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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The KEEP Emulation Framework</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Computerspielemuseum</institution>
          ,
          <addr-line>Berlin</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2011</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>As part of the overall KEEP Project the task of the Emulation Framework (EF) is to provide the emulation environments required for this purpose. In a very simple and comprehensible way the users can employ emulations for the representation and the performance of both digital objects in obsolete data formats and applications for antiquated computer systems. The virtual reconstruction of original playback environments can reproduce the original look-and-feel-qualities. By means of this approach audiences unfamiliar with the very concept of emulations can employ them in a private context as well as in an institutional framework. Thus a digital object stored in an archive can be rendered in that digital environment best suited to it without the time-consuming procedure of having to equip the computer on which it is to be run with emulation-specific configurations. The range of applications is huge: In addition to allowing games to be played with an original atmosphere it encompasses e. g. access to data in obsolete formats or data migration with original software. The decisive factor from the point of view of conservation is that the original stream is being employed. There are almost no limits as to the scope of emulators that can potentially be used inside EF. The first release will support the following platforms: x86, Commodore 64, Amiga, BBC Micro and Amstrad/Schneider CPC.</p>
      </abstract>
      <kwd-group>
        <kwd>KEEP</kwd>
        <kwd>Emulation</kwd>
        <kwd>Emulation Framework</kwd>
        <kwd>Virtual Machine</kwd>
        <kwd>Transfer Tool</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>The advantages of emulation as an alternative form of preservation (if compared to
data migration) are numerous: Any strategy of preservation has to guarantee the
permanence of the upkeep of the digital object as well as that of its accessibility1.
1 In 1999 Jeff Rothenberg declared: “The best way to satisfy the criteria for a solution is to run
the original software under emulation on future computers”. Jeff Rothenberg (1999).
Avoiding Technological Quicksand: Finding a Viable Technical Foundation for Digital
Preservation: A Report to the Council on Library and Information Resources – Washington,
Migration, on the other hand, ensures a long-term usability only at the expense of
changing the data formats: a text document in wordperfect format .wpd e. g. will be
conveyed into one that promises enduring availability such as .rtf or .txt. But this
entails a loss of original information. Although you could say that the original file is
being preserved, it cannot be rendered any longer for want of the original
environment. It is therefore in the strict sense no longer accessible.</p>
      <p>A number of repeated transfers can entail in the course of time significant
modifications, which are bound to impair the content as well. Highly complex and
proprietary formats such as objects in CAD may already suffer losses with the first
migration. In the worst case they may not be saved in other formats. Compiled
programs can only be migrated by means of a recompilation. For this purpose the
uncompiled code will be required which is often not available any more. Thus this
procedure cannot be performed when dealing with computer games or with
commercial software.</p>
      <p>But the approach of preserving the hardware on a permanent basis is not feasible.
We can observe both the hardware components of the computer as well as the
peripheral devices for input-, output- or reading functions become rare or defunct.
Enormous costs would ensue if the spare parts had to be produced again.</p>
      <p>Employing emulation, on the other hand, allows us to appropriate the original
bitstream without taking recourse to migration. The digital objects are rendered on the
virtually provided original platform. This reproduction of an original look-and-feel
can be important for quite a few objects, e.g. for computer games, digital art objects
or in the case of poetry presented with a sophisticated typography. In guaranteeing
permanent access to these objects emulation is a substantial advance in terms of
quality assurance. Emulation may yield yet another advantage. The original
environment as in the case of an obsolete data bank management system can be
employed for the initial transfer of the data in other formats. Thus the correct
processing of the source data is ensured.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Transfer process</title>
      <p>Maintaining the original bitstream is part and parcel of any responsible form of
long-term preservation. But compared with conventional media such as books,
painting or prints digital data prove to be incredibly frail. Even an apparently small
amount of informational loss (like the scratched surface of a CD) can invalidate all
the data. Damage to a painting or the pages torn in a book do not prohibit the usage of
the object or at least those parts left intact. With digital data this is not possible.</p>
      <p>In the course of recent decades various technologies for storing data have been
employed. This means that a lot of different reading devices are needed for the
transfer. In addition to 3.5“ and 5.25“ disk drives (for which there are still reading
devices) there were less popular formats such as 8“- or even 3“-disks. Furthermore we
DC: Council on Library and Information Resources, p VI. http://www.clir.org/pubs/reports
/rothenberg /pub77.pdf.
