It has already been done with everything from Compact Flash to MicroSD cards. This hack was done more for shits and giggles than for portability. Besides, when was the last time you saw a 40GB SD card on a store shelf?
The reason they won't do this is because size restrictions of homebrew programs mean nothing. Anyone with a good knowledge of the PSP hardware can write a program that loads a ripped UMD from the memory stick in 16KB of code or less. If you think nobody would do it, you obviously underestimate the so-called "homebrew" community. As much as I'd love for a mainstream console to embrace homebrew development, it probably won't happen. It only takes one bad apple to spoil the bunch.
The reason licenses like GPL are not allowed, but LGPL is OK, is because if the driver and IP stack are GPL, anybody who wanted to use them would also have to open-source their application or game due to the licensing restrictions. By using another open-source license like BSD, people are allowed to use it freely even if they decide not to open-source their entire program. The GPL is a good thing, but forcing someone to open-source their software because they linked with a library just isn't right.
Yes, GBA flash carts are compatible with the Nintendo DS. For DS homebrew, the passthrough connects to the DS cartridge slot, with a DS card (Metroid Prime: Hunters Demo, although the CRC can be adjusted for any game) to do the initial boot process, and then the passthrough intercepts some internal DS calls, and executed the DS code stored on the GBA cartridge.
For GBA homebrew, you can use the flash cart in a DS without a passthrough unit, operating in GBA mode.
Yes, PSOLoad and SDLoad are both Windows-friendly tools. Also, devkitPPC is available for Windows using MSYS. You can get the latest version of devkitPPC here. (I posted it there since we couldn't access the Sourceforge repo at the time of release.) If you need some documentation, there is a Wiki project going on here for libOGC. The wiki is small right now, but we're working hard to get all of the lib functions documented. Any help with documentation is appreciated.
Also, about the SD-Adapter, you don't need a lot of hardware knowledge to make one. The SD to memory card adapter is a straight 1:1 connection, so all that is needed is to connect the SD-Card connector to the connections on a memory card board, and to cut the original memory card traces.
Re:They should make a law against this.
on
NBA Rejects EA Deal
·
· Score: 2, Informative
And then who's going to buy a basketball game (pro or college) without the real players?
The last time I checked it, college sports games weren't allowed to have actual player names, because it was considered an endorsement by the players, and was therefore illegal. This rule may have changed, but I haven't seen a college sports game since the days of the SNES, so I'm not sure. AFAIK, they're more than welcome to use teams, they just can't use the players.
They didn't pass on it. The Nintendo DS has built-in Wi-Fi capability already, and they have stated that online play is possible. The only thing that's stopping it is that no games have been released yet that support internet play. But, considering that the console has only been available for a month now, I would expect some online-enabled games to be released, along with the possibility of a stand-alone e-mail/WWW/IRC client cartridge. The hardware is there, somebody just needs to put it to work.
Re:I will help YOU get a JOB! (Programming puzzles
on
Programming Puzzles
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· Score: 1
The stupid filter doesn't like me posting the code to answer these, so I guess I'll just post the first 3.
1.
#include <stdio.h>
main() {
if (printf("Hello, world!")) {} }
2.
#include <iostream>
template<class T> inline void printinc(T i, const T limit) { std::cout<<i<<" "; if(i<limit) printinc(++i, limit); }
template<class T> inline void printdec(T i, const T limit) { std::cout<<i<<" "; if(i>limit) printdec(--i, limit); }
That was my mistake. I should have just said that Fedora places module-related commands in/sbin, because I noticed it was that way in FC2 as well. Honestly, it's the only distribution I can think of that does this. I'm sure there's probably more, but I just switched from SuSE 9.0 to Fedora a couple of weeks ago, and noticed that Mandrake, Debian, and SuSE all had them (I believe) in/bin.
I was in the exact same boat. CD burning never worked in FC2, unless I wanted to manually run mkisofs and cdrecord from Bash. It works fine in FC3 with the built-in CD/DVD Creator, and with K3B.
