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Off Topic / 226-316-1458 scammer
« Last post by netfreak on July 18, 2017, 11:18:28 am »
Ignore calls from this loser. The guy on the voicemail sounds angry like he can't please his wife with his tiny package. Probably some 400lb sack of crap too.
Off Topic / DS 3501 Jack Northrop Ave scammers
« Last post by netfreak on July 15, 2017, 10:34:10 am »
These scammers send you notices which appear to be domain registration expiration notices in an attempt to fool people. If you receive e-mail from these idiots, report their ISP for spam.

"By accepting this proposal, you agree not to hold DS liable for any part. Note that THIS IS NOT A BILL. This is a solicitation. You are under no obligation to pay the amounts stated unless you accept this proposal. The information in this letter contains confidential and/or legally privileged information from the notification processing department of the DS 3501 Jack Northrop Ave. Suite #F9238 Hawthorne, CA 90250 USA, This information is intended only for the use of the individual(s) named above. There is no pre-existing relationship between DS and the domain mentioned above. This notice is not in any part associated with a continuation of services for domain registration. Search engine submission is an optional service that you can use as a part of your website optimization and alone may not increase the traffic to your site. If you do not wish to receive further updates from DS reply with Remove to unsubscribe. If you are not the intended recipient, you are hereby notified that disclosure, copying, distribution or the taking of any action in reliance on the contents of this letter is strictly prohibited."
Off Topic / Austin Strickland is today's piece of shit
« Last post by netfreak on June 27, 2017, 09:26:54 pm »

Only in Florida I guess. Along with the witch hunt on Facebook spread by dumb ass fucktards, I'd say Austin Strickland is today's piece of shit. Congrats on making the rest of us want to completely ignore children in need of assistance. Maybe try being a better parent you goddamn loser.
Computing, Internet & Technology / Re: VMware ESXi 5.5 and IBM HS23 network issues
« Last post by netfreak on March 18, 2017, 01:06:22 pm »
Also note this was with Emulex firmware package 10.2.x on the adapters
Off Topic / IndieBark launch for indie artists
« Last post by netfreak on February 28, 2017, 05:20:09 pm »
From Altexxa Group, soft launch of IndieBark for Canadian indie musicians. Check it out at
Gaming & Entertainment / DukeEdit readme
« Last post by netfreak on February 18, 2017, 04:45:14 pm »
Thanks for taking the time to evaluate DukeEdit, the only level editor for Duke Nukem 3DĒ currently available on the Macintosh (so far as I know).

System Requirements:
   System 7 or better.  It has been tested with Mac OS8 and works fine.
   68040 or better.  It has not been tested on anything lower than this.
   Power PC recommended.
   2 MB of RAM is the absolute bare minimum.  4 MB is suggested, 8 MB is recommended.
   256 Color graphics is recommended.
   It will run with fewer colors, but you probably won't like it.
   Takes less than 1/2 MB of hard disk space.
   Duke Nukem 3D must be installed on your system to use this product.
   In order to make your own maps, you will need the commercial version of DN3D.
   With the shareware version, this product can be used only as a map viewer.

DukeEdit was created on a Power Mac 7500 using CodeWarrior 12, AKA CodeWarrior Professional Release 1, and is available in both 68K and Power PC versions.  The Power PC version is native.  I am not convinced anyone is interested in a 'fat' version; i.e. a single version that supports both Power PC and 68K.  If you wish to receive a fat version, please contact the author at the e-mail address given below or write to him at the address used to register the product, also given below.

Software Contents:
The DukeEdit software package should include the application (either the PPC or the 68K version), this readme, a registration form, the software licensing agreement, and a tutorial.
Also included is a sample DukeMatch level I created using DukeEdit (JCI2001.MAP). If the package you downloaded was missing any of these items, please contact me and let me know so I can rectify the situation.

DukeEdit is a shareware product, although the unregistered version can be freely used for as long as you like; there is no time limit for evaluation.  The editor as provided is fully functional with one exception:  until registered, DukeEdit will only allow you to save maps containing fewer than 20 sectors.  This should be adequate for evaluation purposes.  If you wish to use this product as a map viewer only, there is no need to register it.  Use it with my blessing.

To register this product, please read the licensing agreement, then fill in and print out the registration form included in this package and send it along with a check for $20 (US currency) to:

John Inman
1042 N. Mountain Ave. #B298
Upland, CA, USA  91786-3631

I currently do not accept any credit cards, although this may change in the future.  Let me know if this is payment option is important to you.
Please note that I require that the payment be made in checks for US dollars only;  any checks sent to me in other monies will be returned uncashed.
Your check will also be returned uncashed if the completed registration form (or facsimile) is not included with your check.
If you do not have access to a printer so that you can print out the registration form, a handwritten copy with the same information will of course be happily accepted.
If you have any questions, feel free to contact me at the above address or e-mail me at jcinman @

Once payment has been received, I will mail or e-mail a registration name and a registration code to you.  You will use these to make your copy of DukeEdit fully functional using the 'Register DukeEdit' menu item in the 'Edit' menu.
The registration name and code work equivalently on either the PPC or the 68K version of DukeEdit, so if you upgrade your system you will not need to obtain a new registration code.

