elden Ring on Steam, and recently imported a copy of Bloodborne GOTY edition after spending $700 on an exploitable PS5, just so I could play it at 60FPS. None of these legitimate purchases would have ever happened if I hadn't been able to repeatedly pirate Dark Souls for about five years.

  • Starfield has been cracked
  • Which sucks, because Arkane was one of my favorite developers before the quality of their output fell off over the past five years. I loved the Dishonored games, and Prey is the single best immersive sim ever made. I was looking forward to DeathLoop, but it ended up being kinda meh, and Redfall has been so universally panned that I haven't even bothered to try it.

  • The cartridge art was always so kickass. You just had to use your imagination quite a bit...
  • No, it was inaccurate, even at the time. The Famicom was built to cost and and mainly used cheap off-the-shelf components that were already obsolete when the system first released in 1983. The NES released in North America the same year as the Commodore Amiga, a system that actually was cutting edge, and represented a big leap forward in what home computers could do graphically. By the time Mega Man released, the Amiga was on it's second revision and other home computers were rapidly catching up to it's capabilities.
    While Mega Man was one of the best games on the NES, it ran at the same resolution as every other game on the system, and was stuck working within the same limited color palette and low sprite limit that were more than five years behind the curve when it released.

  • Playstation 2 @kbin.social AtomicPurple @kbin.social

    PS2 ports that are actually different games?

    I'm looking for a list of games that were released on multiple platforms, but the PS2 version is actually a completely different game from what other platforms got. Need For Speed Hot Pursuit is probably the best known example of this happening, but it was most common around the start of the 7th generation, where publishers insisted on porting the latest releases to the PS2 due to it's large install base. Alot of these were cut down ports of the same game, such as the Simpsons Game and Test Drive Unlimited, but there are also games like COD World at War, where the PS2 version is a different game made by a different developer with the same title. I can find lists of cross-generation releases, but none of them distinguish between these two different release types.

    Does anyone have a complete list of these, or know a good way of building one?

    1
    How much weed does the Volcano save you?
  • My handheld vaporizer isn't nearly that efficient, but it is still crazy how efficient is is compared to smoking. Awhile back I was given a pickle jar full of bud, and it took my partner and I about 2 months to get through 1/5th of it. We ended up giving the rest to a friend who mainly rolls joints, and he burnt through all of it in under two weeks. I was genuinely shocked when he told me he had used it all already.

  • How much weed does the Volcano save you?
  • Dry vaporizing takes time to hit you (5-10 minutes)

    I primarily use a vaporizer, and this isn't really true in my experience. Usually, I start feeling it within 5-20 seconds of taking the first hit, and it ramps up in intensity over the next 20 seconds to a minute. If I didn't feel anything for 5-10 minutes, I'd be concerned.

  • Martinet Stepping Away from Voicing Mario
  • I'm pretty sure all the edutainment titles predate Charles Martinet as the voice of Mario, and I don't think Nintendo would ever make a game like that these days.

  • I could use some help. Posting here because the DS hacking community seems completely dead.

    cross-posted from: lemmy.ml/post/2145378

    > > > I have a hacked DSi XL running TwilightMenu++. I recently upgraded the SD card from 2GB to 128GB, and loaded the entire English language DS ROM library on it (about 3,000 games in total). > >

    > > > All the games show up on the DS and play just fine, as far as I can tell. The issue is that TwilightMenu is borderline unusable for browsing them. The menu is divided into pages containing 40 files each. The pages have to be tabbed between with the L and R buttons, there’s no top level menu or directory for quick navigation. That would be annoying but still usable, if it weren’t for the fact that each page takes 15-20 seconds to load, and you can’t tab to the next page until the current page is done loading. There are over 75 pages with my current romset. According to my calculations, it would take at least 10 minutes to browse halfway through the list. That’s obviously completely unacceptable. > >

    > > > Are there any alternative front-ends for browsing ROMs on DS? I found a couple for 3DS, but TwilgitMenu++ seems to be the only option for the DSi without a flash cart. I’m surprised TwilightMenu isn’t better optimized for dealing with lots of files. Surely I’m not the first person to encounter this problem. > >

    3

    How to deal with large romsets on a DSi?