have still some readers for tape-based storage system (like DLP- or LTO-tapes as well
as audio cassettes). But the situation is much more complicated for reel-to-reel tapes
or microcassettes. In the case of early computer game consoles cartridge systems were
the most popular form and they represent a serious challenge for transfer processes.</p>
      <p>Thus the very process of data transfer into a new storage system lies at the heart of
any concept dealing with conservation. We have to distinguish between the saving of
single files (texts, pictures, tables) and that of preserving the entire data carrier (like
the cartridges of obsolete gaming consoles). For certain areas of application it is
essential to transfer the medium in its entirety into a virtual image, which then in turn
can be embedded as a data carrier (a disk, a CD-ROM or a hard disk) in the emulator.
These images have one huge advantage. They can be integrated into a systematic
long-term archive that can be stored in a system of hard disks.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Copy protection</title>
      <p>Copy protection systems for computer games prove a double problem for the
longterm preservation. On the one hand you cannot always successfully bypass the copy
protection. Thus for example a systematic copy protection involving a dongle (i. e. a
protection that requires certain hardware elements for the program to work) cannot be
transferred into useable images without changing the original program code. (This is
the problem with many CD-ROMs and DVDs.) Similarly substantial knowledge
about the mechanisms of copy protection is required to produce working images of
older protected floppy disks. And it is regrettably extremely difficult to identify a
copy protection before starting the transfer. In the case of CD-ROMs and DVDs a
variety of tools able to identify many protection systems is available. But in the case
of floppy disks no such instruments have been created for data carrier of systems like
C64 or Amiga.</p>
      <p>And furthermore this bypassing is still an offence even if performed by an
institution working under the premiss of conserving these objects of cultural value2.
(There is different legislation in other countries.) In the case of the
Computerspielemuseum we are technically in the position to circumvent many of
those copy protection systems. However, this would represent a violation of existing
German laws. We thus need legal changes in the future to ensure the preservation of
the digital objects3.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Emulators</title>
      <p>The history of digital emulators commenced some 30 years ago. And interestingly
enough it all started with a gaming console, ColecoVision produced by Coleco. There
was an adapter available on the market allowing to play games initially developed for
and to be run on the Atari 2600. And in 1985 Atari, in order to prove the capacity of
the 68000-CPU and the TOS-systems software, in turn developed a Z80-emulator,
which allowed to run software originally designed for the CP/M-operating system.
This meant that a vast range of software was available for that computer system.</p>
      <p>Presently a huge number of emulators exist for different consoles and platforms. In
the majority they have been created inside the community of the retrogamers and for
their purposes. But with more and more devices in circulation that are both portable
and equipped with sophisticated graphics such as the IPhone or the IPad we find a
growing number of emulators included for commercial products.</p>
      <p>One current argument against the appropriation of emulators for the purpose of
long-term preservation points to the fact that emulators are still tied to specific
platforms. A reliable and permanent availability is not guaranteed as long as the
introduction of new operating systems or new hardware technologies will necessitate
a new porting of the emulators. In addition to recent attempts to develop Java-based
emulators4, we have the Dioscuri-Project at the Koninklijke Bibliotheek (Den Haag)
which presents the first emulator designed to operate independently from specific
platforms5.</p>
      <p>These are some of the obstacles on the path for using emulation as a fully fledged
instrument for the purpose of preservation. But since keeping the digital tradition
alive cannot be achieved without emulation, it is essential to develop concepts and
technologies which will facilitate it and make it available on a permanent basis.
5</p>
    </sec>
    <sec id="sec-5">
      <title>KEEP (Keeping Emulation Environments Portable)</title>
      <p>Keeping Emulation Environments Portable (KEEP) is a medium scale research
project started on 1 February 2009 co-financed by the 7th Framework Programme’s
ICT-3-4.3 Digital libraries and technology-enhanced learning priority6. The overall
aim of the project is to facilitate universal access to our cultural heritage by
developing flexible tools for accessing and storing a wide range of digital objects.
