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[WORK] Project Zero 4 Patch Fr : l'histoire, les personnages et les lieux du jeu



If your computer has a vulnerable processor and runs an unpatched operating system, it is not safe to work with sensitive information without the chance of leaking the information. This applies both to personal computers as well as cloud infrastructure. Luckily, there are software patches against Meltdown.


There are patches against Meltdown for Linux ( KPTI (formerly KAISER)), Windows, and OS X. There is also work to harden software against future exploitation of Spectre, respectively to patch software after exploitation through Spectre ( LLVM patch, MSVC, ARM speculation barrier header).




[WORK] Project Zero 4 Patch Fr



Are there plans to allow other organizations/companies/individuals to submit zero-days to this database? What about FOSS projects?One issue my company faces is that if we perform testing of an FOSS solution, under the terms of most licenses, we are obligated to submit changes back to the project if we make changes. However, if our change introduces yet further problems, we could be potentially liable (perhaps not from a legal standpoint, but definitely from a media standpoint). Therefore, it is generally our policy not to disclose any findings we discover in any solution, but that really goes against ethics in some ways. It would be nice if there were a way to collaboratively and safely report vulns to all types of projects - FOSS, proprietary, or otherwise.


Will this database be open to contributions from other companies/organizations/individuals? What about zero-days in FOSS solutions?One of the issues that my company has is that if we report findings in FOSS project and submit changes back to the community, we would be liable if these changes introduced yet further security flaws (perhaps no legally, but definitely from a media standpoint). Therefore, it's our policy to not report any findings in any solution we use, and vulnerability data is strictly for internal use only. This really becomes an ethical dilemma, though, and it would be great if we could report vulnerabilities to FOSS and proprietary solutions alike in a safe and responsible manner.


The biggest issue with zero-day exploits and waiting for patches to become public, is that until the vendor decides to release a patch, it is still a zero-day issue. And can remain that way for months or years, as we have seen.How will this Project Zero seek to minimize the disruptive impact of announcing vulnerabilities vs. the ability for people to block them if they know about them?


Mask of the Lunar Eclipse was co-developed by Tecmo, Grasshopper Manufacture and Nintendo Software Planning & Development. Tecmo was in charge of the gameplay and atmosphere, Grasshopper Manufacture were put in charge of character motion and other unspecified aspects of development, while Nintendo managed general production. Makoto Shibata and Keisuke Kikuchi, series creators and respective director and producer of the previous games in the series, returned to their respective posts.[1][6][7] In addition, Grasshopper Manufacture's Goichi Suda acted as a co-director, co-writer and designer. Suda was initially reluctant to work on the project due to his intense dislike for ghosts and horror games.[6][8] According to a later interview with Kikuchi, he was first inspired when he saw the potential in the Wii hardware, and was the first to propose the project to Nintendo.[9] The main development goal for Mask of the Lunar Eclipse was "feeling fear with [the player's] body", with gameplay functions closely tied into the Wii hardware. Among these were feeding sounds through the Wii remote's speaker and creating effects using the rumble function. An adjustment they made was to the camera perspective: while it had been placed at a distance in previous games, it was shifted to an over-the-shoulder third-person view so the control of the torch was more realistic. This raised concerns as to the pace of the character's movement. Taking into account similar criticisms from fans of earlier games, the characters' speed was increased. This aspect was undergoing revision until quite late into development.[1] The CGI scenes were created by Shirogumi.[10]


When designing the game's main setting, the team moved away from the traditional enclosed Japanese mansions from previous games in favor of somewhere that blended Eastern and Western architectural tastes to create different gameplay opportunities, described in-game as a Meiji-era hotel. Traditional mansion settings were also included, with more locations being present than in previous games.[1] The color yellow was chosen as the game's image color, while the key words used to describe the plot were "memory", "moon" and "mask".[11] The subtitle refers to the mask that is key to the Kagura Dance Ritual. The mask in turn tied into story themes of the phases of the moon, the nature of memory, and music. During development, Shibata and Kikuchi felt that Grasshopper and Nintendo's involvement helped them reevaluate the series formula and try out new things. After development, Kikuchi said that the three companies' varying ideas on the project made the development "a complete and utter mess", though it ultimately worked out well.[1] The characters were designed by Sawaki Takeyasu, who had previously worked in that capacity on Ōkami.[12] The music was composed by Masafumi Takada and Etsuko Ichikawa.[13] As with the previous two games, Mask of the Lunar Eclipse features songs by Japanese singer Tsuki Amano: the theme song "Zero Tuning", and the ending theme "Noise".[14]