The NVidia driver is only a real problem because of "UDEV" or whatever it's called. I guess it's supposed to dynamically load all the drivers at boot time, but it won't load them unless they were a part of the initial driver installation. If your machine is hanging at "Configuring Kernel Parameters" on the boot screen, run the FC3 rescue CD, mount your root filesystem and do
chroot/mnt/sysimage vi/boot/grub/grub.conf
(or whatever your favorite editor is)
Locate the line that points to your current FC3 installation, remove "rhgb", and change the 5 to 3, so that instead of trying to load the graphical boot and go to runlevel 5, it will put you in a runlevel 3 terminal. Save your changes, exit, remove the CD, and restart your machine. Boot into FC3, and you should be at your terminal. Log in as root, and do this:
If you want, after that is finished you can edit your/boot/grub/grub.conf again, change the runlevel back to 5, and re-add rhgb. Once you reboot, as long as you made the xorg.conf adjustments in the NVidia installer README, your machine should boot normally.
Now if only they would include kernel source in a default installation, it would be almost perfect.
Re:Scripted comedy... no thanks
on
Humor in Games?
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· Score: 1
The UK version of Carmageddon 2, as well as Carmageddon 64 featured zombies that bled green blood instead of red-blooded humans. Personally, I preferred mowing down and splattering zombies instead of normal human beings anyways. It' not that I have anything against graphic violence in video games, in fact I'm all for it, but it just seemed like the violence against zombies was a lot funnier.
There were several times that I could recall having some beers with my friends, and playing Carmageddon on the N64, just so we could have contests of who could get the funniest "Splatter Bonus". The zombie theme seemed to encourage it more than just running over pedestrians for the fun of it.
To enter text commands, just do an "ssh -l root 192.168.0.47" from the console on your PC. The default root password is "cube". Once you've done that, you can do pretty much whatever you want with it. Use apt-get to install links and BitchX, and you can brag to your friends that you're running a browser and IRC client on your Gamecube and typing through your PC.
It's not really useful for anything but Geek points at the moment, but GC-Linux development is coming along very quickly. There's already a hardware-accelerated video driver, and ALSA is working, as well as SDL and many more things. I wouldn't be surprised if in the near future, some kind of Mplayer-based streaming media client was written for GC-Linux, and it found a practical purpose as a way of playing MP3/Vorbis/Videos from NFS shares on a LAN. All the framework is there, it would just take someone to put it together.
The matter of whether or not UMD+-RW drives are available is irrelevant, as seen from previous cases of console piracy.
The Dreamcast GD-ROMs weren't readable by a PC, but that didn't stop pirates from setting up a serial link from the DC to PC, and writing a program that would dump the disc image to a PC hard drive. As if that wasn't bad enough, the final nail in the Dreamcast's coffin was that an unmodified console could be booted from a CD-R. I don't see the PSP being compatible with common mini-CD and mini-DVD discs, so there's no real worry there.
The Gamecube uses another proprietary format which is unreadable by PCs. A couple of years passed, and somebody found an exploit in Phantasy Star Online that allowed unsigned code to be uploaded into the Gamecube through the broadband adapter and executed. First, just like the Dreamcast, somebody figured out how to program the Cube to dump a disc image to the PC's hard drive, but with a LAN connection instead of the Dreamcast's slow serial link. However, pirates still haven't found a way to burn readable media on a modified or unmodified console. That didn't stop them though. Soon after dumped disc images started appearing on the internet, so did "streaming server" applications that allowed Gamecube games to be streamed from a PC over a LAN by dynamically patching the disc-read commands to networking commands.
In theory, with hacked firmware, it would be really easy to set up this type of streaming server/backup device with a PC, a PSP, and a USB cable. The game data could be streamed from a PC/Laptop into the PSP. Of course, not too many portable gamers would go this route because it would leave them anchored to their PCs just to play games. However, there's another way I could see them pulling it off.
IIRC, the storage capacity of Sony's UMD is ~1.8 gigabytes. Currently, you can purchase Memory Sticks ranging from 128MB to 2GB in size. With the right firmware hacks, somebody could easily store an entire PSP game on one memory stick, or more if the game required multiple discs, and load it from a boot menu embedded into the PSP's firmware. The real prblem for Sony if this was to catch on, would be that people would most likely prefer playing their games from a memory stick due to the increase in battery life loading from solid-state media Vs. a UMD.
Although it would be great for geeks like us, being able to load Linux into the PSP and play around with it, among other things, the asshat pirates always have to ruin it for everybody else, and it would be used more for mass piracy than something really useful.