One last and rather obvious point:  please do not post your registration code on the 'net or publish it in any other form.  Keep it safe and secure.  There is nothing quite so discouraging as finding out that the product you worked so long and hard writing and debugging is being given away by those who don't own title to it.  This only causes shareware providers like me to think long and hard before creating another shareware offering. 

I am planning on a number of upgrades to DukeEdit over the coming months, and I have a simple upgrade policy:  upgrades are free for all registered users of DukeEdit.  You will not need to obtain another registration code; the original one I sent you will work for any published version of DukeEdit.  If you experience any problems in this regard, contact the author (me) and I will do whatever it takes to get you up and running.  A list of upgrades I would like to implement can be found at the bottom of this document.  It is a notional list only, and I am not making any promises, but nonetheless there it is.

I have provided a tutorial in this package.  I cannot stress strongly enough that you read through this documentation as you get started with DukeEdit.  It should save you some time.  It also contains examples of things you might try that won't work as you may expect them to.  The fault for these things are entirely mine; there are parts of the user interface that even I don't like and I intend to fix or improve in the future.

I also strongly suggest you obtain some documentation on Duke Nukem mapmaking.  There is some documentation that comes with the game itself, but for better and more complete documentation I recommend either of the following:

1. The Duke Nukem 3D Level Design Handbook, by Matt Tagliaferri, which is available in nearly every decent bookstore.  The only complaint I have about this book is that it has no index, so you have to search around a bit to find what you need. 

2. The Map Editing FAQ 1.3 available online at  In fact, this URL is a great place to find all kinds of information on Duke Nukem, including some great levels, and even some 'Total Conversions' where people have made completely new sounds, artwork and levels.  There is also a forum where you can post mapmaking questions.

There are no doubt other works of equal or better quality, but these two I can vouch for since I have used them myself.

Bear in mind, of course, that these references are meant to be companions to BUILD, the DOS-based program the 3D Realms people used to make their own levels, and will not be tailored to DukeEdit.  You will probably have to do some investigative work on your own to make things work, or if you want, you can drop me a line and I'll try to get back to you.  Be advised that answering technical questions might take a while, since some research may be involved.

Update info:

Version 1.10:
Added ability to launch Duke Nukem from within DukeEdit, using current map.  DukeEdit creates a temporary folder inside the application folder for this purpose.
Added Page Setup and Printing capability.
Added a feature to give the user the option 'print current stratum'.
Added a 'Full Size' dialog so that textures can be viewed full size within the 'Choose Texture' dialog
Added a 'Choose Sound' dialog box for Music&SFX sprites.
Fixed a bug that would permit saving changes made to locked files.
Added code to auto-scroll windows when dragging stuff.
Fixed a preferences bug:  in the case where user selected autosave and skip save warnings,
maps were not saved upon close or quit.  They are properly saved now.
Default x and y repeats are now calculated correctly for things like sides of boxes.
Cleaned up some button titles in the French version.
Made underlying windows redraw when 'Choose Texture' is dismissed after being called from the 'Wall Dialog'.
Fixed a bug that would cause bus errors when the command key is depressed in the choose map dialog.
Fixed sprite code so that cycler sprites automatically have angle set to 270 degrees.  Otherwise they won't work (a 'feature' of Duke Nukem 3D).
Fixed minor rounding error in angle edit box in sprite dialog.

Version 1.02:
Fixed a bug in the create child sector code which could cause spurious failures.
Detect null sectors when map is read.
Patched code to auto-delete null sectors on the fly.
Added an application palette to DukeEdit so colors always come out right.

Version 1.01:
Made all dialogs position themselves at alert position on the main screen.
Made main map windows, when created, size properly so the size box is accessible.
Distributed preferences over three dialogs to help out those with small monitors.
Changed the window titles on the Preferences windows.
Changed the look of the floating windows on System 7.5+ and on OS 8 systems.
Included an OS 8 style folder.
Fixed a bug in the sector creation code that caused problems when creating the ramp in the second tutorial.
Fixed a possible bug in the 'reset' code for the stratum window.

Good Luck,

John Inman, 12/5/97

Upgrades planned, *not* in order of importance, but in a randomly chosen order:

1. Support for third-party group files (i.e. Total Conversions).

2. More texture alignment helpers (graphical presentation of wall textures in relation to neighboring wall textures, for example).

3. Improved palette pop-ups for sprites, walls, sectors.

4. Some sort of help or guide (beyond info window).

5. More tool windows, patterned loosely after the sprite window, that let you drag and drop wall and sector prototypes onto the map (i.e. an existing wall would be changed to match the prototype wall you create in the wall window, similarly for sectors).

