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I’ve done a lot of archival of CD-ROM based games, and it’s not clear to me this is possible without a lot of coordination and consistency (there are like 7 pro
by jonhohle 3y ago
I’ve done a lot of archival of CD-ROM based games, and it’s not clear to me this is possible without a lot of coordination and consistency (there are like 7 programs that use AccurateRip, )and those only deal with audio). I have found zero instances where a bin/cue I’ve downloaded online perfectly matches (hashes) to the same disc I’ve ripped locally. I’ve had some instances where different pressings if the same content hash differently.
I’ve written tools to inspect content (say in an ISO file system), and those will hash to the same value (so different sector data but the same resulting file system). Audio converted to CDDA (16-bit PCM) will hash as well.
If audio is transcoded into anything else, there’s no way it would hash the same.
At my last job I did something similar for build artifacts. You need the same compiler, same version, same settings, the ability to look inside the final artifact and avoid all the variable information (e.g. time). That requires a bit of domain specific information to get right.
- gosub100 3y agoSorry I think you misunderstood me. I mean when I download a torrent called "Rachmaninov Complete Discography" I copy the files to the Music/Classical folder on my NAS. I can no longer seed the torrent unless I leave the original in the shared folder. But if I voluntarily let a crawler index and share my Music folder, it could see the hash of track1.flac and know that it associates with a particular file in the original torrent, thus allowing others to download it.