Although primarily aimed at those involved in Cultural Heritage, such as memory
institutions and games museums, the KEEP Emulation Services can also serve the
needs of a wide range of organisations and individuals because of its universal
approach.</p>
      <p>Positionspapier zum Abschlussbericht der Blue Ribbon Task Force on Sustainable Digital
Preservation, http://files.d-nb.de/nestor/berichte/nestor_Stellungnahme_BRTF.pdf.
4 For example the Amstrad Emulator “JavaCPC” on Java basis. http://sourceforge.net/
projects/javacpc /files/
5 http://sourceforge.net/projects/dioscuri/
6 http://www.keep-project.eu
The following institutions are partners in this cooperation:
 Bibliothèque nationale de France (Paris) project coordinator
 Koninklijke Bibliotheek (Den Haag)
 Deutsche Nationalbibliothek (Frankfurt)
 University of Portsmouth
 Tessella
 Joguin SAS
 European Games Developer Federation
 Computerspielemuseum (Berlin)
5.1</p>
      <sec id="sec-5-1">
        <title>The KEEP Transfer Tool Framework (TTF)</title>
        <p>The development of a transfer tool framework (TTF) is to simplify and to
automatize the workflow. Our main objective is to design a concept for the
appropriate elements for the workflow, to compile the collections of meta-data
required for this purpose and to mould these results into a project allowing long-term
preservation. Existing systems for data transferal have been evaluated with regard to
their suitability for the TTF. Simultaneously we have analyzed existing copy
protection systems.</p>
        <p>Part of the workflow is to monitor the transfer process. A failed attempt of transfer
or a dysfunctional image may be due to one of the following reasons:
 The reading process was not performed without mistakes.
 A copy protection previously unperceived has undermined the process.</p>
        <p>A further obstacle for the preservation is the multitude of data formats for images
or the number of formats supported by those emulators currently available. In the
field of computer games a lot of special formats have been established as the
standards for the individual systems. These in turn have different potential to bypass
copy protection.</p>
        <p>These are a number of problems you can encounter while working on a transfer.
The process of automatically transferring larger quantities of data media from a
diversity of operating systems (which by necessity can be the only form of procedure
that larger institutions can afford to work with) is still something of a challenge and
something to strive for.</p>
        <p>Thus we are preparing to embed the TTF in the Planets Interoperability
Framework7, which allows integration of the transfer workflow into an already
existing framework for digital preservation. A KEEP study on the integration of the
KEEP Transfer Tool with the Planets Interoperability framework states, that it is
feasible from a technical and legal perspective. For this purpose a new API for the
integration of the services and tools for the TTF has to be developed. After that the
infrastructure within the Planets IF can be used for the transfer workflow.
7http://www.planets-project.eu/docs/reports/Planets_IF-D11_ConsolidatedReleaseDocumentation.pdf
5.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>The Keep Virtual Machine (KVM)</title>
        <p>As one can see, the very name of the project, KEEP (i.e. Keeping Emulation
Environments Portable) emphasizes the importance of the permanence accorded to
the emulation environments. We are currently working on developing a virtualizer
that can serve as a platform for many emulators already available. Portability and
flexibility are the core requirements for Keep Virtual Machine (KVM). The
immediate advantage is that it prevents the concept of stacked emulation, which is
where multiple emulators each translate a platform for a specific era for another
emulator. Stacking emulated computers creates a dangerous stack of dependencies
that is vulnerable for errors and mistakes.</p>
        <p>The KVM is based upon the concept of a virtual layer, based on the idea of Jeff
Rothenberg8. The KVM implementation is defined by the selection of a base
submachine, directly implemented by way of an emulator or a dynamic compiler written
for a support machine, as well as a work sub-machine, whose complexity is higher or
equal to that of the base machine, and for which applications are written. The virtual
processors are a set of sub-machines that vary in complexity and efficiency, structured
from the simplest to the most complex, featuring in that order: KVM0, KVM1,
KVM2, KVM3 and KVM4. The most basic commands allow easy adjustment to fit in
new platforms by means of simple and elementary operations, whereas you will find
complex command structures at the top level that can communicate with systems such
as Linux, Java or with the emulators themselves. These have to be customized
initially to be able to cooperate with the KVM. Afterwards it will only be the other
way round: the KVM has to be matched with new platforms. This will yield an
extremely efficient virtualizer, whose emulators once matched can be employed for a
long time. This will mean a major progress for a safe and sound appropriation of
emulation technologies for the purpose of conservation.
