[game_preservation] Archivist's Burden
Andrew Armstrong
andrew at aarmstrong.org
Fri Sep 25 11:17:51 EDT 2009
Neat info, I'm going to check out some of them links myself :) I might
contact the IASAA about preservation formats too, since visual works
haven't got a similar open source standard as FLAC, or a plain format
like WAV, sadly (apart from possibly it'll be usually "what is shipped"
or "what is available on promo disks and online" for videogames, but
from a company/creator perspective this might be more important).
Andrew
Rachel "Sheepy" Donahue wrote:
> dd works. If you want to save a tiny bit of space, you might also look
> at using something to create a sparse image (empty sectors are not
> copied.. probably less of a problem with CDs than HDDs). Ddrescue can
> do this:
>
> http://www.forensicswiki.org/wiki/Ddrescue
>
> I would say getting a full image is first, before worrying about
> separating the audio and data.
>
> When/if you do decide to preserve the audio separately, the
> International Association of Sound and Audiovisual Archives
> recommends WAV or BWF. Regardless of format, they and ARSC recommend a
> sampling rate of at least 96 kHz with 24 bit resolution.
>
> These may be of interest:
>
>
> The ARSC Technical Committee's preservation statement
> http://www.arsc-audio.org/pdf/ARSCTC_preservation.pdf
>
> and
>
> Essential Resources for Audio Preservation
> http://www.arsc-audio.org/pdf/ARSCTC_resources.pdf
>
> Formats, Evaluation Factors, and Relationships
> http://www.digitalpreservation.gov/formats/intro/format_eval_rel.shtml
>
> I can't think of a good reason _not_ to use FLAC, but I'm happy to bug
> a few A/V archivists I know if we think it's necessary.
>
> DEFT or BackTrack may come preloaded with imaging automation.
> http://www.deftlinux.net/
> http://www.remote-exploit.org/backtrack.html
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