    I have a hacked DSi XL running TwilightMenu++. I recently upgraded the SD card from 2GB to 128GB, and loaded the entire English language DS ROM library on it (about 3,000 games in total).

    All the games show up on the DS and play just fine, as far as I can tell. The issue is that TwilightMenu is borderline unusable for browsing them. The menu is divided into pages containing 40 files each. The pages have to be tabbed between with the L and R buttons, there's no top level menu or directory for quick navigation. That would be annoying but still usable, if it weren't for the fact that each page takes 15-20 seconds to load, and you can't tab to the next page until the current page is done loading. There are over 75 pages with my current romset. According to my calculations, it would take at least 10 minutes to browse halfway through the list. That's obviously completely unacceptable.

    Are there any alternative front-ends for browsing ROMs on DS? I found a couple for 3DS, but TwilgitMenu++ seems to be the only option for the DSi without a flash cart. I'm surprised TwilightMenu isn't better optimized for dealing with lots of files. Surely I'm not the first person to encounter this problem.

    1

    Lossless Apple Music Ripper?

    I know Apple Music added a lossless streaming option awhile back, but all the rippers I can find only appear to do 256kbps AAC. Is there anything out there that supports lossless?

    5

    [Repost] [Audio] The MQA Controversy: How an inferior format tried to take over the high-end audio market and caused major backlash

    This writeup was originally posted to /r/hobbydramma in October 2022, and has since been deleted. This version has been slightly edited for improved clarity and to add some new details that have developed since I made the original post.

    Some Background on Digital Audio

    This section might get a bit technical, but it’s essential for understanding the nature of this controversy. I’ll try to keep it as simple as possible.

    Audio, like most forms of media, can be encoded digitally in a number of different ways. One of the key distinguishing features when comparing digital audio formats, is whether the encoded audio is lossy or lossless. Lossless audio formats store encoded audio signals in their entirety. When decoded, lossless audio is indistinguishable from the original unencoded signal. By contrast, lossy audio formats produce a signal that is close, but not quite identical to the original, hence they “lose” information. This loss is usually intentional, and is done in order to reduce file size at the cost of sound quality. Here is an image showing the difference between .flac (lossless) and .mp3 (lossy) files of the same recording. It should be noted that even the tiniest difference between encoded and decoded audio signals make a format lossy. True lossless formats must always produce a 100% identical signal to what was originally encoded. Unsurprisingly, audiophiles tend to have a strong preference for lossless audio formats.

    Not all lossless audio is equal however. Audio from a standard music CD plays 16-bit samples at 44.1KHz. This is very good quality, and has become something of a lowest common denominator for lossless digital audio. Exceeding CD-quality audio is possible, and it’s something audiophiles are often keen to do. This “Hi-Res” audio almost always uses 24-bit samples, which are played back at anywhere from 48 to 192KHz. You can think of these different standards as being sort of like the difference between 1080p and 4K for video. Ideally, Hi-Res lossless files should always be created directly from an original studio master, which is the highest quality version of a recording that will ever exist. These “master quality” files, are preferred over all others by a large number of audiophiles.

    MQA

    MQA stands for Master Quality Authenticated. It is a digital audio format designed by Bob Stuart and his company Meridian Audio. MQA was released under MQA Ltd., a company founded specifically to manage this new format. The goal of MQA was to improve sound quality for the average listener, and set an industry-wide standard for the storage and distribution of high resolution digital audio.

