Chapter II: The Question of Emulators

  

            Videogames, Consoles or Arcades, are classified under law by logic, in the absence of another classification, as computers.  Judge Canby, of the United States Court of Appeals for the Ninth Circuit, while submitting his opinion in Sony Corporation of America v. Connectix Corporation [27], referred to the Playstation Console as “essentially a mini-computer” and this comment is accurate, since all Consoles and Arcade cabinets work with technology either identical or similar to those of computers[28].  This approach is further strengthened by the fact that companies such as Sega and Sony have released the Dreamcast and Playstation 2 Consoles respectively, with attributes such as Digital Versatile Disk (DVD) playback and Internet connectivity, functions which one would anticipate rather from a computer and not from a plain “console”.  For those reasons it is perfectly normal that reference to computers is made and that terms familiar to computers and computers as such are used in the context of this dissertation.

 Videogame Emulators, as it has been previously mentioned, can be technically divided into two categories; Arcade Cabinet Emulators and Game Console Emulators.  For the purposes of law however, it is preferable for one to treat them the same.  This is so because similar reasoning and technology applies two both categories.  For example, MAME, an Arcade Cabinet Emulator, and VGS, a Console Emulator, were both designed so in order to emulate instructions given by hardware and load programs written for that particular hardware.  To succeed in doing that, the authors of the respective programs in both circumstances had to study the original system and then write their own program.  A synopsis of the “production” process should be given here, in order for the reader to able to comprehend how the law works and where the fine line between an act in violation of Intellectual Property Rights and a permissible act is drawn.

Producing an Emulator

             Although everyone accepts that software is code put in a given order, few perhaps would realize that what we traditionally consider as being hardware, apart from the nuts and bolts, is in essence software.  A cart, for example, might be full of wires, conductors and pins but inside this “hardware” are contained instructions regulating the function of the whole system.  Those instructions are essentially a program.  A very accurate, and relevant, example is the BIOS[29].  A BIOS contains information, usually in the mode of a program, and is located in a ROM[30] chip.  This software hybrid is also called “firmware”.  Furthermore, in order to speed up the processing speed, those instructions can be literally “hardwired” onto a chip, an example being the Application Specific Integrated Circuits (ASICs).  The reader must thus come into terms with this “software-ish” nature of the hardware surrounding him and to his assistance, if the explanation and examples provided above were not to his satisfaction, are Article 1(2) of the Software Directive[31] and Mars (UK) v Teknowledge[32].

             Then question then is, how can one gain access to this information, i.e. the code.  Machines, no matter how complicated they become or evolve, save for the not so frequent truly pioneering revolutions, are simple to their basis and operate in a given manner.  A widely understood example is the automobile which, after so many years of evolution and the transition, for example, from a maximum speed of 50 mph to 150 mph, still relies on a shaft and four wheels in order to operate effectively.  Similarly, in order for any computer to comprehend the instructions given to it, be it a new one or a very old one, those must be in Machine Language which does nothing more that regulating “electricity” switches, “I” being for on and “O” being for off, “I”s and “O”s being referred to as binary digits.  The question then should be how is it possible for one to program a computer.  Although a programmer can write his program directly to Machine Language or a Low-Level Language[33] this is rarely how it is usually done nowadays, for it is extremely difficult without any real advantage for most purposes as compensation.   Instead, most programmers use High-Level Language in order to write a program, such as BASIC, Pascal and C, the benefit being that High-Level Languages have a “comprehendible” structure based on a mixture of English words and mathematical formulas, containing commands such as “GOTO” and “IF X=10 THEN FD10”[34].  Once a programmer is finished with his program written in a language other than Machine Language, this programme being called the “source code”, he then assembles it, in the case of a Low-Level language, or compiles it, in the case of a High-Level Language, i.e. transforms it, into “object code”, i.e. a program written in Machine Language, in order for his program to be understood by computers.  The object code is said to be in binary format for it is a command string of “I”s and “O”s and it is in this form that programs are usually distributed to the public.