After Nintendo's announcement, a three-person team decided to create a fan translation of the game. The development process was compared by them to "a Frankenstein's monster", referring to how they needed to assess the data, construct a development schedule for the translation patch, going through theories about file structure, then creating a tool to access the game's data files. The modification program was then tested on Super Smash Bros. Brawl by a dedicated tester, then sent back for refinement. They worked hard to preserve the atmosphere of the original game, along with attempting to make the translation as true as possible without being overly verbose. To help translate the text, they posted the script in segments on internet forums, then later restricted access to the work due to quality concerns. During this time, they found several competent translators who were able to do the final 20% of script translation. It took several months for the entire process of extracting text, translation, then patching in the translated text to be completed. The patch ended up being quite large as the game designers had split the game into hundreds of different data archives and suitable accommodations and adjustments needed to be made for this.[18][19] The fan translation was released on January 19, 2010. The patch was designed to work on any Wii device, bypassing the console's region locking, and included a newly made costume for the main character.[20]


As a solution to this problem, we propose a simple set of rules andrequirements that dictate how version numbers are assigned and incremented.These rules are based on but not necessarily limited to pre-existingwidespread common practices in use in both closed and open-source software.For this system to work, you first need to declare a public API. This mayconsist of documentation or be enforced by the code itself. Regardless, it isimportant that this API be clear and precise. Once you identify your publicAPI, you communicate changes to it with specific increments to your versionnumber. Consider a version format of X.Y.Z (Major.Minor.Patch). Bug fixes notaffecting the API increment the patch version, backwards compatible APIadditions/changes increment the minor version, and backwards incompatible APIchanges increment the major version.


A normal version number MUST take the form X.Y.Z where X, Y, and Z arenon-negative integers, and MUST NOT contain leading zeroes. X is themajor version, Y is the minor version, and Z is the patch version.Each element MUST increase numerically. For instance: 1.9.0 -> 1.10.0 -> 1.11.0.


A pre-release version MAY be denoted by appending a hyphen and aseries of dot separated identifiers immediately following the patchversion. Identifiers MUST comprise only ASCII alphanumerics and hyphens[0-9A-Za-z-]. Identifiers MUST NOT be empty. Numeric identifiers MUSTNOT include leading zeroes. Pre-release versions have a lowerprecedence than the associated normal version. A pre-release versionindicates that the version is unstable and might not satisfy theintended compatibility requirements as denoted by its associatednormal version. Examples: 1.0.0-alpha, 1.0.0-alpha.1, 1.0.0-0.3.7,1.0.0-x.7.z.92, 1.0.0-x-y-z.--.


Jenkins is a community-driven project. We invite everyone to join us and move it forward. Any contribution matters: code, documentation, localization, blog posts, artwork, meetups, and anything else. If you have five minutes or a few hours, you can help!


When using the English patch, certain text may appear distorted or glitched. To fix this, make sure GPU Texture Decoding is enabled. Anisotropic filtering is required to be greater than 1x for the text to appear correctly when playing at native resolution. Otherwise, simply turn up the resolution and the text will appear normal. This works on OpenGL and Direct 3D, but not as well with Vulkan. This problem is only present when using the English patch. The original Japanese font always appears normally.


Unlock cost savings by consolidating vendors instead of purchasing multiple point solutions from multiple vendors. Simplifies management, improves workflow automation, and reduces the security risks caused by using a patchwork of tools. Harness the power of one with an integrated solution: one license, one agent, controlled and deployed through one intuitive console.


We do not support keeping an instance hibernated for more than 60 days. You need to resume the instance and go through Stop and Start (without hibernation) if you wish to keep the instance around for a longer duration. We are constantly working to keep our platform up-to-date with upgrades and security patches, some of which can conflict with the old hibernated instances. We will notify you for critical updates that require you to resume the hibernated instance to perform a shutdown or a reboot. 2ff7e9595c


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