    The idea behind the MQA format is that high frequencies, such as those found in 24-bit Hi-Res audio files, are compressed or “folded” into a lower resolution, 16-bit audio stream. According to MQA Ltd., MQA encoded audio will work with just about any digital audio decoder, and will play at the same quality as a normal CD. However, if the audio is played back with a special MQA decoder, the audio stream will be “unfolded” up to three times, with each unfold adding resolution and depth to the reproduced sound. Allegedly, this technique allows MQA to achieve “studio quality” and “retain 100% of the original recording” The folded 16-bit audio stream can be used to create special MQA CDs that are still compatible with regular CD players. Additionally, MQA technology allows music download and streaming services to serve up 24-bit Hi-Res audio, while keeping data usage about the same as what’s needed for regular CD-quality lossless. The real selling point though, is in the “authenticated” part of Master Quality Authenticated. Using sound signature testing and watermarking of the audio signal, MQA can, at least theoretically, compensate for distortion and other artifacts introduced in the recording, mixing and mastering process. In an ideal scenario, MQA should be able to make audio sound identical to how it does in the studio, as if there are no recording or playback devices in between. This process is also meant to validate the authenticity of MQA files, ensuring they have not been changed or tampered with at any point between the mastering studio and the listener.

    MQA was first revealed to the public in December 2014. By mid-2016 Warner Music Group had struck a deal to license MQA for their releases, and the first audio hardware with built-in MQA decoding was hitting the market. Around the same time as the Warner Music deal, the RIAA gave MQA it’s official Hi-Res certification, allowing MQA releases to feature the Hi-Res MUSIC logo. In the following months, more record labels, including Sony and Universal, signed on to release their music in MQA. The biggest boost for MQA however, came in January 2017, when Jay-Z’s Tidal streaming service announced that it would soon support the format. Tidal was already popular with audiophiles for being among the first to offer lossless music streaming, and now they were set to be at the forefront of this emerging Hi-Res standard. With superior sound quality, the backing of big record labels and manufacturers, a major streaming service on board, and loads hype from the Hi-Fi press, it looked like MQA would soon be a staple of the high-end audio world.

    Initial Backlash

    Despite it’s apparent advantages, and some claiming that MQA encoded files sound better than their vanilla 24-bit counterparts, there were a number of people firmly against MQA from the start. Early criticism mostly came from individuals within the music industry, who noticed a number of concerning things surrounding MQA and it’s business model, and their sentiment slowly spread to the wider audiophile community.

    The biggest concern with MQA early on was the proprietary nature of the format. MQA is defined and controlled entirely by MQA Ltd. Unlike most other Hi-Res audio formats, hardware manufactures, software developers, record labels, and streaming services all have to pay licensing fees if they want to support MQA. Now, the music and Hi-Fi industries are no strangers to this business model. Charging a licensing fee for music formats dates back at least as far as the CD, however, MQA’s licensing structure is incredibly restrictive and controlling compared to most others. To start with, any product that supports MQA has to be certified by MQA Ltd. for compliance. This can be hard on equipment manufactures, who sometimes have to redesign hardware, or rewrite firmware to get MQA’s blessing. On top of that, MQA audio won’t unfold to it’s full resolution unless every stage of the audio supply chain, from mastering, to distribution, all the way to the end-user’s hardware are MQA certified, and you better believe MQA is collecting royalties every step of the way. If that wasn’t all bad enough, MQA hardware licenses are sold per-unit, so economies of scale can’t help to offset licensing costs. Even worse, is that third party software decoders are charged per decoded track. As a result, products that support MQA are invariably more expensive than their non-MQA counterparts.

    Due to these licensing issues, Schiit Audio issued a statement explaining that they would not be supporting MQA, and several other small manufacturers took a similar stance. Another company, PS Audio, did add MQA support to their hardware, but later released a video that was very critical of the format. This video reveals that MQA support was added entirely due to customer demand, so it’s clear the format had a good number of supporters, at least early on.

    Excessive licensing costs weren’t the only concern surrounding MQA though. MQA is touted as being DRM free, with audio streams able to be stored in the very popular, open source FLAC format. Only the lower resolution 16-bit audio is truly DRM free however. MQA’s authentication watermarking must be present in the file, and properly validated at playback, otherwise MQA decoders will refuse to unfold the audio to it’s full resolution. In this way, MQA acts as a sort of “soft-DRM”, that prevents recordings form being played at their maximum quality without both permission from the rights holder, and validation from MQA Ltd. All the issues surrounding MQA’s licensing and copy protection are explored in more detail in this article from 2017.