In part one of the article, Kawanishi makes this statement:
Updates are technically possible using Memory Stick or network transfer. I think firmware and software updates will be done using those methods.
If he's serious, then I think that Sony is already going to be in deep trouble as far as hacking/piracy goes in this handheld. How long do you think it will be until somebody figures out a way to spoof a firmware update that would have the same essential functions of a modchip, such as booting pirated games or unsigned software?
Or worse yet, wouldn't this also be a dangerous exploitable security hole if, like he said, firmware updates via network were possible? That could lead to virii similar to the ones that have been created on bluetooth-enabled phones that could disable the PSP completely, and as I'm sure we all know, a botched firmware update can easily turn devices into nothing more than expensive paperweights.
For Sony's sake, let's hope they're not serious about this.
There are still a lot of PS2 games that I have missed out on though, being a huge RPG fan
Well, if you're looking for your RPG fix on the Gamecube, I would suggest you check out Tales of Symphonia. I recently rented it from GameFly, and I've been hooked since. I'm about 16 hours into it, and apparently haven't scratched the surface.
I'm not a big fan of Cel-shading, but ToS has probably the best usage of the technique that I have ever seen. At my first glance at screenshots in magazines, I thought it was sprite-based because it looked so good.
The battle system is another one of my favorite features, opting for a real-time battle system with linkable combos and spells, as well as the ability for your friends to plug in extra controllers to control your party members and join in the fight at any time.
So seriously, if you're a big RPG fan stuck with a Gamecube, it's definitely worth checking out.
It ran fine on my system, and my specs aren't all that different.
AMD Athlon XP 1700+ 640MB PC133 SDRAM 120GB 7200rpm Hard Drive BFGTech Asylum GeForce FX5200 OC 256MB
If you need some advice on making it run better, here's what you need to do. Open up the "base\DoomConfig.cfg" file, and go to the line that says something like:
seta image_cacheMegs "20"
Change the value to something a little more suitable for your video card. For example, I have a 256MB card, so I enlarged my cache to 192MB. Since yours is a 128MB card, I would recommend setting your cache to around 96MB. After making this tweak to my.cfg file, the frame rate picked up dramatically, and I was able to adjust my settings from 640x480 + Medium Quality to 800x600 + High Quality + 8xAF and still have the game running smoothly. YMMV.
Also, have you thought about adjusting your Gamma correction? I think programs like Powerstrip and Photoshop have utilities that allow you to do this. the reason I asked is because I don't have very much trouble at all seeing in the game with my flashlight on, and sometimes with it off, so it sounds like a gamma problem to me.
No one is going to buy Real's crappy encoded format music.
Actually, from what I can tell, the music that goes into the iPod isn't RM-encoded. Instead, Real's Software encodes it into a format readable by whatever portable player it's being uploaded into, like an iPod-compatible format, Windows Media-compatible, or whatever other format the portable player uses. Last time I checked, it wasn't illegal to create compatible files, and if it was, a lot of Open-Source apps could be prosecuted under the DMCA just like Real.
The only way I could see that Real could be in legal trouble here is if they use a DRM scheme like Apple's when it goes into the iPod, and you would think they would be smart enough to not do that.
I believe that this would fall under the same category as the Sega v. Accolade case back in 1992. For those of you too lazy to RTFA, the gist of the judgment is that it was ruled legal to reverse-engineer a piece of hardware, and if necessary, use a copyright screen to boot said hardware, even if the developer doesn't hold a license. As long as they're not stealing Apple's software, then they aren't breaking any laws in writing code that allows the iPod to play RealMedia files.
I don't know about other people's experiences, but I've had no trouble at all getting Quake 2 to run in XP, as long as I used the "setup.exe" installer on the CD instead of the Autorun frontend.
Also, there's two native Windows executables on the original Quake CD. "Winquake.exe" is a win32 native software rendered Quake (which I've never tried in XP), and "GLquake.exe", which uses hardware-accelerated OpenGL, and worked just fine for me in XP.
Of course, there's also other modifications of the GPL Quake/Quake II sources that you might try out if you have a fast-enough machine. I like JoeQuake, Tenebrae, and QuakeForge for the original Quake, and Quake2Forge for Quake II. These Quake engine ports are available for Windows and Linux. I don't know about OSX though, because I never bothered to look into it.
