quinta-feira, 25 de maio de 2023

Gotanda - Browser Web Extension For OSINT


Gotanda is OSINT(Open Source Intelligence) Web Extension for Firefox/Chrome.

This Web Extension could search OSINT information from some IOC in web page.(IP,Domain,URL,SNS...etc)

This Repository partly the studying and JavaScript practice.

Download link below.


Usage

Right click highlighted IOC strings, It will show contextmenus.(Or right clicking any link. )

When You want to search using some engine, You choose one of list.


Search Engine List
Name URL Category
Domain Tools https://whois.domaintools.com/ whois Lookup
Security Trails https://securitytrails.com/ whois lookup
whoisds https://whoisds.com/ whois lookup
ThreatCrowd https://www.threatcrowd.org/ Domain, IPv4
AbuseIPDB https://www.abuseipdb.com/ IPv4
HackerTarget https://hackertarget.com/ IPv4
Censys https://censys.io/ IP, Domain
Shodan https://shodan.io/ IP, Domain
FOFA https://fofa.so/ IP, Domain
VirusTotal https://virustotal.com/ IP, Domain, URL,Hash
GreyNoise https://viz.greynoise.io/ IPv4
IPAlyzer https://ipalyzer.com/ IPv4
Tor Relay Search https://metrics.torproject.org/ IP,Domain
Domain Watch https://domainwat.ch/ Domain, Email,whois lookup
crt.sh https://crt.sh/ SSL-certificate
SecurityHeaders https://securityheaders.com/ URL, Domain
DNSlytics https://dnslytics.com/ IPv4,IPv6,ASN
URLscan https://urlscan.io/ URL
Ultratools https://www.ultratools.com/ IPv6
Wayback Machine https://web.archive.org URL
aguse https://www.aguse.jp/ URL
check-host https://check-host.net/ URL
CIRCL https://cve.circl.lu/ CVE
FortiGuard https://fortiguard.com/ CVE
Sploitus https://sploitus.com/ CVE
Vulmon https://vulmon.com/ CVE
CXSecurity https://cxsecurity.com/ CVE
Vulncode-DB https://www.vulncode-db.com/ CVE
Malshare https://malshare.com/ MD5 Hash
ThreatCrowd https://www.threatcrowd.org/ IP,Domain
Hybrid Analysis https://www.hybrid-analysis.com/ hash
Twitter https://twitter.com/ SNS, w/TimeLine
Qiita https://qiita.com SNS
GitHub https://github.com SNS
Facebook https://www.facebook.com/ SNS, w/TimeLine
Instagram https://www.instagram.com/ SNS
LinkedIn https://linkedin.com/ SNS
Pinterest https://www.pinterest.jp SNS
reddit https://www.reddit.com/ SNS

About Twitter and FaceBook could search timeline with any words.


Misc

This extension is optimized for the Japanese environment.




More information


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HOW TO CAPTURE SCREENSHOT IN KALI LINUX? – KALI LINUX TUTORIAL

Kali Linux has been the most advanced penetration testing machine introduced yet. It has the most valuable tools used for every sort of hacking. To take advantage of Kali Linux hacking tools, you have to switch your OS to Kali Linux. You can either install Kali Linux as your default OS or just install as a virtual machine within the same OS. You can learn more about how to install Kali Linux Virtualbox. Today in this tutorial, I am just going to share a very simple Kali Linux tutorial on how to capture screenshot in Kali Linux. It's very simple and newbie friendly.

SO, HOW TO CAPTURE SCREENSHOT IN KALI LINUX? – KALI LINUX TUTORIAL

There are two ways to capture a screenshot in Kali Linux. One is the ultimate easy one and the second one is a bit complex but it's also not so complicated. So, don't worry about anything.