    The Problems Run Deeper

    If licensing and DRM were the only problems that plagued MQA, the format would still have it’s detractors, but it would probably be able to maintain a certain level of support amongst artists and music fans. As MQA hardware made it’s way into the hands of reviewers and audio technicians however, it became clear that there was something fishy about this new format.

    When it comes to digital audio formats, even propitiatory ones, standard practice is to give reviewers and other people within the industry access to an encoder, or even release one publicly. This is so that people testing out the format can encode whatever they want with it, and compare the output side-by-side with the input. The results of these tests are important for a format to build trust and gain adoption within the high-end audio community. It might come as a surprise then, that MQA Ltd. did not make an encoder available to anyone at launch, and still hasn’t released one to independent third-parties to this day.

    The lack of an encoder raised a few eyebrows, and suspicions about MQA only deepened once people realized that the format had been made as difficult as possible to validate. For example, MQA’s license terms forbid sending unfolded MQA data over a digital connection. A digital output could be used to capture raw audio samples and check them against a non-MQA source, but all MQA decoders send unfolded data straight to an internal DAC that only outputs analog signals. People, of course, figured out other ways to capture MQA audio signals, and began noticing some very odd things about them. There’s a great article that goes in-depth about various MQA test results, but the upshot is that audio signals derived from MQA files appear to contain all manner of excess noise and artifacts that should not be present in a lossless format.

    MQA is lossless? Right?

    Well, MQA’s official website plainly states that the format is lossless, as does their original logo. On top of that, in a 2016 interview about MQA, Bob Stuart was quoted as saying “...we focus solely on strict lossless delivery” and “...the [packing] process is losslessly reversible for the encapsulated audio and even at the lowest transmission rate”. Also, remember how the RIAA gave MQA it’s “Hi-Res” certification? Well, that certification is only supposed to be given to lossless formats. The RIAA defines high resolution audio as “lossless audio capable of reproducing the full spectrum of sound from recordings which have been mastered from better than CD quality music source”. Given all that, MQA had damn well better be lossless.

    The Real Controversy

    Now this may come as a shock, but MQA is not a true lossless format, of course this wouldn't be a hobby drama post if it was. The technique MQA uses to pack high frequency data is not without side effects, the most obvious one being ultrasonic “reflections” of audible sound in some unfolded tracks. Taking a look at this graph, we can see a gap in the audio data at around the 22KHz mark. That gap should not exist, because none of the data on the right side of the gap was present in the original track, it was all added during the MQA unfolding process. Other side effects include aliasing, ringing, and a higher noise floor. Even if you don’t understand what all those things mean, just know that they’re generally not good. It was also revealed that MQA’s folding process always causes these side effects to some degree, regardless of the source audio’s sample rate, or whether or not it’s unfolded during playback. That means that CD-quality recordings will always sound worse when encoded in MQA, and file sizes are often larger than their regular FLAC counterparts.

    In addition to not being lossless, A user on the Audiophile Style forums discovered that MQA’s authentication mechanism doesn't even validate the whole file. Up to a third of the audio data can be completely removed from an MQA file, and an MQA decoder will still authenticate it. This means that MQA’s authentication scheme is effectively worthless. Theoretically, a streaming service could truncate MQA files to save on bandwidth, and an MQA decoder would still report the audio as coming from an authentic, Hi-Res file that has not been modified.

    Once all this information started coming out, MQA became a target of ridicule for a certain portion of the audiophile community. A thread on the Audiophile Style forums titled MQA is Vaporware currently sits at over 1,000 pages, and contains comments such as “If they want a scam that the consumers might go for, how bout a streaming service that streams from original source vinyl?” and ”Maybe TIDAL and MQA can merge and get an executive from Sears to mismanage the whole thing into the abyss.” It was also around this time that some music piracy communities started imposing bans on MQA sourced content. Following the backlash, MQA Ltd. quietly removed any mention of the format being lossless from their website, but a handful of angry audio nerds wasn’t a large enough controversy to halt MQA’s slow, but steady adoption across the industry.