I've also seen the Doom Collection at Wal-Mart for $9.96, and I've seen Quake at Software, Etc. for $10 as well as the Quake II Quad Damage pack for $20. But, as most geeks won't set foot in these stores, you can buy the games directly from iD here. The Doom Collection is $30, and Quake is $25.
I'll admit that I did go to Wal-mart and (Gasp!) Software, Etc. for the three aforementioned titles though. I couldn't pass up a $40 price tag for five kick-ass games and three expansion packs.
Does role-playing and fantasy mean nothing to you?
If you're bringing 1kg of dice into the bed, maybe you need to scale things down a notch.
It has already been done with everything from Compact Flash to MicroSD cards. This hack was done more for shits and giggles than for portability. Besides, when was the last time you saw a 40GB SD card on a store shelf?
The reason they won't do this is because size restrictions of homebrew programs mean nothing. Anyone with a good knowledge of the PSP hardware can write a program that loads a ripped UMD from the memory stick in 16KB of code or less. If you think nobody would do it, you obviously underestimate the so-called "homebrew" community. As much as I'd love for a mainstream console to embrace homebrew development, it probably won't happen. It only takes one bad apple to spoil the bunch.
The reason licenses like GPL are not allowed, but LGPL is OK, is because if the driver and IP stack are GPL, anybody who wanted to use them would also have to open-source their application or game due to the licensing restrictions. By using another open-source license like BSD, people are allowed to use it freely even if they decide not to open-source their entire program. The GPL is a good thing, but forcing someone to open-source their software because they linked with a library just isn't right.
Yes, GBA flash carts are compatible with the Nintendo DS. For DS homebrew, the passthrough connects to the DS cartridge slot, with a DS card (Metroid Prime: Hunters Demo, although the CRC can be adjusted for any game) to do the initial boot process, and then the passthrough intercepts some internal DS calls, and executed the DS code stored on the GBA cartridge.
For GBA homebrew, you can use the flash cart in a DS without a passthrough unit, operating in GBA mode.
Yes, PSOLoad and SDLoad are both Windows-friendly tools. Also, devkitPPC is available for Windows using MSYS. You can get the latest version of devkitPPC here. (I posted it there since we couldn't access the Sourceforge repo at the time of release.) If you need some documentation, there is a Wiki project going on here for libOGC. The wiki is small right now, but we're working hard to get all of the lib functions documented. Any help with documentation is appreciated.
Also, about the SD-Adapter, you don't need a lot of hardware knowledge to make one. The SD to memory card adapter is a straight 1:1 connection, so all that is needed is to connect the SD-Card connector to the connections on a memory card board, and to cut the original memory card traces.
And then who's going to buy a basketball game (pro or college) without the real players?
The last time I checked it, college sports games weren't allowed to have actual player names, because it was considered an endorsement by the players, and was therefore illegal. This rule may have changed, but I haven't seen a college sports game since the days of the SNES, so I'm not sure. AFAIK, they're more than welcome to use teams, they just can't use the players.
They didn't pass on it. The Nintendo DS has built-in Wi-Fi capability already, and they have stated that online play is possible. The only thing that's stopping it is that no games have been released yet that support internet play. But, considering that the console has only been available for a month now, I would expect some online-enabled games to be released, along with the possibility of a stand-alone e-mail/WWW/IRC client cartridge. The hardware is there, somebody just needs to put it to work.
1. 2. 3.
That was my mistake. I should have just said that Fedora places module-related commands in /sbin, because I noticed it was that way in FC2 as well. Honestly, it's the only distribution I can think of that does this. I'm sure there's probably more, but I just switched from SuSE 9.0 to Fedora a couple of weeks ago, and noticed that Mandrake, Debian, and SuSE all had them (I believe) in /bin.
The NVidia driver is only a real problem because of "UDEV" or whatever it's called. I guess it's supposed to dynamically load all the drivers at boot time, but it won't load them unless they were a part of the initial driver installation. If your machine is hanging at "Configuring Kernel Parameters" on the boot screen, run the FC3 rescue CD, mount your root filesystem and do (or whatever your favorite editor is)
Locate the line that points to your current FC3 installation, remove "rhgb", and change the 5 to 3, so that instead of trying to load the graphical boot and go to runlevel 5, it will put you in a runlevel 3 terminal. Save your changes, exit, remove the CD, and restart your machine. Boot into FC3, and you should be at your terminal. Log in as root, and do this:If you want, after that is finished you can edit your
Now if only they would include kernel source in a default installation, it would be almost perfect.