INSTRUCTIONS TO FOLLOW

  • In a first way, you can take a screenshot in a similar way as you take in Windows OS by simply clicking the PrntScr button on the keyboard. As you hit that button, a screenshot will be saved in the Pictures folder of your Kali Linux. The major problem with it, it only captures the full screen. We have no control over it to capture a specific window or region.
  • The second way is to take a screenshot using the command. For that, open up a terminal in the Kali Linux and type apt-get install ImageMagick.
  • Once the command is completed and ImageMagick is installed. We have two options to take a screenshot with it. One is to capture full screen and second is to capture a specific window.
  • To capture full screen, type import -window root Pictures/AnyNameOfTheImage.png in the terminal. It will take a full screenshot and will save it to the Pictures directory by the name you specify. Make sure to type .png  at the end of the file name.
  • To take a screenshot of a specific window or region, type import Pictures/AnyNameOfTheImage.png in the terminal and hit Enter, it will turn the cursor to a selection tool. You just click the mouse button and select the area you want to capture. As you will leave the mouse key, screenshot will be saved in the Pictures folder.
That's all how you can capture screenshot in Kali Linux. This is a very simple and beginner-friendly Kali Linux tutorial to help out all the newbies how they can use this features in need. Hope it will be useful for you.

More info


A Tremendous Chop To The Team

That tournament aboard the S.S. Anne went well into the evening and I remained undefeated. Between matches, I wandered the promenade deck sizing up the competition. The entire ship was buzzing about a rising star trainer aboard the ship. He was competing in a higher bracket than mine, so we wouldn't face each other here, but I really wanted to see one of his matches. Unfortunately, we never crossed paths but I would be on the lookout for this trainer named Red. It wasn't terribly surprising when I stumbled into Wolf. I assumed he wouldn't miss a chance to show off for a crowd of Pokémon enthusiasts. I caught sight of him just as he was soundly defeating an opponent in a few decisive seconds after the match had started. I quickly checked to see which bracket he was in because I relished the idea of soundly defeating him in front of spectators. And as luck would have it, the next time I trounced Wolf would be in front of a live audience.
When our numbers were finally called, Wolf was calm and collected as he stood across from me. We both had the confidence of a trainer who hadn't lost a single point yet. We exchanged casual, semi-friendly greetings and then chose our first Pokémon to battle. I opened with Douglas and he opened with his Pidgeotto. It was a predictable move. My tiny, ground-type Pokémon was at a disadvantage, but Douglas needed the training and I was over-confident. I let Douglas intimidate his opponent with fierce growls, but as soon as Pidgeotto landed a small hit, I withdrew Douglas and tossed out my own Pidgeotto, Kiwi.
"We've done this dance before," Wolf said across the arena.
"How did that work out for you?" I said with a sneer. Kiwi began kicking up dust and dirt. It was our traditional opening move, but it was much harder to pull off on a freshly swabbed deck. As Kiwi continued to harass the accuracy of his opponent, he took quite a few hits from Wolf's Pidgeotto. Restorative items were not prohibited in the tournament, so a Super Potion ensured Kiwi would be able to stay in the fight. Wolf looked annoyed, but he made no objection. As his Pidgeotto continued to flounder and land only the luckiest and lightest of attacks on Kiwi, Kiwi was able to swiftly put an end to Wolf's Pidgeotto. The crowd cheered.
Wolf tossed out his Raticate and I withdrew Kiwi and replaced him with Lucky who hadn't seen much action aboard the S.S. Anne. The Raticate was naturally faster and landed some quick attacks on Lucky. When it moved in close, Lucky showered the Raticate with a comforting sleep powder from its wings and it was lulled into a deep sleep. Lucky took a second point from Wolf when he used a psychic assault to knock out the Raticate without ever waking it up. The crowd was slightly less impressed with this boring victory, but Wolf was frowning. That was just as good for my morale as a cheering crowd.
Wolf called out Kadabra next. We were both underwhelmed by Abra's performance in our last match, so I had no doubt that Wolf had been training him into an impressive Kadabra since we last battled. I didn't quite know what to expect from this creature, so I went with my current powerhouse, Rascal Jr. A solid hyper fang instantly downed the Kadabra and all my worries instantly disappeared. The crowd went wild at this turn of events as Kadabra was apparently the star member of Wolf's team today.
I knew what was next and I knew how to handle it. I knew the crowd was more excited by tremendously powerful, fast-paced biting Raticates, but I was here to win. Wolf tossed out a Pokéball that released his Wartortle into the arena. I withdrew Rascal Jr. and brought out Arnold. He took a solid headbutt from the Wartortle, but managed to burst a puff of sleep spores into its face.  Then Arnold proceeded to absorb Wartortle's energy, replenishing its own, until Wartortle was forced to submit.
Wolf actually looked impressed. "Well, I made it this far undefeated. I thought I had a chance this time. I guess you're still one step ahead of me," he said casually. He crossed the arena and extended a hand toward me. I felt a sneer crawl across my face as I took his hand and shook it in front of the cheering crowd. "You're still too serious, man," he laughed, cocking his head at me. "But I guess your seriousness is paying off. Until next time, Fox." Wolf waved one last time to the crowd overhead and then disappeared into the crowd around us.