6. Save document-specific DukeEdit settings in map file resource fork.

7. Outer loop needn't be first loop in sector -- remove assumption from code.  If this makes no sense to you now, just ignore it.

8. Cut, Copy, Paste ability for sectors, along with requisite dragging and dropping of sectors.

9. Sprite histogram; i.e. a way to determine which sprites appear in a map and with what frequency.

10. Sizing sprites.  Currently the only way to make sprites larger or smaller is by using the xrepeat and yrepeat fields of the sprite window, which is quite non-intuitive.

11.  Implementation of a 'Check Map' feature.

None of these upgrades is guaranteed; I reserve the right to leave them unimplemented if I so desire.  Do not make purchasing decisions for this product (DukeEdit) based on planned upgrades.

The author, John Inman, is a 38 year old American mutt.  He graduated from UCLA with a BS and MS in Mathematics and has worked for 16 years as an engineer at Hughes Aircraft in El Segundo, California.  He lives with his wife and four kids in a nice, quiet neighborhood in Upland, California.  DukeEdit is his first shareware product.
Gaming & Entertainment / SNES PINOUTS & PROTOCOL
« Last post by netfreak on February 18, 2017, 04:43:57 pm »
     * Chapter 1) About the Author
     * Chapter 2) Introduction
     * Chapter 3) SNES Multi-out cable connector pins.
     * Chapter 4) SNES Controller cable connector pins.
     * Chapter 5) SNES Controller Communication Protocol
     * Chapter 6) SNES Controller Button-to-Clock Pulse Assignment
   [Document Version: 1.01] [Last Updated: 3/26/96]
                         CHAPTER 1) ABOUT THE AUTHOR
   Author: Jim Christy
   Version: 1.01
   E-Mail: jchristy@hplred.HP.COM
                           CHAPTER 2) INTRODUCTION
   For all you game hardware enthusiasts out there, I took the
   opportunity this weekend to put a scope on my Super Nintendo
   connectors and find out what is going on. Because the standard
   Multi-out cable connector only has internal contacts for the audio and
   video signals, I had to find some more push-in gold contacts at a
   local store to fully break out all the signals. It appears easier to
   do this than make your own connector.
   In short, I found that in addition to S-VHS, the multiout also
   supports RGB and sync. I also got the controller pinouts and protocol,
   which opens up some interesting possibilities. One could rather easily
   construct a "macro recorder" that records your exact button presses
   for a game sequence and allows you to play them back. They will be
   time-accurate by definition of the protocol, and depending on how
   random the game plays, you should be able to replay those sequences
   that get boring, and then take over control when you want.
   If all of this is already well known, then sorry for the waste of net
   These are numbered the way Nintendo did, and the view is looking back
   "into" the connector on the CABLE.

        1       3       5       7       9      11

        |       |       |       |       |       |
        |       |       |   _   |       |       |
       --------------------/ \--------------------
     /                                             \
    |                                               |
    |                                               |
     \                                             /
        |       |       |       |       |       |
        |       |       |       |       |       |

        2       4       6       8      10      12

        Pin     Description
        ===     ===========
        1       Red analog video out   (1v DC offset, 1vpp video into 75 ohms)
        2       Green analog video out (1v DC offset, 1vpp video into 75 ohms)
        3       Composite H/V sync out (1vpp into 75 ohms)
        4       Blue analog video out  (1v DC offset, 1vpp video into 75 ohms)
        5       Ground
        6       Ground
        7       Y (luminance) signal for S-VHS (1vpp into 75 ohms)
        8       C (chroma)    signal for S-VHS (1vpp into 75 ohms)
        9       NTSC composite video signal (1vpp into 75 ohms)
        10      +5v (Could be just a high logic signal)
        11      Left channel audio out
        12      Right channel audio out

   Additional Notes:
   As seen above, the SNES does have RGB capability. I was able to get a
   stable raster on my NEC MultiSync "classic" using the RGB and sync
   pins. However, the video levels are not RS-170 compatible. The DC
   offset needs to be filtered out with some large capacitors and the
   peak-to-peak video amplitude may need to be reduced to 0.7v by using a
   lower load impedance than 75 ohms. The Y/C (S-VHS) signals *appear* to
   be directly usable, but tests cannot be made until I find the pinouts
   for the S-VHS connector on my TV.
   I could not find a Nintendo numbering scheme, so I made one up. The
   view is looking back "into" the connector on the CABLE.

