A group of dedicated coders has managed to partially revive online gameplay for the PC version of Concord, the team-based shooter that Sony famously shut down just two weeks after its launch last summer. Now, though, the team behind that fan server effort is closing off new access after Sony started issuing DMCA takedown requests of sample gameplay videos.
The Game Post was among the first to publicize the “Concord Delta” project, which reverse-engineered the game’s now-defunct server API to get a functional multiplayer match running over the weekend. “The project is still [a work in progress], it’s playable, but buggy,” developer Red posted in the game’s Discord channel, as reported by The Game Post. “Once our servers are fully set up, we’ll begin doing some private playtesting.”
Accessing the “Concord Delta” servers reportedly requires a legitimate PC copy of the game, which is relatively hard to come by these days. Concordonly sold an estimated 25,000 copies across PC and PS5 before being shut down last year. And that number doesn’t account for the players who accepted a full refund for their $40 purchase after the official servers shut down.
Better safe than sorry
Red accompanied their Discord announcement of the first “playable” Concord match in months with two YouTube videos showing sample gameplay (“Don’t mind my horrible aim, I spend so much time reverse engineering that I no longer have the time to actually play the game,” he warned viewers). In short order, though, those videos were taken down “due to a copyright claim from MarkScan Enforcement,” a company that has a history of working with Sony on DMCA requests.
“If you double-click the file, SimpleText will open it,” Brown explains on his blog just before displaying the hidden team photo that emerges after following the steps.
The discovery represents one of the last undocumented Easter eggs from the pre-Steve Jobs return era at Apple. The Easter egg works through Mac OS 9.0.4 but appears to have been disabled by version 9.1, Brown notes. The timing aligns with Jobs’ reported ban on Easter eggs when he returned to Apple in 1997, though Brown wonders whether Jobs ever knew about this particular secret.
The ungainly G3 All-in-One set the stage for the smaller and much bluer iMac soon after. Credit: Jonathan Zufi
In his post, Brown expressed hope that he might connect with the Apple employees featured in the photo—a hope that was quickly fulfilled. In the comments, a man named Bill Saperstein identified himself as the leader of the G3 team (pictured fourth from left in the second row) in the hidden image.
“We all knew about the Easter egg, but as you mention; the technique to extract it changed from previous Macs (although the location was the same),” Saperstein wrote in the comment. “This resulted from an Easter egg in the original PowerMac that contained Paula Abdul (without permissions, of course). So the G3 team wanted to still have our pictures in the ROM, but we had to keep it very secret.”
He also shared behind-the-scenes details in another comment, noting that his “bunch of ragtag engineers” developed the successful G3 line as a skunk works project, with hardware that Jobs later turned into the groundbreaking iMac series of computers. “The team was really a group of talented people (both hw and sw) that were believers in the architecture I presented,” Saperstein wrote, “and executed the design behind the scenes for a year until Jon Rubenstein got wind of it and presented it to Steve and the rest is ‘history.'”
The nsOne project joins a growing community of homebrew PlayStation 1 hardware developments. Other recent projects include Picostation, a Raspberry Pi Pico-based optical disc emulator (ODE) that allows PlayStation 1 consoles to load games from SD cards instead of physical discs. Other ODEs like MODE and PSIO have also become popular solutions for retrogaming collectors who play games on original hardware as optical drives age and fail.
From repair job to reverse-engineering project
To understand the classic console’s physical architecture, Brodesco physically sanded down an original motherboard to expose its internal layers, then cross-referenced the exposed traces with component datasheets and service manuals.
“I realized that detailed documentation on the original motherboard was either incomplete or entirely unavailable,” Brodesco explained in his Kickstarter campaign. This discovery launched what would become a comprehensive documentation effort, including tracing every connection on the board and creating multi-layer graphic representations of the circuitry.
Using optical scanning and manual net-by-net reverse-engineering, Brodesco recreated the PlayStation 1’s schematic in modern PCB design software. This process involved creating component symbols with accurate pin mappings and identifying—or in some cases creating—the correct footprints for each proprietary component that Sony had never publicly documented.
Brodesco also identified what he calls the “minimum architecture” required to boot the console without BIOS modifications, streamlining the design process while maintaining full compatibility.
The mock-up board shown in photos validates the footprints of chips and connectors, all redrawn from scratch. According to Brodesco, a fully routed version with complete multilayer routing and final layout is already in development.
As Brodesco noted on Kickstarter, his project’s goal is to “create comprehensive documentation, design files, and production-ready blueprints for manufacturing fully functional motherboards.”
Beyond repairs, the documentation and design files Brodesco is creating would preserve the PlayStation 1’s hardware architecture for future generations: “It’s a tribute to the PS1, to retro hardware, and to the belief that one person really can build the impossible.”
Sometimes, a great song can come from great pain. The Game Boy Advance (GBA), its software having crashed nearly two hours ago, will, for example, play a tune based on the game inside it. And if you listen closely enough—using specialty hardware and code—you can tell exactly what game it was singing about. And then theoretically play that same game.