After my very public victory over Wolf, I felt like I was living in a dream. Since knocking him down a few pegs, I was leading the tournament at our amateur level. It felt incredible. I battled well into the night and maintained my undefeated status. The talk of Red faded away and now there was a buzz around the young out-of-towner named Fox! Basking in these successes, I felt a deeper connection to the world of Pokémon training and competitive battling. The pride I felt I shared with my Pokémon and in return they fought harder for me.
Unfortunately, this euphoria was not going to last the night. My final match aboard the S.S. Anne was against a member of the crew. He was just a few points behind me, meaning he'd only let two of his team faint throughout the day. I knew the risks using Douglas against a sailor, but so far Douglas had grown considerably stronger and faster with our in-and-out techniques to get potshots on our opponents. This time, however, the sailor opened with a Machop. This small fighting-type Pokémon was not the typical water-type that sailors usually carried around. It should have been no problem for Douglas to get in a quick hit and then rest, but Machop was not fooling around. A critical Karate Chop came down on Douglas's head and Douglas was completely done.
As good as I had been feeling all day was instantly shattered. I had only known Douglas for 24-hours but he was going to be my ace in the hole against Lt.Surge tomorrow. I'd been meticulously training him and keeping him going all day and now in the final showdown it was all over, all for nothing. It felt like that critical chop went straight to my heart. Kiwi easily took care of the rest of the sailor's Pokémon - and I went on to win this level of the tournament. I graciously accepted access to the Hidden Machine which taught Arnold how to slice through excessive overgrowth, but inside I was deeply wounded that I had failed yet another Pokémon.

Current Team:
Attacks in Blue are recently learned.



Bill's Storage: Shakespear (Spearow) & Royal (Magikarp)

Old Man Daycare: Charlie (Pidgey)

terça-feira, 22 de setembro de 2020

Screen Persistence And The GBA - LCD Abuse

The Game Boy Advance has a TFT LCD screen, and in its last variants, the screen was backlit.  TFT screens offer faster pixel response times over earlier passive matrix technology.  The GBA TFT LCD screen was improved over the earlier screens used for the Game Boy Color, but developers took advantage of the response time of these screens on occasion to make for interesting effects.  Let's take a look.


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segunda-feira, 21 de setembro de 2020

Gendarmes: A Bit Of A Comparison.