       ----------------------------- ---------------------
      |                             |                      \
      | (1)     (2)     (3)     (4) |   (5)     (6)     (7) |
      |                             |                      /
       ----------------------------- ---------------------

        Pin     Description             Color of wire in cable
        ===     ===========             ======================
        1       +5v                     White
        2       Data clock              Yellow
        3       Data latch              Orange
        4       Serial data             Red
        5       ?                       no wire
        6       ?                       no wire
        7       Ground                  Brown

   Additional notes:
   Pins 5 and 6 show a DC voltage of 5v on a DMM. I forgot to look at
   them on a scope so there may pulses too. However, they don't connect
   to anything at present.
   The controllers have a small circuit board with 2 surface mount 14-pin
   ICs, marked by Nintendo as IC-A and IC-B. Although rubber domes are
   used to provide the tactile response of the buttons, they are not
   capacitive technology as originally thought. Instead they use what
   appears to be carbon impregnated rubber on the underside which makes a
   resistive path (200 ohms) across 2 carbon coated PCB pads when
     * The red wire goes to pin 2 on IC-A.
     * The orange wire goes to pin 8 on both IC-A and IC-B.
     * The yellow wire goes to pin 9 on both IC-A and IC-B.
   IC-A and IC-B appear to be identical, with a 91 date code and have
   another (possible part number) of 545. These are most likely 2
   parallel load shift registers in series. Buttons on the controller
   pull the parallel load inputs to ground through the contact formed by
   pressing a button. IC-B serially feeds IC-A, which then drives the
   serial data line to the SNES CPU.
   Every 16.67ms (or about 60Hz), the SNES CPU sends out a 12us wide,
   positive going data latch pulse on pin 3. This instructs the ICs in
   the controller to latch the state of all buttons internally. Six
   microsenconds after the fall of the data latch pulse, the CPU sends
   out 16 data clock pulses on pin 2. These are 50% duty cycle with 12us
   per full cycle. The controllers serially shift the latched button
   states out pin 4 on every rising edge of the clock, and the CPU
   samples the data on every falling edge.
   Each button on the controller is assigned a specific id which
   corresponds to the clock cycle during which that button's state will
   be reported. The table in section 4.0 lists the ids for all buttons.
   Note that multiple buttons may be depressed at any given moment. Also
   note that a logic "high" on the serial data line means the button is
   NOT depressed.
   At the end of the 16 cycle sequence, the serial data line is driven
   low until the next data latch pulse. The only slight deviation from
   this protocol is apparent in the first clock cycle. Because the clock
   is normally high, the first transition it makes after latch signal is
   a high-to-low transition. Since data for the first button (B in this
   case) will be latched on this transition, it's data must actually be
   driven earlier. The SNES controllers drive data for the first button
   at the falling edge of latch. Data for all other buttons is driven at
   the rising edge of clock. Hopefully the following timing diagram will
   serve to illustrate this. Only 4 of the 16 clock cycles are shown for


                        -->|   |<--

                            ---                               ---
                           |   |                             |   |
        Data Latch      ---     -----------------/ /----------    --------...

        Data Clock      ----------   -   -   -  -/ /----------------   -  ...
                                  | | | | | | | |                   | | | |
                                   -   -   -   -                     -   -
                                   1   2   3   4                     1   2

        Serial Data         ----     ---     ----/ /           ---
                           |    |   |   |   |                 |
        (Buttons B      ---      ---     ---        ----------
        & Select        norm      B      SEL           norm
        pressed).       low                            low
                             -->|   |<--


        Clock Cycle     Button Reported
        ===========     ===============
        1               B
        2               Y
        3               Select
        4               Start
        5               Up on joypad
        6               Down on joypad
        7               Left on joypad
        8               Right on joypad
        9               A
        10              X
        11              L
        12              R
        13              none (always high)
        14              none (always high)
        15              none (always high)
        16              none (always high)

   Additional notes:
   Clock cycles 13-16 are essentially unused. It would be interesting to
   see how the SNES responds if we drive low button data during these
   cycles. Nintendo may use these for future controllers with more
   (From the Editor)
   NOTE: S-VHS is not means to mean Super-VHS. It stands for Super-Video
   (connector and output)
   #### Additional Info (From Kevin Horton)
   OK, the SNES uses the 65816 processor, which is basically a 16-bit
   version of the 6502. It runs at 3.579545 MHz (color-burst), and has an
   8-bit data bus. It can address up to 16MB.
   The carts are nothing more than ROM. To tell you how much data is one,
   take the number of 'MegaBits' and divide by 8 to get megabytes. That's
   how much data is really in the carts. So, an 8-mbit cart really is
   only 1 megabyte.
Gaming & Entertainment / Duping PlayStation and Saturn CDs
« Last post by netfreak on February 18, 2017, 04:41:53 pm »
The Sony Playstation and Sega Saturn Backup FAQ (v1.1)
Duping PlayStation and Saturn CDs

Backing up disks for the Playstation and Saturn is no easy task, since
it requires plenty of software and in most cases, and some expensive hardware
to boot.  My hardware recommendations are

                486-100 or Pentium
                8MB + ram
                Fast SCSI controller (Adaptec 2842/2940)
                AV Hard drive (Quantum, Seagata Barracuda 4, Micropolis AV)
                Any CD-recordable drive
                Appropriate CD-rom drive
                Appropriate Software (EZ-CD pro, Electroson GEAR) and
                Miscellaneous utilities.

