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DTSTART:20001029T040000
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UID:pretalx-romhack-camp-2026-AS8AWJ@cfp.romhack.io
DTSTART;TZID=CET:20261002T191000
DTEND;TZID=CET:20261002T195000
DESCRIPTION:Cryptography is a magic ring of darkness and mistiness\, but se
 ems that every time a new attack comes in town\, while cryptographers get 
 excited\, technicians start suffering to re-configure everything trying to
  survive following signals coming from misterious regulations and crypto p
 ublic challenges. And in the Quantum era everything is exploding: QKD\, PQ
 C\, Hybrid Crypto\, key exchange latency problems. We'll try to give a lit
 tle survival guide for this (apparently new) world\, which can make us mor
 e aware and confident on the future\, or at least better prepare for the n
 ext fashionable attacks. Maybe..
DTSTAMP:20260921T191651Z
LOCATION:STAGE 2 (Ghost in the Shellcode)
SUMMARY:Why I've to waste my (precious) time on cryptography? - Andrea Pomp
 ili
URL:https://cfp.romhack.io/romhack-camp-2026/talk/AS8AWJ/
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UID:pretalx-romhack-camp-2026-8AZUTX@cfp.romhack.io
DTSTART;TZID=CET:20261003T104000
DTEND;TZID=CET:20261003T112000
DESCRIPTION:Dopo aver sfidato i limiti del **Commodore 64** con **Catalypse
 **\, perché non ripetersi su **Amiga**? Perchè non spingere l'hardware a
  livelli mai visti\, ricreando la magia dei coin-op che ci facevano sognar
 e alla fine degli anni '90? Questa è la storia di **Fatalnoise**\, un pic
 chiaduro ambizioso che non ha mai visto la luce. Un progetto folle\, nato 
 e sviluppato tra sfide tecniche insormontabili\, problemi con l'universit
 à\, accese divergenze creative e quella immancabile\, totale incoscienza 
 di chi non aveva la minima idea di cosa stesse realmente combinando... fin
 o ad oggi...
DTSTAMP:20260921T191651Z
LOCATION:STAGE 1 (Section 9)
SUMMARY:From Hero to Zero: The FatalNoise neverending story - Andrea Pompil
 i
URL:https://cfp.romhack.io/romhack-camp-2026/talk/8AZUTX/
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UID:pretalx-romhack-camp-2026-XQUFNN@cfp.romhack.io
DTSTART;TZID=CET:20261003T192000
DTEND;TZID=CET:20261003T200000
DESCRIPTION:How it was possible to have more that one independent scrolling
  plane in a C64 videogame? How it was possible to have more than the 8 dec
 lared sprites in a 50 frames per second game? We will explore the tricks a
 nd the strategies applied by most of the games of the C64 era\, including 
 my shoot-em-up game Catalypse. We will discuss about charset maps\, double
  buffering\, shifting chars but also about the software interrupts\, the s
 ynchronized drawing opportunities given by the VIC II graphic chipset and 
 the real-life sorting algorithm choices\, everything constrained inside a 
 complete screen raster time
DTSTAMP:20260921T191651Z
LOCATION:STAGE 2 (Ghost in the Shellcode)
SUMMARY:The miracle of Plane and Sprite Multiplication - Andrea Pompili
URL:https://cfp.romhack.io/romhack-camp-2026/talk/XQUFNN/
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