Heavy French and Italian cavalry 
When I finished the Swiss pike, my original intention was to launch straight into a pile of 200 landsknechts to give them some more opponents, however, I also had quite a large lead pile of cavalry to do, first off was a couple of units of Swiss and Italian mounted crossbows (that don't feature in this post) and having done them I decided to try some of the many Gendarmes and early 16th century knights that were also sitting in the box. I had figures from 3 different manufacturers which I had accumulated over the past 6 months, a dozen of the SteelFist Gendarmes, 6 charging and 6 with upright lances, 6 late 15th century knights from SteelFist, 8 Gendarmes and 8 archer types from Eureka, and finally 24 Foundry Gendarmes (only 12 of those finished so far).
So, having painted all of the above in this last few weeks I thought I'd give you a brief comparison.
Steel Fist Gendarmes
So first, the Steel Fist figures.  I can find very little to say about this companies figures apart from unstinting praise, beautiful sculpts, great and enormously varied poses, high quality casting and metal, they are excellent figures. They produce 2 different sets of Gendarmes, one charging, one with lance upright. All the figures and horses are different, with separate heads and weapon arms,  and sheathed swords. plumes are also separate,  so the permutations are enormous. If you wanted to get super adventurous you could swap in some of their Landsknecht heads or maybe Perry ones. The horses are all individual barded mounts, if you want to find it, there is amazing detail on them.
 My only very small  issue  with these figures is that you might need to drill out the odd neck to get a better fit with whichever head you choose to place on whatever body.  These are outstanding figures.The best way to buy them is as a set of 6, this way they come in at £5 a figure. Not cheap, but generally you get what you pay for in this life. 
Steel Fist again, remarkable figures- side-show Bob leading the charge.
Now the bad news. Currently the Gendarmes are out of stock and unavailable due to the current emergency. I will be getting another dozen as soon as life returns to normal. I urge you all to do the same (but not until I have my order in).
Earlier Italian Knights from Steel Fist
Somewhere along the way I bought 8 earlier knights on unarmoured horses.  these tie in well with the Perry plastic set, I replaced one of the heads with a Perry one. Not as flamboyant as their later brethren, but similar in style and quality, separate heads and lance arms.
All of the Steel Fist figures look BIG. Nothing wrong with that, and they are the same size as Perry medievals.

Eureka Miniatures Gendarmes, with heavy cavalry support

Next up are the Eureka miniatures. Lovely figures, well cast, great, crisp detail, separate lance arms, alternative sword/hammer/mace arms and weapons, these are really well thought out figures, separate plumes, lovely Barded horses- you can create a lot of variation with these figures, price for these is £28.25 for a set of 8 which is very good value. I will be getting another 8 of the Gendarmes. They also produce Archer/coustillier types which are nice, although without the massive variations of the Gendarmes. Good figures. My only comment would be that are a little bit small,not a lot, but a little,  certainly when compared to Perry and SteelFist. In their own units alongside each other they look absolutely fine, but I would be reluctant to mix them in the same units with the other manufacturers.
Eureka again, very varied and clever designs


Foundry Gendarmes
 Finally we have Wargames Foundry. Wargames Foundry are... well, Wargames Foundry. Consistent, high quality sculpts to good standard. They are sort of benchmark figures. Separate cast lances and sword scabbards, the latter of which fit really neatly into a lug on the figure. Cast on heads. The figures are fine, albeit a tad dull. All in a sitting lance upright pose, little animation, and I guess if you have read this blog you know I like a bit of animation.
There are basically 3 or 4 head variations on 2 body types. Then the horses......I've never been a huge fan of Foundry horses, to much shaggy pit pony for my liking. I bought 7 different mounted packs of the Gendarmes....and there is only 1 barded horse type and 4 unarmoured horse. However, I can live with that, what was a bit of a shock was the casting quality. It was bloody awful. Massive lumps of flash, mould lines, the works. 24 figures and horses took me about 4 hours to clean up and assemble, which is a bit poor, and after all, Foundry are charging premium prices for 30 year old sculpts. I bought them on a deal which was great, but if I had paid full list price for them I would have been disappointed. Compared to the more modern figures their age is showing, but, they paint up as fine as they always have.
Another view of Wargames Foundry

Foundry head on


All of these figures were a joy to paint, and I'm really pleased with them, I set them off with a bunch of Pete's Flags, which, let's be honest, always make average painted figures like mine look brilliant.
Flags, faces and bases....that's all you need.