(1) A note on the format of Sony and Sega disks.

        It is a good idea to have some background on Sony and Sega disk formats.
The Sony disk is basically a CD-ROM XA mode 2 disk with audio tracks.  The
Sega disk is basically a CD-ROM mixed mode, mode 1 disk.  However, both systems
implement a copy protection technique.  The sony disk adds a special encoding
on a series of sectors near the beginning of the disk.  This special encoding
renders it unreadable on most cdrom drives and the playstation detects for its
presence on bootup.  On the sega, there is a special track on the far outside
rim of the cdrom.  This special track is probably uncopyable, because it appears
to have large areas of absolutely blank sections, with no sync information your
CD couldn't establish proper speed or even reach the correct location.  The
track is also at the far outside rim, leaving unformatted data between the data
track and special track.  The special track on the Sega appears to be identical
on both US and Japanese roms.  We note that Sony disks are more prone to damage
than Sega disks since their mode 2 format can preclude ECC bytes which reduces
error correction rates.  For those of you with japanese systems, it becomes
increasingly important to backup since your software is costing you ~$100 a
disk, it is worth spending a little bit more so that you don't damage your
disks by accident.

(2) Duplicated Disks

        A duplicated disk will never be exactly identical to the original.  I
doubt that anybody could actually copy the sega protection track, so we won't
even try.  I have some ideas about copying the sony track.  If the sony psx
determines the illegal track by detecting an error, there are ways you can
format a disk to create an error.  One example would be to write the entire
image using 2352 byte sectors, and purposefully screw up the 12 sync bytes,
the header, or using nonsense ECC bytes where the protection sectors are.  That
involves some special CDR software and determining the protection sectors can
be a long process using a CD-Rom drive sensitive to the protected sectors.
Instead, we will use one of the swapping methods to start these copies.

(3) Duplication

        I recommend that we do all the reading on a proper cdrom drive that
is capable of reading digital audio (DA) since many games have standard CD-DA
tracks.  Drives capable of doing this include


Reading the audio is best accomplished by using the CDDA utility included in
Corel Scsi 2.0 and up.  Notice that reading CD-DA is not a very trivial process.
Since DA is stored with no header data, you cannot guarantee that when you
seek to a certain sector, you will arrive on the proper spot.  Many times,
you can end up arriving within 1 or 2 bits of the proper target.  Some software
uses a trick called jitter reduction to improve accuracy using a two pass
technique, but it is very slow.  The moral of this story is reading DA does
not guarantee you a bit to bit accurate copy of the DA track.  The accuracy
varies from brand to brand.  NEC drives seem to have a higher rate of errors,
as do all IDE drives.  We highly recommend the use of SCSI drives for reading
DA regardless of your software.  Also, some drives only support reading of
DA at single speed, even if its data speed is double or quad (Toshiba). That
can greatly hinder your duplication.  I personally have no experience with
the Sony drives, but I have heard that they work.

After this, we can read the data tracks.  On the Sega, the data track is mode 1
and unprotected so any drive can read it.  On the Sony, however, the track
is mode-2 and it also has the protected sectors.  Drives capable of reading
these protected sectors include


I haven't had that much luck finding drives that can read these sectors, but
if you have a pioneer, you're set.  The Teac isn't on the DA-capable list, so
it's not a big help. However, if you already have a DA capable drive that
hangs while reading the data tracks, this drive is an inexpensive alternative.

To read the tracks, we need to make a note on orange book standards when using
CDRs.  At the end of each track, it is normal practive to add two sectors of
leadout.  This means that when you copy a track, make sure you read two fewer
sectors than the length of the track. This corresponds to 4096 bytes for sega,
and 4672 bytes for sony.  In addition, there is a 150 sector gap between tracks.
Some software seems to think that this is part of the previous track, and grab
that too.  When using CDDA to read audio, simply shorten the length of the read
by 2 frames.  When using the program CD Grab Professional, please shorten the
length by 152 sectors.  When using CDCP, version 1.1, the length is correct.
When using CDCP Version 1.2 and later, shorten the length by 152.  Some software
seems to give you control of wheter the data file includes the 2 orange book
sectors, and will not create a oversize track.  Note, on some software, the
track will be the minimum sector size.  In that case, it will become necc.
to shorten that track by 2 sectors.  Luckily, this would mean the track has
to be an audio track, and so the loss of 2/75 of a second is no big deal.