The UK version of Carmageddon 2, as well as Carmageddon 64 featured zombies that bled green blood instead of red-blooded humans. Personally, I preferred mowing down and splattering zombies instead of normal human beings anyways. It' not that I have anything against graphic violence in video games, in fact I'm all for it, but it just seemed like the violence against zombies was a lot funnier.
There were several times that I could recall having some beers with my friends, and playing Carmageddon on the N64, just so we could have contests of who could get the funniest "Splatter Bonus". The zombie theme seemed to encourage it more than just running over pedestrians for the fun of it.
To enter text commands, just do an "ssh -l root 192.168.0.47" from the console on your PC. The default root password is "cube". Once you've done that, you can do pretty much whatever you want with it. Use apt-get to install links and BitchX, and you can brag to your friends that you're running a browser and IRC client on your Gamecube and typing through your PC.
It's not really useful for anything but Geek points at the moment, but GC-Linux development is coming along very quickly. There's already a hardware-accelerated video driver, and ALSA is working, as well as SDL and many more things. I wouldn't be surprised if in the near future, some kind of Mplayer-based streaming media client was written for GC-Linux, and it found a practical purpose as a way of playing MP3/Vorbis/Videos from NFS shares on a LAN. All the framework is there, it would just take someone to put it together.
Hey! I resemble that remark!
The matter of whether or not UMD+-RW drives are available is irrelevant, as seen from previous cases of console piracy.
The Dreamcast GD-ROMs weren't readable by a PC, but that didn't stop pirates from setting up a serial link from the DC to PC, and writing a program that would dump the disc image to a PC hard drive. As if that wasn't bad enough, the final nail in the Dreamcast's coffin was that an unmodified console could be booted from a CD-R. I don't see the PSP being compatible with common mini-CD and mini-DVD discs, so there's no real worry there.
The Gamecube uses another proprietary format which is unreadable by PCs. A couple of years passed, and somebody found an exploit in Phantasy Star Online that allowed unsigned code to be uploaded into the Gamecube through the broadband adapter and executed. First, just like the Dreamcast, somebody figured out how to program the Cube to dump a disc image to the PC's hard drive, but with a LAN connection instead of the Dreamcast's slow serial link. However, pirates still haven't found a way to burn readable media on a modified or unmodified console. That didn't stop them though. Soon after dumped disc images started appearing on the internet, so did "streaming server" applications that allowed Gamecube games to be streamed from a PC over a LAN by dynamically patching the disc-read commands to networking commands.
In theory, with hacked firmware, it would be really easy to set up this type of streaming server/backup device with a PC, a PSP, and a USB cable. The game data could be streamed from a PC/Laptop into the PSP. Of course, not too many portable gamers would go this route because it would leave them anchored to their PCs just to play games. However, there's another way I could see them pulling it off.
IIRC, the storage capacity of Sony's UMD is ~1.8 gigabytes. Currently, you can purchase Memory Sticks ranging from 128MB to 2GB in size. With the right firmware hacks, somebody could easily store an entire PSP game on one memory stick, or more if the game required multiple discs, and load it from a boot menu embedded into the PSP's firmware. The real prblem for Sony if this was to catch on, would be that people would most likely prefer playing their games from a memory stick due to the increase in battery life loading from solid-state media Vs. a UMD.
Although it would be great for geeks like us, being able to load Linux into the PSP and play around with it, among other things, the asshat pirates always have to ruin it for everybody else, and it would be used more for mass piracy than something really useful.
In part one of the article, Kawanishi makes this statement:
Updates are technically possible using Memory Stick or network transfer. I think firmware and software updates will be done using those methods.
If he's serious, then I think that Sony is already going to be in deep trouble as far as hacking/piracy goes in this handheld. How long do you think it will be until somebody figures out a way to spoof a firmware update that would have the same essential functions of a modchip, such as booting pirated games or unsigned software?
Or worse yet, wouldn't this also be a dangerous exploitable security hole if, like he said, firmware updates via network were possible? That could lead to virii similar to the ones that have been created on bluetooth-enabled phones that could disable the PSP completely, and as I'm sure we all know, a botched firmware update can easily turn devices into nothing more than expensive paperweights.