5.3</p>
      </sec>
      <sec id="sec-5-3">
        <title>The KEEP Emulation Framework (EF)</title>
        <p>The theme central to this workshop is a presentation of the KEEP Emulation
Framework. Employing technologies of emulation in institutions so far means a high
amount of work input before anything is available for the end-user, e. g. somebody
reading a book in a library or visiting an exhibition in a museum. To provide a variety
of user-friendly emulators for different digital objects entails the following: Firstly the
relevant meta-data have to be stored in the digital archive and secondly the different
emulators have to be implemented and maintained. A process of automatization for
the recognition and the verification of the data and the allocation of the appropriate
emulation environment will inevitably facilitate the process of issuing them to the
end-user and eliminate a number of intermediate administrative procedures.</p>
        <p>The KEEP EF has the resources to perform exactly this very process of
automatization. Via a defined interface a request for information will be addressed to
the digital archive of an institution and will activate the EF. The data-file (a single file
or the image of a data-carrier) are identified by means of a format-specific registry
and then the appropriate emulation pathways show up on the screen. Selecting a
specific pathway will start the emulator and the software package necessary for
performing this task.</p>
        <p>The EF software consists of three parts: a Core Application, Software Archive and
Emulator Archive. The Core EF is the technical heart of the system, performing the
automatic characterization of file formats, selecting the required software and
automatically configuring the emulation environment. It has a simple GUI to interact
directly with the user. For selecting the software and emulator, the Core interacts with
external services such as technical registries containing file format classifications, the
Software Archive that contains software captured in predefined disk images and the
Emulator Archive that contains the emulators available for the EF.</p>
        <p>The Core EF, Software Archive and Emulator Archive are developed by Tessella
with support from the National Library of the Netherlands (Koninklijke Bibliotheek,
KB). The Core GUI is developed by the National Library of the Netherlands.</p>
      </sec>
      <sec id="sec-5-4">
        <title>Operating system</title>
      </sec>
      <sec id="sec-5-5">
        <title>Java Runtime Environment (JRE)</title>
      </sec>
      <sec id="sec-5-6">
        <title>The software.</title>
        <p>For the last few weeks KEEP EF has been made available on the Source Forge
Portal for free download9. Java was chosen as the development language because of
familiarity, widely supported libraries and overall portability; for the internal database
H2 was chosen because of the small footprint and integrated web-interface. An
installation program simplifies the installation process. These are the system
requirements:</p>
      </sec>
      <sec id="sec-5-7">
        <title>Processor</title>
      </sec>
      <sec id="sec-5-8">
        <title>Memory</title>
      </sec>
      <sec id="sec-5-9">
        <title>Disk space</title>
        <p>X86 32/64 bit 1.5 GHz or faster
At least 2 GB of memory
200 Megabytes if free available space for the base
install
Depending on the number of emulators and
software images, from 1 GB upwards
Linux or Windows with compatible JRE and
network support</p>
        <p>Oracle(Sun JRE version 1.6 or higher / compatible</p>
        <p>The download package contains the following emulators:
 Qemu (x86)
 Dioscuri (x86)
9 http://sourceforge.net/projects/emuframework/
 WinUAE /Amiga)
 VICE (C64)
 JavaCPC (Amstrad/Schneider)
 BeebEm (BBCmicro)
And the following format registries are included:
 Pronom/PCR
 UDFR</p>
        <p>We have to emphasize that this package may only contain open source software.