    The Drama Intensifies

    Rocky Mountain International Audio Fest was an annual audio industry trade show. At RMIAF 2018, Chris Connaker, an audio manufacturing consultant, gave a talk on MQA, in which he aimed to discuss the pros and cons of the format in an impartial manner. This wouldn’t be particularly noteworthy, if it weren’t for the fact that multiple MQA executives were in the audience. Once Chris starts talking about how MQA is not a lossless format, Ken Frosythe, the marketing director of MQA Ltd., chimes in to try to discredit his source. This completely derails the presentation, as Chris and Ken proceed to argue back and forth for nearly five minutes. Eventually, Derek Hughes, an MQA proponent with no direct ties to to the company, speaks up to ask his own clarifying questions. Chris can’t even finish responding before Mike Jbara, the CEO of MQA Ltd., jumps in. Mike berates Chris for intentionally misrepresenting the MQA standard, and criticizes him for not including Bob Stuart’s responses to the points he’s brought up. During his diatribe, Mike makes the bizarre assertion that “...trying to represent an objective end-to-end review of MQA on a spectrum, is just a silly representation of your own opinions.” There’s more back and forth, and by the time Chris finishes responding to Mike, the presentation is almost halfway over and has gone entirely off course. Chris tries his best to continue, but he is repeatedly interpreted by these same three individuals. They take issue with nearly all his criticisms of MQA, and throw out accusations of bias until he eventually gives up. This absolute shit show was recorded in it’s entirety ,with the highlight being a clip of Derek Hughes banging on a table while shouting about DRM. This became a minor meme following the event. Derek later tried to defend his actions, but ultimately apologized for his behavior.

    The RMIAF presentation was not the last time Chris Connaker would butt heads with MQA representatives. Chris also runs the Audiophile Style website, which is home to multiple in-depth articles and discussions about MQA, several of which have already been linked in this post. In May 2019, Chris revealed in a forum comment that people from MQA Ltd. had attempted to have content on the website removed on at least one occasion. The post’s conclusion reads ”Some people have expressed an interest in censoring content here and can you believe one's name is Bob Stuart?” One particular user was not happy about this revelation, not because of the alleged attempts at censorship, but because Chris was encouraging a “hate fest”. His comments were called out by other users, and eventually marked “off-topic”. At this point, the consensus among most forum members was that MQA did not live up to it’s claims, and that the people behind it would go to great lengths to try to hide that fact.

    While MQA continued to be adopted, and it’s detractors slowly grew in number, the next major development in this story wouldn’t come until 2021. At the beginning of that year, musician Neil Young announced that he was having his work removed from Tidal. Tidal had labeled Neil Young’s albums as “Masters”, a designation given to high resolution MQA releases on the service. The problem was, that Tidal had never been supplied with high resolution versions of those albums, CD-quality lossless should have been the only H-Fi option available. Upon further investigation, it was discovered that Tidal had taken the 16-bit lossless files they were given, converted them to MQA, and made them available to stream as “Masters”. They then removed the superior 16-bit lossless versions from their service, all without the knowledge or permission of the artist. This wasn’t an isolated incident either. It turns out Tidal had quietly replaced albums from hundreds of well known artists with inferior MQA versions. What’s worse, is that end users had no easy way of telling which tracks had been converted from CD-quality, and which were actually sourced from a Hi-Res master. Even people who were on board with MQA, now had zero assurance that anything encoded in the format was in any way master quality. A number of smaller artists joined Neil in having their work removed from Tidal once this all came out.

    Enter GoldenSound

    GoldenSound is YouTuber who makes videos covering high-end audio equipment and related topics. In April 2021 he uploaded a video about MQA. The video is very well produced and goes over much of the same information I’ve covered here so far. The thing that made GoldenSound’s video stand out though, is that he found a way to fully validate MQA, despite not having access to an encoder. Tidal, like most streaming services, has an automated submission system for independent artists. People using this system can get their music published in MQA on Tidal if they submit a high resolution master. GoldenSound took a bunch of high resolution test signals and submitted them though this process. Initially, Tidal rejected his tracks, presumably because they had a system to check for test tones, but after combining them all into a single track interspersed with actual music, his submission was accepted. GoldenSound was then able to stream the MQA tracks from Tidal and compare the signal output to the master he submitted. What he found was 100% confirmation of what people already knew; MQA was a lossy format, who’s encoding process added all manner of distortions and a substantial amount of noise, even in completely silent portions of tracks. He also found that MQA created from a CD-quaily source sounds audibly different than MQA created from Hi-Res, even with the exact same audio data in the source files.