This was discovered recently by TheZZAZZGlitch, whose job is to “sadistically glitch and hack the crap out of Pokémon games.” It’s “hardly a ready-to-use solution,” the modder notes, as it requires a lot of tuning specific to different source formats. So while there are certainly easier ways to get GBA data from a cartridge, none make you feel quite so much like an audio datamancer.
TheZZAZZGlitch’s demonstration of re-creating Game Boy Advance ROM data using the sounds from a crashing system.
After crashing a GBA and recording it over four hours, the modder saw some telltale waveforms in a sound file at about the 1-hour, 50-minute mark. Later in the sound-out, you can hear the actual instrument sounds and audio samples the game contains, played in sequence. Otherwise, it’s 8-bit data at 13,100 Hz, and at times, it sounds absolutely deranged.
“2 days of bugfixing later,” the modder had a Python script ready that could read the audio from a clean recording of the GBA’s crash dump. Did it work? Not without more troubleshooting. One issue with audio-casting ROM data is that there are large sections of 0-byte data in the ROM, which are hard to parse as mute sounds. After running another script that realigned sections based on their location in the original ROM, the modder’s ROM was 99.76 percent accurate but “still didn’t boot tho.” TheZZAZZGlitch later disclaimed that, yes, this is technically using known ROM data to surface unknown data, or “cheating,” but there are assumptions and guesses one could make if you were truly doing this blind.
The next fix was to refine the sound recording. By recording three times and merging them with a “majority vote” algorithm, their accuracy notched up to 99.979 percent. That output ROM booted—but with glitched text and a title screen crash. After seven different recordings are meshed and filtered for blank spaces, they achieve 100 percent parity. That’s about the halfway point of the video; you should watch the rest to learn how it works on physical hardware, how it works with a different game (an ARM code mystery in a replica cartridge), and how to get the best recordings, including the use of a “cursed adapter” that mixes down to one channel the ugly way.
Beeper desktop users received a message from co-founder Eric Migicovsky late on Friday afternoon, noting an “iMessage outage” and that “messages are failing to send and receive.” Reports had started piling up on Reddit around 2: 30 pm Eastern. As of 5: 30 pm, both Beeper Cloud on desktop and the Beeper Mini app were reporting errors in sending and receiving messages, with “Failed to lookup on sever: lookup request timed out.” Comments on Beeper’s status post on X (formerly Twitter) suggested mixed results, at best, among users.
The Verge, messaging with Migicovsky, reported that he “did not deny that Apple has successfully blocked Beeper Mini”; to TechCrunch, Migicovsky more clearly stated about an Apple cut-off: “Yes, all data indicates that.” To both outlets, Migicovsky offered the same comment, re-iterating his belief that it was in the best interests of Apple to let iPhone owners and Android users send encrypted messages to one another. (Ars reached out to Migicovsky for comment and will update this post with new information).
On Saturday, Migicovsky notified Beeper Cloud (desktop) users that iMessage was working again for them, after a long night of fixes. “Work continues on Beeper Mini,” Migicovsky wrote shortly after noon Eastern time.
Responding to a post on X (formerly Twitter) asking if restoring Beeper Mini’s function would be an “endless cat and mouse game,” Migicovsky wrote: “Beeper Cloud and Mini are apps that need to exist. We have built it. We will keep it working. We will share it widely.” He added that such an attitude, “especially from people in the tech world,” surprised him. “Why do hard things at all? Why keep working on anything that doesn’t work the first time?“
Beeper, as it worked shortly before launch on Dec. 5, sending iMessages from a Google Pixel 3 Android phone.
Kevin Purdy
Beeper’s ability to send encrypted iMessages from Android phones grew from a teenager’s reverse-engineering of the iMessage protocol, as Ars detailed at launch. The app could not read message contents (nor could Apple), kept encryption keys and contacts on your device, and did not require an Apple ID to authenticate.
The app did, however, send a text message from a device to an Apple server, and the response was used to generate an encryption key pair, one for Apple and one for your device. A Beeper service kept itself connected to Apple’s servers to notify it and you about new messages. Reddit user moptop and others suggested that Beeper’s service used encryption algorithms whose keys were spoofed to look like they came from a Mac Mini running OS X Mountain Lion, perhaps providing Apple a means of pinpointing and block them.
Members of the Discord focused on the original reverse-engineered tool on which Beeper Mini was built, PyPush, also reported that the tool was down Friday evening. Some noted that it seemed like their phone numbers had additionally been de-registered from iMessage.
Beeper Mini’s iMessage capabilities, for which the company was planning to charge $1.99 per month after a seven-day trial, were more than a feature. The company had planned to build additional secure messaging into Beeper Mini, including Signal and WhatsApp messaging, and make it the primary focus of its efforts. Its prior app Beeper, temporarily renamed Beeper Cloud, was marked to be deprecated at some point in favor of the new iMessage-touting Mini app.
This post was updated at 12: 50 p.m. on Saturday, Dec. 9, to reflect restored function to Beeper Cloud (desktop), and Migicovsky’s social media response after the outage.