Thus you will neither find an operating system such as MS Windows operating
system nor an application like wordperfect to come along with the bundle. Via the
administrator’s interface, however, the system can be expanded and modified to the
individual requirements.</p>
      </sec>
      <sec id="sec-5-10">
        <title>Functionalities for the end-user.</title>
        <p>Before we will proceed to explain both the technical and the administrative
features, we will briefly describe the capabilities of the system as well as the
functionalities relevant for the end-user.</p>
        <p>Fig.1. Java-based EF GUI
This is still an experimental graphical user interface to give a first impression of the
functionality. At the end of the project there will be a more effective interface,
especially for the administration. With the actual java-based Gui the user can select a
digital object in the left column. To describe the next steps in the procedure, we will
employ a d64-image of a game designed for the Commodore64 (Ms Pacman). Having
selected the object by clicking on the icon, the lower region of the screen presents
three different buttons (auto start, characterize and info). If you click on the button
for auto start, a window will pop up presenting the VICE-emulator and the game.
This intermediate step can be omitted. You can directly start the emulation from the
digital archive. But in addition to this automatic procedure the user can select between
several emulation pathways (if they are defined by the administrator).
To illustrate this approach we will select a JPEG-file: If you activate the button
„characterize“, information in the right upper corner states that JHove has
successfully identified the data format to be JPEG.
 the program Blocek under FreeDos on a x86 system
 the program XzgV under Damned small Linux on a x86 system</p>
        <p>Fig.5. Available emulators
Now the user can select one of the paths and henceforth the emulators available, in
this case the choice is between Dioscuri and Qemu.</p>
        <p>The next step consists in opting for the appropriate software package. We see
FreeDos being offered in connection with the Blocek-application.</p>
        <p>Fig.7. Available emulators
Once you are on the level of the emulation environment, this integration is necessary
in order to have access to the object. By clicking on the button start the process of
emulation will commence. When the program Blocek has been started on the
DosInterface, the JPEG-file on the disk in the drive may be opened.</p>
        <p>By means of this selection the user can navigate and start and test different
emulation environments. So let us now take a look at the EF from its technological
and adminstrative side.
5.4</p>
      </sec>
      <sec id="sec-5-11">
        <title>Administration area</title>
        <p>The concept of the EF is based upon employing three different archives which may
operate on different servers. The EF-Core-Archive needs to be installed on the very
computer requested to present the emulation. But the archives for both the emulators
themselves and the appropriate software have only to be connected with it by means
of LAN or WLAN. This allows for a central administration of the emulators and the
software for a number of computers or even for a network in an institution. We
anticipate two groups of users: administrators and end-users.</p>
        <p>In addition to the two format registries contained in the download package it will
be possible to create your own registries and to integrate them. Thus individual
solutions to fit the requirements of a particular institution can be created.</p>
        <p>By means of this GUI the current preferences may be inspected and modified. But
due to its complexity we will present only some aspects of the configuration.</p>
      </sec>
      <sec id="sec-5-12">
        <title>Emulator Archive.</title>
        <p>The administrator is enabled to integrate new emulators, if the ones available do
not fit the standards or cannot emulate the hardware necessary for the presentation.
The emulator itself will be integrated as a blob. There may be the need to both define
new image formats and to register the linking with the new emulator.</p>
      </sec>
      <sec id="sec-5-13">
        <title>Software Archive.</title>
        <p>If there is an additional demand for an operating system and/or an application (word
processing, CAD-programs, database systems) for the emulation environment to work
beyond the mere emulation of the hardware, additional software packages will be
required. These, too, will be stored as blobs in the database. So additional entries for
applications, operating systems, platforms and file formats have to be made.</p>
        <p>If all entries are correct, the verification of the new emulation pathway can
commence via the viewing of the pathways.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Resumee</title>
      <p>The EF will simplify the appropriation of emulators for the usage of original digital
objects substantially. And the considerable range of possibilities the administrators
are provided with means that customized solutions for emulators (and hardware
platforms) and software and for individual format registries can be integrated into a
framework allowing for a high level of automatization.</p>
      <p>In connection with the two big tasks – the transfer (TTF) and the hardware
independency of the emulators (KVM) – which both are busily worked on, the
KEEPProject has come up with a solution how to simplify emulation and employ it as a
feasible procedure for long-term conservation that in itself is also built to last.
7</p>
      <p>Hilde van Wijngaarden, Jeffrey van der Hoeven. Modular emulation as a
longterm preservation strategy for digital objects. Koninklijke Bibliotheek, the
National Library of the Netherlands The Hague, The Netherlands, (2005)</p>
    </sec>
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