Civil Rights
Movements, leaders, victories and the continuing fight for equality.
Explore the people, places, events, achievements, struggles and stories that shaped our journey.
Movements, leaders, victories and the continuing fight for equality.
Innovation, patents, science, technology and world-changing contributions.
Pioneers, champions, Negro Leagues, records, activism and excellence.
Meet the people whose lives, choices and achievements shaped the journey.
Black towns, communities, institutions and places where history happened.
Moments that changed communities, movements, institutions and the nation.
Wilmington, North Carolina once had a thriving Black middle class and an elected interracial government. In 1898 white supremacists used violence to overthrow that government, kill Black residents and drive many others from the city.
MORE →Reflects the personal views, recollections, and perspective of the author, Mike Davis.
This is a personal recollection on the Move fire on May 13, 1985
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A modchip (short for modification chip, sometimes known as a hardmod) is a small electronic device used to alter or disable artificial restrictions of computers or entertainment devices. Modchips are mainly used in video game consoles, but also in some DVD or Blu-ray players. They introduce various modifications to its host system's function, including the circumvention of region coding, digital rights management, and copy protection checks for the purpose of using media intended for other markets, copied media, or unlicensed third-party (homebrew) software.
Modchips operate by replacing or overriding a system's protection hardware or software. They achieve this by either exploiting existing interfaces in an unintended or undocumented manner, or by actively manipulating the system's internal communication, sometimes to the point of re-routing it to substitute parts provided by the modchip.
Most modchips consist of one or more integrated circuits (microcontrollers, FPGAs, or CPLDs), often complemented with discrete parts, usually packaged on a small PCB to fit within the console system it is designed for. Although there are modchips that can be reprogrammed for different purposes, most modchips are designed to work within only one console system or even only one specific hardware version.
Modchips typically require some degree of technical skill to install since they must be connected to a console's circuitry, most commonly by soldering wires to select traces or chip legs on a system's circuit board. Some modchips allow for installation by directly soldering the modchip's contacts to the console's circuit ("quicksolder"), by the precise positioning of electrical contacts ("solderless"), or, in rare cases, by plugging them into a system's internal or external connector.
Memory cards or cartridges that offer functions similar to modchips work on a completely different concept, namely by exploiting flaws in the system's handling of media. Such devices are not referred to as modchips, even if they are frequently traded under this umbrella term.
The diversity of hardware modchips operate on and varying methods they use mean that while modchips are often used for the same goal, they may work in vastly different ways, even if they are intended for use on the same console. Some of the first modchips for the Wii, known as drive chips, modify the behaviour and communication of the optical drive to bypass security. On the Xbox 360, a common modchip took advantage of the fact short periods of instability in the CPU could be used to fairly reliably lead it to incorrectly compare security signatures. The precision required in this attack meant that the modchip had to make use of a CPLD. Other modchips, such as the XenoGC and clones for the GameCube, invoke a debug mode where security measures are reduced or absent (in which case, a stock Atmel AVR microcontroller was used). A more recent innovation are optical disk drive emulators or ODDE, which replace the optical disk drive and allow data to come from another source bypassing the need to circumvent any security. These often make use of FPGAs to enable them to accurately emulate timing and performance characteristics of the optical drives.
Most cartridge-based console systems did not have modchips produced for them. They usually implemented copy protection and regional lockout with game cartridges, both on hardware and software level. Converters or passthrough devices have been used to circumvent the restrictions, while flash memory devices (game backup devices) were widely adopted in later years to copy game media. Early in the transition from solid-state to optical media, CD-based console systems did not have regional market segmentation or copy protection measures due to the rarity and high cost of user-writable media at the time.
Modchips started to surface with the PlayStation system, due to the increasing availability and affordability of CD writers and the increasing sophistication of DRM protocols. At the time, a modchip's sole purpose was to allow the use of imported and copied game media.
Most modchips open the system to copied media, therefore the availability of a modchip for a console system is undesirable for console manufacturers. They react by removing the intrusion points exploited by a modchip from subsequent hardware or software versions, changing the PCB layout the modchips are customized for, or by having the firmware or software detect an installed modchip and refuse operation as a consequence. Since modchips often hook into fundamental functions of the host system that cannot be removed or adjusted, these measures may not completely prevent a modchip from functioning but only prompt an adjustment of its installation process or programming, e.g. to include measures to make it undetectable ("stealth") to its host system.
With the advent of online services to be used by video game consoles, some manufacturers have executed their possibilities within the service's license agreement to ban consoles equipped with modchips from using those services.[1]
In an effort to dissuade modchip creation, some console manufacturers included the option to run homebrew software or even an alternative operating system on their consoles, such as Linux for PlayStation 2. However, some of these features have been withdrawn at a later date.[2][3][4] An argument can be made that a console system remains largely untouched by modchips as long as their manufacturers provide an official way of running unlicensed third-party software.[5]
One of the most prominent functions of many modchips—the circumvention of copy protection mechanisms—is outlawed by many countries' copyright laws such as the Digital Millennium Copyright Act in the United States, the European Copyright Directive and its various implementations by the EU member countries, and the Australian Copyright Act. Other laws may apply to the many diversified functions of a modchip, e.g. Australian law specifically allowing the circumvention of region coding.
The ambiguity of applicable law, its nonuniform interpretation by the courts, and constant profound changes and amendments to copyright law do not allow for a definitive statement on the legality of modchips. A modchip's legality under a country's legislature may only be individually asserted in court.