    GoldenSound actually sent his findings to MQA Ltd. prior to uploading his video. What he got back was a ban from Tidal, and a lengthy e-mail that consisted mostly of marketing copy and weak attempts to refute his results. The parts of this e-mail worth addressing are fairly technical, so I won’t get into them here, but GoldenSound does a good job going over them in the final part of the video. The main takeaway form this response is that MQA Ltd. continues to react with extreme hostility towards anyone criticizing their format.

    GoldenSound’s MQA video quickly spread throughout music and audiophile communities, and the Streisand effect went into full-swing. Articles were written, memes were made, and many discussions were had. There was also a disclaimer added to that previously referenced Bob Stuart interview that reads “Most of Bob Stuart's answers have been debunked and the MQA technology is now seen as lacking any benefit for anyone other than record labels and MQA Ltd.” People who had never heard of MQA before were now decrying the format and canceling their Tidal subscriptions. A bunch of new people found Chris Connaker’s RMIAF talk, and were outraged by the behavior of the MQA executives. MQA Ltd. went into full damage-control mode, with Bob Stuart himself issuing a public statement that was clearly a response to GoldenSound’s video, despite never directly addressing it. Press outlets that had been previously been positive on MQA also began publishing new articles talking up the format.

    MQA Ltd. went one step further with their attempted damage-control, when someone, presumably tied to the company, tried to edit the MQA Wikipedia page to downplay criticism of their format. These edits included removing references to GolenSound’s MQA video, removing any mention of the format being lossy, removing information about DRM concerns, changing information about how MQA works, and even publicly doxxing GoldenSound. These changes were all sensibly reversed by Wikipedia’s editors, and none of them remain on the MQA page today.

    About a month after his MQA video, GoldenSound posted a followup, in which he address the public response made by Bob Stuart. GoldenSound handled each point of criticism in an extremely clear and professional manner, and throughout the video, he makes pleas for increased transparency and further testing of MQA. The most interesting nugget from this video, is that, according to Bob Stuart, MQA is optimized to only work well with “natural sounding” music, which is why GoldenSound’s prior tests had such poor results. Even if this is true, it’s not a good look for a format that’s meant to be studio quality, especially when you consider that it’s likely to be used for things like electronic and industrial music. The video concludes with the promise of another followup, if anyone from MQA Ltd. follows through on the requests for more transparency. A second followup video has never materialized, and most audio enthusiasts have remained firmly opposed to MQA in the time since.

    Aftermath

    While MQA is still around today, and you can still buy new Hi-Fi equipment with MQA support, it’s much less of a selling point than it was a few years ago. A large portion of audiophiles have sworn off MQA, or just never used it in the first place. There are still a few MQA die-hards who have doubled down in their support of the format, but they seem to be in the minority. The controversy has damaged the reputation of just about everyone involved with MQA Ltd., particularity Bob Stuart, who was respected by those familiar with his work prior to MQA. Conversely, GoldenSound has become a well respected figure among audio enthusiasts, and has more than doubled his YouTube audience off the back of his two MQA videos. Today, MQA is often seen as a “snake oil” product, in the same category as things like CD demagnetizers and audiophile ethernet cables.

    In June 2021 Apple Music added a lossless option to their service. This move has made lossless and Hi-Res audio a less viable niche for smaller competitors like Tidal, given Apple’s larger catalog and better brand recognition. Apple is using their well established ALAC format for steaming, a decision which effectively killed MQA as a competitive option for streaming services. In June 2023 Tidal announced that they will be switching to FLAC for Hi-Res audio streams, and the future of MQA Ltd. looks uncertain as a result. In a few more years MQA is likely to join HDCD and DVD Audio in the pile of dead Hi-Res audio formats.