All banners from Pete's Flags.






sábado, 12 de setembro de 2020

MONTHLY 5 - July 2020

https://collectionchamber.blogspot.com/p/3d-ultra-cool-pool.html https://collectionchamber.blogspot.com/p/cybercon-iii.html https://collectionchamber.blogspot.com/p/darklight-conflict.html https://collectionchamber.blogspot.com/p/hades.html https://collectionchamber.blogspot.com/p/the-lost-mind-of-dr-brain.html

Come and see what July has in store for The Collection Chamber! I recently ranked Cybercon III (1991, The Assembly Line) and Hades (1995, Ablex) in a Top 10 Hidden Gems video and now you can play them for yourself to see how you'd rate them. Let's not forget Defiance (1997, Avalon Hill) and Shadow of Destiny/Memories (2002, Konami) that each got the full video review treatment.

New to the Chamber is Darklight Conflict (1997, Rage Software), a visually impressive space combat sim, 3D Ultra Cool Pool (1999, Sierra On-Line) which is, well, cool pool, and the third game in the Dr. Brain series; The Lost Mind of Dr. Brain (1995, Sierra On-Line).

Let's not forget the one update for the month: S.C.A.R.A.B. (1997, Electronic Arts) which now has multiple options on how to play it on Windows 10.

Watch the video roundup. then find out more after the jump!


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Game 378: Goodcode's Cavern (1982) And Romero/Carmack Corrections

            
Goodcode's Cavern
United States
Gebelli Software (publisher)
Released 1982 for Atari 800
Date Started: 3 September 2020
Date Ended: 3 September 2020
Total Hours: 2
Difficulty: Easy (2/5)
Final Rating: (to come later)
Ranking at time of posting: (to come later)
     
In today's edition of "If It Were Any Good, It Wouldn't Have Taken 10 Years to Show Up on MobyGames," we have Goodcode's Cavern, also known as Dr. Goodcode's Cavern (the box cover, title screen, and manual all slightly disagree). This all-text game plays like a combination of The Devil's Dungeon (1978), with its numbered rooms and magic wand as the only piece of player inventory, and Rodney Nelsen's Dragon Fire (1981), with its randomly-generated room descriptions. Its concepts are basic enough, however, that it might have been influenced by neither.
     
The setup is that Doctor Goodcode has purchased a mansion and found the caverns beneath it inhabited by monsters. He wants you, an adventurer, to clean it out. Thus begins your exploration of a randomly-generated three-level dungeon with 80 rooms per level. Your goal is to make it to the exit with as much treasure and as many kills as possible.
             
Stepping into the first room.
        
There's no character creation process. Everyone seems to start with a strength of 86 and no assets except a magic wand with three charges. The dungeon is laid out like a node map, with each room connecting to up to four others in the four cardinal directions. You can wind your way through all 80 rooms on each level in numerical order or watch for the occasional opportunity to jump from, say, Room 40 to Room 57. That's about the only "choice" you get in the game.
  
As you enter each room, the game draws from a collection of random terms and phrases, so one might be described as a "light blue room with a wooden floor" and the next a "ruby red room with a dirt floor." A selection of atmospheric effects finalizes the description: "There is a pool of blood"; "It smells like a fire"; "It is very musty in here." Each room can have nothing, some gold pieces strewn about, or an encounter with a monster.
          
This room is pink with a thick carpet and there's moaning.
           
Monsters include snakes, orcs, alligators, tigers, vampires, wild dogs, frogs, and cave bears. Each has a randomly-selected descriptor and color, so you might get a "mean white snake" or a "gruesome russet wild dog" or a "mammoth yellow vampire." Not only that, but there's a random exclamation before the monster ("Hot tacos!"; "Jiminy Cricket!") and each monster has a random behavioral descriptor after his name; for instance, "he is starting towards you" or "he is looking hungry." Each monster also has a strength level. Your only options are to "Defend" (which seems to do nothing), "Attack," or zap the creature with your magic wand. The latter kills everything instantly, but you only have three charges to start.
              