Most of the very few cases that have been brought before a court ended with the conviction of the modchip merchant or the manufacturer under the respective country's anti-circumvention laws. A small number of cases in the United Kingdom and Australia were dismissed under the argument that a system's copy protection mechanism would not be able to prevent the actual infringement of copyright—the actual process of copying game media—and therefore cannot be considered an effective technical protection measure protected by anti-circumvention laws.[6][7] In 2006, Australian copyright law has been amended to effectively close this legal loophole.[8]
In a 2017 lawsuit against a retailer, a Canadian court ruled in favor of Nintendo under anti-circumvention provisions in Canadian copyright law, which prohibit any breaching of technical protection measures. The court ruled that even though the retailer claimed the products could be used for homebrew, thus asserting exemptions for maintaining interoperability, the court ruled that because Nintendo offers development kits for its platforms, interoperability could be achieved without breaching TPMs, and thus the defence is invalid.[9]
In Japan, modchips were outlawed as part of new legislation in 2018 which made savegame editing and console modding illegal.[10]

An alternative of installing a modchip is a process of softmodding a device. A softmodded device does not need to permanently have any additional hardware pieces inside. Instead, the software of a device or its internal part is modified in order to change the device's behaviour.
Source: Wikipedia. Article content is retrieved live through the MediaWiki API.
A modchip (short for modification chip, sometimes known as a hardmod) is a small electronic device used to alter or disable artificial restrictions of computers or entertainment devices. Modchips are mainly used in video game consoles, but also in some DVD or Blu-ray players. They introduce various modifications to its host system's function, including the circumvention of region coding, digital rights management, and copy protection checks for the purpose of using media intended for other markets, copied media, or unlicensed third-party (homebrew) software.
Xbox Linux was a project that ported the Linux operating system to the Xbox video game console. Because the Xbox uses a digital signature system to prevent the public from running unsigned code, one must either use a modchip, or a softmod. Originally, modchips were the only option; however, it was later demonstrated that the TSOP chip on which the Xbox's BIOS is held may be reflashed. This way, one may flash on the "Cromwell" BIOS, which was developed by the Xbox Linux project. Catalyzed by a large cash prize for the first team to provide the possibility of booting Linux on an Xbox without the need of a hardware hack, numerous software-only hacks were also found. For example, a buffer overflow was found in the game 007: Agent Under Fire that allowed the booting of a Linux loader ("xbeboot") straight from a save game. The Xbox is essentially a PC with a custom 733 MHz Intel Pentium III processor, a 10 GB hard drive (8 GB of which is accessible to the user), 64MB of RAM (although on all earlier boxes this is upgradeable to 128MB), and 4 USB ports. (The controller ports are actually USB 1.1 ports with a modified connector.) These specifications are enough to run several readily available Linux distributions. From the Xbox-Linux home page: The Xbox is a legacy-free PC by Microsoft that consists of an Intel Celeron 733 MHz CPU, an nVidia GeForce 3MX, 64 MB of RAM, a 8/10 GB hard disk, a DVD drive and 10/100 Ethernet. As on every PC, you can run Linux on it. An Xbox with Linux can be a full desktop computer with mouse and keyboard, a web/email box connected to TV, a server or router or a node in a cluster. You can either dual-boot or use Linux only; in the latter case, you can replace both IDE devices. And yes, you can connect the Xbox to a VGA monitor.
XBMC4Xbox is a free and open source media center application made solely for the first-generation Xbox video-game console. The software was forked from the XBMC project (XBMC stands for Xbox Media Center) after XBMC removed support for the Xbox console. Other than the audio/video playback and media center functionality, XBMC4Xbox also has the ability to catalog and launch original Xbox games, and homebrew applications such as console emulators from the Xbox's built-in hard drive. Since the XBMC4Xbox is homebrew software that is not endorsed or supported by Microsoft in any way, it means XBMC4Xbox requires a modchip or softmod exploit installed to run on the Xbox game-console. Binary builds of XBMC can also not be legally distributed by the XBMC4Xbox project members, so all releases of binary-builds are made by independent third-parties who compile and distribute unofficial versions of the application.
A game backup device, informally called a copier, is a device for backing up ROM data from a video game cartridge to a computer file called a ROM image and playing them back on the official hardware. Recently flash cartridges, especially on the Game Boy Advance and Nintendo DS platforms, only support the latter function; they cannot be used for backing up ROM data. Game backup devices also make it possible to develop homebrew software on video game systems. Some can also backup save data. Game backup devices differ from modchips in that modchips are used in conjunction with systems that use generally available media such as CDs and DVDs, whereas game backup devices are used with systems that use cartridges. Video game companies consider these devices as a tool for reverse engineering to facilitate copyright infringement. Most of the devices are made in China, but they are available globally. Recently, legal action has been taken by companies such as Nintendo to remove these devices from the marketplace, but the easy dissemination of information and selling of products over the Internet has made it difficult to eradicate this problem. Hobbyists argue that these devices are legal and shouldn't be illegal because they fulfill the need to back up games in case the original is illegally sold or lost; and because they permit the private development of new software on the device. In Japan, these devices are known as magicom (マジコン; "magic computer"), an umbrella term for any device that enables backups on game consoles.
Before the 1921 destruction of Tulsa’s Greenwood District, Black residents had created a remarkable center of business and community life. The district included stores, professional offices, entertainment venues and homes owned by Black citizens. Understanding Greenwood means learning what was built—not only what was burned.
MORE →Brown v. Board of Education in 1954.