    The ultimate irony in all of this, is that due to the limits of human hearing, Hi-Res audio probably doesn’t provide a tangible benefit to listeners in the first place. But, that’s an entirely separate debate that has been raging in the audio community for decades at this point.

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    Playstation 2 @kbin.social AtomicPurple @kbin.social

    An Introduction to the PlayStation 2 Console & Homebrew FAQ

    Hi, everyone.

    Seeing as some of my most upvoted posts on were Reddit were answering support questions on /r/PS2 and /r/PS2homebrew, I'm hoping to build the community here. I've decided to start by providing a general overview of the PlayStation 2 hardware and a homebrew FAQ, for the benefit of anyone finding this community for the first time. It might be a good idea for the mods to pin this post, as I'm hoping it can be a resource for people just getting into the PS2.

    Console Variants

    The PlayStation 2 was manufactured in two main variants; phat (the original design released in 2000) and slim (the revised design released in 2004). These two variants each had a number of different internal revisions, which are detailed here, but the major differences between these two are listed below.

    • The phat is larger than the slim by a considerable margin. The phat has a similar footprint to the original PlayStation, while the slim is not much larger than a DVD keep case.

    • Phat consoles have a DVD tray that slides out, whereas slim consoles are top loaders. This can make it easier to fit the phat into a cramped entertainment center, but at the cost of the drive tray being susceptible to mechanical failure.

    • Slim consoles are more energy efficient than phats, though most of them use an external power brick, whereas phat consoles all have an internal power supply.

    • Phat consoles run hotter, louder, and require more ventilation than slims, due to using more chips with larger die sizes.

    • The phat does not have any sort of networking capability built in, and requires the use of a network adapter add-on to connect to the Internet. The slim just has a 10/100 Ethernet jack built into the console.

    • Phats can make use of a standard PC hard drive or SSD via the network adapter add-on. Slim consoles require difficult and extensive modification to attain this same functionality, and not every hardware revision can be modded in this way.

    • Phat consoles have better compatibility with original PlayStation games than slims, due to a change in how PS1 code is handled at a hardware level. Additionally, a handful of early PS2 games are not compatible with some slim revisions.

    In addition to the phat and slim, the PS2 has a couple of rare and highly sought after variants. Namely, a PS2 based DVR called the PSX, and the Sony BRAVIA KDL22PX300, which is a small TV with a PS2 slim built into the stand.

    Controllers

    The PlayStation 2's main first party controller is the DualShock 2. This is the controller that came with the console, and is generally considered to be the best game pad for the system. There are quite a few clones of this controller that are readily available from online marketplaces. The quality of these varies, but even the very best of them fall short of an OEM DualShock 2. There are plenty of other 3rd party controllers to choose from as well, with Logitech's wireless controllers generally being considered among the best.

    Memory Cards

    Memory cards are probably the most critical PlayStation 2 accessory, as they're required to save games, install updates, and run most homebrew. Officially licensed PS2 memory cards are 8MB in size. That's enough to get started, but if you have a large game library, you'll absolutely want more space. Unofficial memory cards go all the way up to 256MB, though not every game is compatible with these high capacity cards.

    Games

    The PS2 had a massive library of games released for it during it’s 12 year life span; far too many to discuss any specific titles here.

    PS2 games were printed on either DVD-ROM or CD-ROM discs, depending on their size. CD-ROM games can be identified by a dark blue tint on the reflective side of the disc, whereas DVD-ROMs have a more standard sliver or light gold reflective layer. CD-ROM games are spun at a higher speed by the console in order to match a DVD data transfer rate. As such, consoles with a weak or dying optical laser will often fail to read CD-ROM games, but be able to play DVD-ROM titles just fine. These consoles may also fail to read the handful of dual layer DVD-ROM titles that were released for the system.

    Most popular PS2 games received at least one reprint after their initial release. Reprints were usually in the form of a red label “Greatest Hits” edition, resulting in earlier black label copies of these games being more highly valued by certain collectors. Many reprints contain bug fixes and other slight tweaks that can make them superior from a gameplay perspective.