For Sony's sake, let's hope they're not serious about this.
If you're running KDE/ARTs, then just enter this into your terminal (non-root):If you're running GNOME/ESD or something else, open a separate terminal window and use this command before you run artsdsp:I had the exact same problem because my sound card (Intel i8x0, ALSA w/OSS emulation) wanted to sample at 48KHz, and this fixed it right up.
There are still a lot of PS2 games that I have missed out on though, being a huge RPG fan
Well, if you're looking for your RPG fix on the Gamecube, I would suggest you check out Tales of Symphonia. I recently rented it from GameFly, and I've been hooked since. I'm about 16 hours into it, and apparently haven't scratched the surface.
I'm not a big fan of Cel-shading, but ToS has probably the best usage of the technique that I have ever seen. At my first glance at screenshots in magazines, I thought it was sprite-based because it looked so good.
The battle system is another one of my favorite features, opting for a real-time battle system with linkable combos and spells, as well as the ability for your friends to plug in extra controllers to control your party members and join in the fight at any time.
So seriously, if you're a big RPG fan stuck with a Gamecube, it's definitely worth checking out.
AMD Athlon XP 1700+
640MB PC133 SDRAM
120GB 7200rpm Hard Drive
BFGTech Asylum GeForce FX5200 OC 256MB
If you need some advice on making it run better, here's what you need to do. Open up the "base\DoomConfig.cfg" file, and go to the line that says something like:Change the value to something a little more suitable for your video card. For example, I have a 256MB card, so I enlarged my cache to 192MB. Since yours is a 128MB card, I would recommend setting your cache to around 96MB. After making this tweak to my
Also, have you thought about adjusting your Gamma correction? I think programs like Powerstrip and Photoshop have utilities that allow you to do this. the reason I asked is because I don't have very much trouble at all seeing in the game with my flashlight on, and sometimes with it off, so it sounds like a gamma problem to me.
Actually, from what I can tell, the music that goes into the iPod isn't RM-encoded. Instead, Real's Software encodes it into a format readable by whatever portable player it's being uploaded into, like an iPod-compatible format, Windows Media-compatible, or whatever other format the portable player uses. Last time I checked, it wasn't illegal to create compatible files, and if it was, a lot of Open-Source apps could be prosecuted under the DMCA just like Real.
The only way I could see that Real could be in legal trouble here is if they use a DRM scheme like Apple's when it goes into the iPod, and you would think they would be smart enough to not do that.
I believe that this would fall under the same category as the Sega v. Accolade case back in 1992. For those of you too lazy to RTFA, the gist of the judgment is that it was ruled legal to reverse-engineer a piece of hardware, and if necessary, use a copyright screen to boot said hardware, even if the developer doesn't hold a license. As long as they're not stealing Apple's software, then they aren't breaking any laws in writing code that allows the iPod to play RealMedia files.
I don't know about other people's experiences, but I've had no trouble at all getting Quake 2 to run in XP, as long as I used the "setup.exe" installer on the CD instead of the Autorun frontend.
Also, there's two native Windows executables on the original Quake CD. "Winquake.exe" is a win32 native software rendered Quake (which I've never tried in XP), and "GLquake.exe", which uses hardware-accelerated OpenGL, and worked just fine for me in XP.
Of course, there's also other modifications of the GPL Quake/Quake II sources that you might try out if you have a fast-enough machine. I like JoeQuake, Tenebrae, and QuakeForge for the original Quake, and Quake2Forge for Quake II. These Quake engine ports are available for Windows and Linux. I don't know about OSX though, because I never bothered to look into it.
I've also seen the Doom Collection at Wal-Mart for $9.96, and I've seen Quake at Software, Etc. for $10 as well as the Quake II Quad Damage pack for $20. But, as most geeks won't set foot in these stores, you can buy the games directly from iD here. The Doom Collection is $30, and Quake is $25.
I'll admit that I did go to Wal-mart and (Gasp!) Software, Etc. for the three aforementioned titles though. I couldn't pass up a $40 price tag for five kick-ass games and three expansion packs.
If you suffer a grand mal for example, it could give life saving instructions to people around on how to assist you in such a scenario.
Yes, and to make sure that it's an attention grabber, you could also have it say, "I'M HAVING A SEIZURE", in big, flashing letters.