        During production, some companies use some shortcuts to speed up
production.  One good trick is to use direct sector access to audio tracks.
It allows quicker access to audio tracks, but requires that the exact sector be
provided.  Usually, the audio track appears immediately after the data track,
so the exact position of the audio track is unknown until after the data track
is finalized in production.  The shortcut is to place the audio tracks at a
predetermined location, say, at the 100 megabyte point and require that the
data track be 99 megs or less.  In this case, when the data track is finished,
there maybe a unformatted region between the actual end of the data track and
the audio track.  However, reading the table of contents will reveal an
improper length for the data track that spans all the way to the audio track,
including the unformatted region.  This will cause an error when you are
trying to read the data track; the cd will suddenly stop reading when it
reaches that point.  The solution is to pad the data track file with empty
sectors. For example, a 2048 byte file of zeros will do for sega, and 2336 byte
file for sony.  Pad the file until it is the same number of sectors as what the
software reports as the length of the data track.


        One report is that the highly regarded Corel CD Maker doesn't allow the
writing of disk images without a plugin.  What a crock!  Get EZ-CD pro instead,
it will be cheaper than Corel to get this working. EZ-CD is bundled with
Pinnacle and Ricoh CDRs, among others.  Corel does allow you to directly copy
audio tracks from a cdrom to a cd-r, while ez-cd allows you to directly copy
mode 1 tracks from a cdrom to a cd-r.  Note that direct copying means you
don't need a buffer file on the hard drive, and can save 50% off your copying

(4) Playing:

        To play the game, you have to use one of the swap techniques.  On the
PSX, you insert the original disk, and swap when you see the ps logo while
holding down the "drive closed" button.  If you don't trust this, go into
cd player. Insert original disk. press the drive close button, old, insert
copy, and go to exit (Still holding down the close button).  Note, that
doing it this way, the ps reads the table of contents from the original disk.
For games from Namco and Bandai, this information is used to determine the
length of audio tracks.  Always use the original disk to start the copy for
these games if you want properly working audio.  Of course, since you have
the original game, this would never be a problem, unless you are trying to play
a japanese game on a US system.  In that case, you're somewhat screwed.  To
play a japanese game on a US system, the original disk has to be a US disk,
but the copy disk can be any country.  In this situation, the track size on
the original determines the length of the track on the playback, and if you
use the US demo disk to start, say, ridge racer, the short audio tracks on the
demo disk will cause problems. Get a copy of Tekken for your US PSX if you
want a generally good start disk to play japanese games.

        On the saturn, however, things are easier in some ways, harder in
others.  To begin with, it requires a double swap technique.  First, you
insert the copy. start the machine, and it reads in the TOC. When you hear
it seek to the special track (And slow down), swap to the original.  When
it seeks back, pop back in the copy.  Of course, to do this, you will have
to trigger it so that it thinks the drive door is always closed.  To do this,
open up the saturn.  There is a wire that runs from the drive door to a plug
on the left side of the CD mechanism.  Unplug the plug, and short out the
two pins in the jack. You can do this by applying some solder to it, shoving a
screw in there and taping it down, or some other creative trick.   Because
it reads the TOC from the copy, you can insert any original disk (such as
the US saturn's sample disk) so you can keep your precious originals safe.

Additions to

Corrections/suggestions to
Off Topic / ASMR social media
« Last post by netfreak on February 18, 2017, 03:16:50 pm »
A new ASMR social media type site is up in testing stages. ASMR Spot lets you create a profile and showcase ASMR content you've uploaded to YouTube. Fans can also register and follow your profile.
Conspiracy / The End of Zionism
« Last post by netfreak on February 16, 2017, 09:05:53 pm »
From: (Wayne McGuire)
To: talk.politics.mideast
Subject: The End of Zionism (Yet Another Failed Messianic Movement)
Organization: The World Public Access UNIX, Brookline, MA
Date: Tue, 17 Aug 1993 21:17:49 GMT
Lines: 239

With all due humility and modesty I want to announce that the
post below is probably one of the most important posts you'll
ever read in talk.politics.mideast. There, that should take care
of the levity for the day.

It is a message I posted to someone on another network, and sums
up a whole lot of reading and thinking I've been doing about the
Mideast and Israel for a few years now. Previous discussions here
in TPM, particularly interactions with ardent pro-Israel
partisans, helped clarify my thoughts.

For a number of years now I've been noticing with increasing
attention the remarkable resemblances between Zionism and earlier
episodes of messianic (and always disastrous) outbursts in Jewish
history, but wasn't quite prepared to make the leap that Zionism
as a whole fit the model. I thought that the dangerous messianic
elements were mostly on the religious right, and could be safely
isolated. But the more I read, the more I realized that
messianism permeated the Israeli left as much as the Israeli
right, and that the entire Zionist enterprise is fundamentally
messianic in its outlook and foundations.

The collapse of Communism (the 20th century's premier secular
messianic movement), the failure of the Israeli kibbutz
movement, the rush to proclaim Menachem Schneerson the Messiah,
the rise of Kahanism, and an unceasing succession of blunders by
the Israeli government starting in the 1973 war and continuing
most recently in the Demjanjuk fiasco have all combined to lead
me to the conclusion that something is so seriously awry with the
Zionist experiment that it does in fact exhibit all the traits of
previous failed messianic movements in Jewish history.