    Connecting to Modern Displays

    A high quality component video cable is a must for the PS2 to look decent on any flat panel display. Wether or not you need an upscaler will depend on your exact model of TV, but for anything 4K it’s almost certainly a requirement. A scaler running the GBS-Control firmware is the one of the best options for the PS2, due to their excellent handling of interlaced video. These scalers can also be used purely as deinterlacers, with the resulting 480p signal being sent to another device like an OSSC for upscaling. This combo requires some tweaking, but produces the best overall results in my experience. RetroRGB has an excellent guide that goes into much more detail about display options for the PS2.

    Additionally, many PS2 games can be patched to add support for progressive scan and/or widescreen video modes. Note that a backup loader will have to be used to run the patched disc images. A list of compatible games and how to patch them can be found at ps2wide.net.

    Hacking and Homebrew

    Setting up your PlayStation 2 to run unlicensed homebrew software is the best way to get the most out of the console and extend it’s longevity in the modern day. The topic of PS2 homebrew has a lot of facets to it that are too much to go over in this post, so I’ll provide the most relevant information for new users in FAQ form. Fell free to ask clarifying questions in the comments or make a new post in the PS2 magazine.

    Q: What console revisions can run homebrew?

    A: Any PS2 can run homebew, but the most common homebrew loader, FreeMCBoot, does not work on slim PS2 SCPH-9000x models. Additionally, phat consoles do not support FreeDVDBoot unless they have DVD player software version 2.10, 2.12 or 3.04. It is more difficult to install FreeMCBoot on consoles that do not support FreeDVDBoot.

    Q: How do I install FreeMCBoot?

    A: The easiest way is to download and burn a FreeDVDBoot disc image for you console. Booting the disc will load a file manager called uLaunchELF, which you can then use to load the latest version of the FreeMCBoot installer from a USB drive. FreeMCBoot installs to any blank memory card, and should load automatically if that card is inserted into the PS2 at startup. Alternatively, you can purchase a pre-installed FreeMCBoot memory card online, but there’s no guarantee you will receive the latest version in that case.

    Q: What homebrew can I run on the PS2?

    A: The main piece of homebrew most people will want to run is called Open PS2 Loader, or OPL for short. It’s a backup loader that allows games to be played without their original discs, and is compatible with most titles. There is an app called HDLGameInstaller that can rip original game discs or copy disc images from a local network for use with OPL. The previously mentioned uLuanchElf is installed alongside FreeMCBoot, and is needed for various setup and maintenance tasks. There are also a number of console emulators and a media player for the PS2, but these functions are served far better by other devices in the modern day.

    Q: What do I need to play games with OPL?

    A: Aside from a PS2 that can run homebrew, you need to be able to store game rips somewhere that OPL can access. There are a number of different ways to achieve this, but the three most practical methods are as follows.

    • Use a hard drive. This method basically requires a phat PS2 and the network adapter add-on. It’s been around a long time, and works extremely well. Because the PS2 was originally designed for IDE, SATA drives can only be used with modified or aftermarket network adapters. Drives are limited to 2TB in size, and games have to be copied with bespoke software. There is an experimental version of OPL that uses eXFAT to support larger drives, but that comes with it’s own limitations.

    • Use a micro SD card in conjunction with a memory card adapter like the MX4ISO. This method is compatible with all PS2s, and is extremely convenient for the average user. The main drawbacks are that it currently requires a beta version of OPL, and you have to use the FreeMCBoot card for save games unless you swap it after boot, or use a multi-tap.

    • Set up a remote share and stream games over your local network. This was the best method to use with slim PS2s for a long time, and it still works quite well. The drawbacks are that loading times are quite a bit longer than with a hard drive, and it requires an Ethernet connection, and some networking know-how, to get up and running.

    Q: Can I play original PlayStation games with OPL?

    A: Yes, but not directly. PS1 games have to be converted into a special format that can be loaded by the POPS emulator, which requires it’s own setup. OPL is able to act as a front-end for POPS, but it’s not technically required, as the emulator can be run outside of it.

    Other Resources

    • pricecharting.com – Full list of PS2 games and their price history.

    • PSDev Wiki - Extensive technical documentation of the PS2 console.

    • PS2Home – A forum dedicated to PS2 homebrew.

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