Hot tacos indeed. Although I suspect if I saw a blue grizzly bear, I'd start blaming something else I got in Mexico.
             
Attacking pits your strength against the monster level, and behind a bunch of colorful flashes, the game calculates how much health you and the monster lose. Some battles take up to three rounds. If you win, you get whatever treasure that monster was carrying, which again is drawn from a list of random descriptions and values. You might find an "ugly iron ring" worth nothing or a "bright gold chalice" worth 11,000 gold pieces. You only have 20 treasure slots, so you often find yourself discarding cheap treasures to make room for more expensive ones. There are no other inventory items in the game.
          
Finding a "nickel headband" and then checking my status.
        
As you defeat monsters, your level goes up, and I guess maybe it improves your odds in future combats. If so, it's not really palpable. Leveling is a bit weird, because it's expressed as two numbers, like "1-40" or "2-67." I couldn't tell where the first number rolls over; I think my winning character got to "2-110." Equally mysterious is how health regenerates. Your health is represented as a percentage--the higher the more you're wounded--and sometimes it seems to drop as you move between safe areas, but other times it remains stubbornly the same.
        
The mammoth russet vampire was a little too much for me, so I zapped him with the wand. I'm glad I did, because the colossal gold knife was worth a lot of money.
        
In addition to regular monsters, demons of various colors and descriptions (e.g., "yellow cave demon"; "pink sewer demon") pop up randomly and extort gold from you under a variety of excuses, including loans, protection money, and buying tickets to the "demon's ball." They ask for relatively little gold, and you can't fight them anyway, so there's nothing to do but hit B)ribe and pay them. Their demands don't even get more expensive on lower levels. It's a very weird dynamic.
          
A demon convinces me to pay reparations.
         
The game has an odd fixation with color. Not only do you get color descriptions for the rooms, monsters, and treasure, but the main screen frequently changes color, flashes different colors when combat is happening, and sticks different colored boxes randomly on the sides of the screen. I guess the developer was just showing off the capabilities of the system. It didn't affect my experience either way; I just found it strange.
    
If you die at any point, you can quickly hit the joystick button to resurrect in the same room for a minimal cost, but it fails about half the time.
              
No, but you can resurrect me.
         
Room 80 of the first two levels is a special room where a demon will buy your treasures for cash and then sell you food, a compass, information, or an extra two "zaps" for the wand. I have no idea what food does; buying it seemed to have no effect. Ditto the compass. "Information" resulted in nonsense clues (e.g., "you will meet a tall dark stranger") whenever I tried. The extra zaps are priceless, though, and you can make more than enough money on Level 1 to ensure that you can just use your wand to blast through the next two levels, although using the wand nets you no experience.
         
Room 80 on Level 1.
        
Room 80 on Level 3 presents you with a "wizened old man" seated at an organ. The door slams shut behind you, and your wand starts to flicker. This seems like an obvious clue to Z)ap the wand, but in fact it doesn't matter what action you take; the outcome is the same: you win the game and the program recaps the amount of treasure you collected and the number and strength of monsters you killed. Presumably, you're meant to keep replaying for higher scores.
    
The winning screens.
         
This is the sort of game that I would have seen in a bargain bin at Electronics Boutique in 1984. I would have been suspicious of its $7.95 price sticker, assuming it couldn't possibly deliver much content for that price, but I would have bought it with hope anyway, taken it home, and tried my best to supplement my wanderings with my own imagination, pretending I was having fun, but feeling in some vague way that there must be more to life than this.
           
Cavern barely passes as an RPG. It has one inventory item that you can choose to use; I guess it has some statistics behind the combat; and there is that mysterious "level." It gets only a 10 on the GIMLET, with 2s in economy, interface, and gameplay and 0s and 1s in everything else. I can't find the game even mentioned in a contemporary source, let alone reviewed.
         