The task of a programmer writing Emulators is to create a program resembling the functions of a system.  Acknowledging that, one anticipates that the programmer needs to comprehend the original program in order to be able to write his own.  In order to do this, the programmer must have the original program in a format understood by him, i.e. he must have the source code of a program[35].  Obtaining the source code of a program can be done in two ways; either the person or company holding the copyright to the program can release the source code in order to assist programmers to write programs compatible with their programs, an example being Microsoft in relation to the Microsoft Disk Operating System (MS-DOS or DOS) and the Windows Operating System’s Application Programming Interface (API)[36] and AT&T in relation to the UNIX Operating System, or a programmer, through the use of suitable hardware and software, can decompile/disassemble the object code in order to obtain the source code.  Those are acknowledged technical necessities and cannot be circumvented, their application of course being far wider than in the context of Emulators only.  For example, the mere fact that Windows9x is the Operating System which most computer users have installed in their computers, should prove to be a reasonable ground as to why programmers, others than that of Microsoft’s own, want to write applications compatible with Windows.

The legal problem of course is self evident.  Computer programs, being considered by Article 1(1) of the Software Directive as “literary works”[37] are entitled to copyright protection, meaning that one cannot simply copy the code of a program and under a new name claim that he has a program of his own.  Although the notion behind copyright is as simple as that, the law provides a far more detailed analysis on rights, restricted acts and exclusions upon which we shall now elaborate.

 The General Law

             Computer Programs, being considered as literary works under law, are afforded the protection of copyright.  Although the term Intellectual Property Rights also includes, apart from copyright, trademark and patent, trademarks are usually not violated by Emulators for they are not used at all[38] while computer programs are rarely granted a patent certificate in order to a be able to afford such protection in the first place[39].  Furthermore, it is more difficult and time consuming for a claimant[40] to establish a patent infringement than it is to establish a copyright infringement and thus the copyright “route” is preferred.  Since the only available recent litigation is copyright-centered it is appropriate for us to concentrate upon copyright.

A creator enjoys copyright protection for the mere fact that he created something, without the need to comply with further formalities in order for his work to be protected by copyright[41].  For example, this dissertation is copyrighted by Takis Tsiricos simply because he went through the trouble of writing it.  Since there is not one single European Directive or Treaty listing all the restricted acts, leaving this “consolidating” task for national implementing legislation, it is worth looking at the relevant English statute which serves as a typical example[42].  According to s.16 of the Copyright, Designs and Patent Act 1988[43], acts restricted by copyright, permissible only under the express authorisation of the copyright owner, are[44]:

 a.       to copy the work

b.      to issue copies of the work to the public

ba. to rent or lend the work to the public[45]

c.       to perform, show or play the work in public

d.      to broadcast the work or include it in a cable programme service

e.       to make an adaptation of the work or do any of the above in relation to  an adaptation

             In relation to our given subject, the applicable provisions are those of adaptation and copy.  Adaptation, according to s.21(3)(ab) of the CDPA 1998 as amended[46], “in relation to a computer program, means an arrangement or altered version of the program or translation of it”, whereas translation, according to s.4 “includes a version of the program in which it is converted into or out of a computer language or code or into a different computer language or code”[47].  Regarding copying, it is understood that literal, i.e. straightforward, copying without the copyright’s owner consent is a restricted act; such examples being the products of software and videocassette piracy.  The problem rises with respect to non-literal copying, for the purpose of copyright is to protect one’s expression and not the underlying idea to that expression[48].  This dichotomy of a work between idea and expression is reasonable for otherwise copyright law would produce adverse phenomena both at a social and technological level.  For example, if we are to disregard the copyright expiry limits, scientists would not be able to study effectively the atom for it was first conceived as an idea and expressed by the Ancient Hellene Democritos[49], nor would for me to write this dissertation be possible because, at least in parts, it is based on ideas of others; the result would have clearly been disturbing.  Emulators, as one might have anticipated, raise questions in the context of non-literal copying and not literal copying[50].  To elaborate further on general principles of law would be futile; instead we shall proceed to examine Emulators under the prism of the Software Directive.