What really confirmed me in this conviction was reading five
books one after the other, and digesting all the information
interactively and seeing all the implications:

Golan, Matti. With Friends Like You: What Israelis Really Think
About American Jews. New York: The Free Press, 1992. Translated
from the Hebrew by Hillel Halkin.

Leibowitz, Yeshayahu. Judaism, Human Values, and the Jewish
State. Cambridge, MA: Harvard University Press, 1992.

Roth, Philip. Operation Shylock: A Confession. New York: Simon &
Schuster, 1993.

Segev, Tom. The Seventh Million: The Israelis and The Holocaust.
New York: Hill and Wang, 1993.

Sicker, Martin. Judaism, Nationalism, and the Land of Israel.
Boulder, CO. Westview Press, 1992.

Earlier here I tried to stimulate, without success, some serious
discussion about four of the books. If you want to get an idea of
how I reached my conclusions, try reading them and do some
creative thinking about what you've read. Attached below the post
is a longer list of books which collectively provide an
articulate explanation of why Zionism's future is bleak indeed.

If you want the really short course, just read the Martin Sicker
book. Surveying thousands of years of failed messianism in a few
hundred pages is a real education, and puts mere decades of
Zionism into perspective.

I can imagine the howls of outrage or mirth the assertion that
Zionism is defunct will arouse, but that is entirely predictable
and not interesting. I am not particularly motivated to debate
the subject one way or the other, although I will read with
curiosity valuable insights, as opposed to polemics, anyone might
contribute to my, ahem, prophetic, shall we even say, messianic
pronouncement. For me, the essential debate is over. All the
angry back and forth that is going on here and elsewhere about
who is right and wrong concerning this and that incident between
Israel and its neighbors is just so much noise and is missing the
big picture. Trying to figure out what is going on in the Mideast
and the Israel-Arab conflict was for me an exercise in solving a
knotty and fascinating intellectual problem. Once the problem is
figured out, it no longer excites one's attention.


[Post to Mary Weiss]

I've radically changed my views about Israel and the Mideast
conflict since we last chatted. Back then I was advocating
positions, with my usual visionary foresight, that have been
adopted by the current Israeli government. I was slightly ahead
of my time. Now I believe--make that KNOW--that Zionism may well
prove to be the greatest calamity for Jews in world history to
date, and will most certainly fail as a movement and a physical
state. Israel may not even last out the decade. Jews will come to
regret the day that Israel was ever founded. It doesn't matter
what policies Israel adopts--left, right, center, whatever. Jews
will be weeping and gnashing their teeth over the fact that they
foolishly saddled themselves with the need to support and defend
a physical Jewish state in the middle of a region which hates
that state. All the old anti-Zionist arguments that Jews
themselves hashed over before the founding of Israel are going to
come to the surface again, and the original Jewish anti-Zionists
are going to look like prophets. Theodore Herzl will come to be
seen as notorious a failed prophet as Karl Marx.

The reason? Zionism is a false messianic movement, a well-known
phenomenon in Jewish history. It is built on air, fantasies, and
intoxication, not solid ground. These messianic splurges always
end up in catastrophes for Jews, and Zionism looks like it will
be the granddaddy of all these fiascos, for hundreds of reasons
which I could document for you at length. But you know the main
reason yourself if you examine your heart: ask yourself why you
don't live in Israel. Then you'll know why so many Jews want to
leave Israel.

Trust me, Marty, it is over. Sometime during the last year or
two, deep in the secret soul of Jews, of history, of the world,
Zionism died, expired. Zionists will continue to go through the
motions, engage in angry and self-destructive arguments with
fellow Americans and others who criticize Israel: you know the
whole drill. But at the core, the ball game is over. The more
that Jews get locked into the position of defending a state they
don't want to live in, and don't even believe in, the more pain
and difficulty they are going to cause themselves.

The best advice anyone could give to Jews who really cares about
them--not all of them, to be sure, but some of them--is to begin
to make preparations now for dissolving the state of Israel that
are maximally advantageous for Israelis and Jews in general. Once
that is accomplished, then sit down and figure out why you keep
getting suckered in by self-destructive messianic movements, and
then fix the problem through some form of cultural self-analysis
and psychotherapy. Then get on with doing what you do best in a
modern pluralistic society like the U.S.--make art, make science,
make products, make friends, be happy, be self-fulfilled, etc.,
and just generally get on with making productive lives free of
the need to pursue a collective or ethnocentric messianic mission
of any kind, divine or secular.

If this doesn't happen, it seems certain that Israel will be
heading for a mess that is beyond your wildest dreams. Those who
will be taking the deepest pleasure in Israel's continued
existence will be the world's most virulent anti-Semites.