I have no idea what's happening here.
                  
Dr. Goodcode, whoever he was, never made another appearance (search the name without Cavern and you get nothing). The rest of the title screen is equally mysterious. If the dedicatee, "Kitty Goodcode," wasn't a James Bond girl, she also wasn't anyone else as far as I can tell. Perhaps the only notable thing is that it was published by Gebelli Software, which was a short-lived California-based enterprise from Nasir Gebelli, the famed Apple II developer who went on to work on the Final Fantasy series at Square. I'm participating in a podcast with John Romero later in September, and I know he knows Gebelli, and I suppose I could ask him to ask Gebelli to confirm who Dr. Goodcode was, but .  . . there are times that tracking down the original developers to some of these 1980s games honors them, and there are times that it doxxes them. This seems like one of the latter.
   
But since I was only able to get 1,200 words out of Goodcode's Cavern, let me use the rest of this space to explore a lesson that I recently learned about secondhand journalism. A few years ago, in writing about Dark Designs III: Retribution! (1991), I wrote the following:
            
1991 was a major transition year for Carmack and his new partner, John Romero. At the age of 20, Carmack had gotten a job two years prior at Softdisk, largely on the strength of his Dark Designs series. But he and the other developers grew to despise the sweatshop-like atmosphere of Softdisk and the monthly programming demands. He and Romero began moonlighting by selling their own games--principally the Commander Keen series--as shareware on bulletin board services. When Softdisk found out about these games, and that the pair had been using the company's computers to write them, both threats of a lawsuit and offers of a contract followed. The messy result was that Carmack and Romero left the company but agreed to continue to produce one game every 2 months for Softdisk's magazines. Thus, a couple years later, after the team had changed the gaming world forever with Wolfenstein 3D and DOOM, you see them credited on the occasional diskmag title like Cyberchess and Dangerous Dave Goes Nutz!
            
I had consulted several sources to assemble that paragraph, including one that purported to have interviewed both Carmack and Romero in detail, and I was pretty confident in what I had. Fast forward to a few weeks ago, when John Romero (who I didn't even know was aware of my blog) invited me to participate in a podcast interview of Stuart Smith. (We're recording in mid-September; I'll let you know when it's out.) I took the opportunity to run the paragraph by him and found out that almost everything I'd written was wrong. To wit:
          
  • I was a year late; 1990 was the year most of this happened. Romero worked at Softdisk prior to Carmack and was actually the one who hired Carmack, not because of Dark Designs but because of a tennis game plus his obvious facility with programming.
  • Romero and Carmack loved working at Softdisk and only left because it was the wrong sort of publisher to take advantage of the horizontal scrolling technology that the duo would use in Wolfenstein 3D and DOOM.
  • It was actually the president of Softdisk, Al Vekovius, who suggested that Carmack, Romero, and Tom Hall start their own company. There were no lawsuits and no threats; Carmack and Romero kept working for Softdisk for a year to avoid leaving the company in a lurch.
  • The reason Carmack and Romero are credited on so many Softdisk titles stretching into the mid-1990s is that those titles used technology and code that Carmack and Romero had created. They otherwise had no involvement in games like Cyberchess and Dangerous Dave Goes Nutz!
      
All of this has been a lesson in putting too much faith in secondary sources, even when they agree and everything seems to fit together logically. I didn't get into this gig to be a journalist, and I have no formal training in journalism, but clearly my blog has veered in that direction at least occasionally, and as such, I need to adopt stricter rules for my use of sources, to make it clear when I'm speculating based on limited evidence, and to always see primary sources when they're available. I'm still working on these "rules," but they stopped me here in speculating on the identity of Dr. Goodcode even though I have a pretty good idea of who he is.
     
Sorry for the otherwise short entry, but you'll see a few more of these in September, as I have to devote more time to getting my classes going. Hopefully for the next entry, I can make some progress on The Summoning.