I know you won't believe a word I am saying, and will react
defensively, but that's ok. I know what I know. And I only say
something like this with the utmost gravity and care, after a
tremendous amount of reading, thought, and conversation. I know
what I am talking about, and I came to these conclusions very
reluctantly, in fact resisted them with all my might, since they
are so disturbing. I mainly want to get this statement down on
the public record somewhere, in part for the ego gratification of
being recognized as one of the first people to figure this out.
Once you get a handle on the key features of false messianism, of
any messianism for that matter, and do a match against all the
developments that have been going on Israel virtually since it's
founding, the truth becomes crystal clear. The coming collapse is
visible in Israel's every action and word.

One important point to keep in mind is that people who have been
bitten by the messianic bug NEVER know when the house is about to
cave in: that is one of the key traits of messianism: it destroys
your ability to read objective reality clearly. The mind of the
messianist--whether that of one of the leaders of the revolt
against Rome, or one of Sabbatai Sevi's followers, or one of Karl
Marx's disciples, or Menachem Schneerson's, or David Koresh's, is
clouded by a kind of drug which is able to ignore or distort
every fact relevant to his or her true situation. All messianists
are essentially mad, at least for the duration of their fever.
After every messianic binge comes the vicious headache: what the
hell were we up to?

What is the essence of messianism? Eventually your bullshit
catches up with you.

It wouldn't have made a damn bit of difference, by the way, if
the Arabs in the region had welcomed the state of Israel with
open arms. In fact if that had been the case, Israel would have
gone under much sooner. The Mideast wars, with their effect in
uniting Israelis against a common external enemy, have served as
a distraction to keep Israelis from dealing with their underlying
internal problems, all of which revolve around the
self-destructive tendencies inherent in all forms of messianism.

At some point the leaders of world Jewry are going to sit down
and ask--if they haven't already--on the whole is the state of
Israel a net positive or a net negative for the world's Jews? Is
it improving our health, wealth, reputation, peace of mind,
physical security, and good relations with our neighbors, or is
it damaging them? If Israel has become a significant net
negative, and there is no realistic prospect of improving the
situation, is there any point in continuing to maintain it, or
like a business gone permanently bad, should we just put it to
rest and get on to more fruitful matters?

Zionism, just like Communism, and for much the same reasons, is
intellectually, morally, spiritually, psychologically,
ideologically, and economically bankrupt.

Zionism, like Communism, attempted to build a society in a
top-down fashion by imposing a rigid ideology and theory on an
unmalleable physical situation. Successful nations grow
organically from the bottom up, emerging naturally from and
cooperating with the facts on the ground.

All successful enterprises are fundamentally pragmatic and
bottom-up. All messianic movements in the world are doomed to
failure because they are top-down and over-ideological in their
essential nature. The curse of messianism is the curse of
ideology and theory on a megalomaniacal scale.

This ideology is no more. It has ceased to be. It's expired and
gone to meet its maker. This is a late ideology. It's a stiff.
Bereft of life, its rests in peace. If you hadn't nailed it to
the perch, it would be pushing up the daisies. It's rung down the
curtain and joined the choir invisible. This is an ex-ideology.

In any case, enjoy the laugh--I can't guarantee I'll find the
time to participate in this conference at any length to provide
the long version of these insights. But after you laugh, give a
little serious thought to what I am saying. I just may be right.



Reading List

Avineri, Shlomo. Moses Hess: Prophet of Communism and Zionism.
New York and London: New York University Press, 1985.

Friedman, Robert I. The False Prophet: Rabbi Meir Kahane: From
FBI Informant to Knesset Member. Brooklyn: Lawrence Hill Books,

Golan, Matti. With Friends Like You: What Israelis Really Think
About American Jews. New York: The Free Press, 1992. Translated
from the Hebrew by Hillel Halkin.

Harkabi, Yehoshafat. Israel's Fateful Hour. New York: Harper &
Row, 1988.

Leibowitz, Yeshayahu. Judaism, Human Values, and the Jewish
State. Cambridge, MA: Harvard University Press, 1992.

Leshem, Moshe. Balaam's Curse: How Israel Lost Its Way, and How
It Can Find It Again. New York: Simon and Schuster, 1989.

Lustick, Ian S. For the Land and the Lord: Jewish Fundamentalism
in Israel. New York: Council on Foreign Relations, 1988.

Roth, Philip. Operation Shylock: A Confession. New York: Simon &
Schuster, 1993.

Scholem, Gershom. Sabbatai Sevi: The Mystical Messiah. Princeton,
New Jersey: Princeton University Press, 1973. Translated by R. J.
Zwi Werblowsky.

Segev, Tom. The Seventh Million: The Israelis and The Holocaust.
New York: Hill and Wang, 1993.

Sicker, Martin. Judaism, Nationalism, and the Land of Israel.
Boulder, CO. Westview Press, 1992.
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