Path: utzoo!utgpu!attcan!uunet!super!udel!rochester!cornell!uw-beaver!mit-eddie!bu-cs!bucsb!crewman From: crewman@bucsb.UUCP (Jerry J. Shekhel) Newsgroups: comp.sys.amiga Subject: Re: Amiga software piracy Message-ID: <2318@bucsb.UUCP> Date: 16 Dec 88 02:22:17 GMT References: <27072@ucbvax.BERKELEY.EDU> <42600045@uicsrd.csrd.uiuc.edu> Followup-To: comp.sys.amiga Organization: Boston Univ Comp. Sci. Lines: 32 In article <42600045@uicsrd.csrd.uiuc.edu> petersen@uicsrd.csrd.uiuc.edu writes: > >The 8-bit atari computers used the cartrige idea for game distribution. >However it was not 100% successful, the main way to beak it was do make a >dump of the cartrige onto a disk then run it from there. > Absolutely true. Cartridges are not any better than any of the other protection schemes. In fact I believe there is no foolproof protection scheme. The point is that somewhere in the program there is code which checks for the protection. Disk-based software may have a bit of code that tests for the existence of some unreproducible media element, like an unusual track, etc., before allowing itself to be run. Cartridge-based software often checks that its code cannot be modified (i.e., it is ROM) before continuing. Find that bit of code, patch it out, and you've just cracked your first piece of software. I did this many years ago, almost by accident, on an 8-bit micro. A certain game I liked checked a bad sector on its disk very often, which made an annoying sound. After finding the code that did this and changing one byte on the disk, I made the bril- liant discovery that the game was now easily copiable. Of course, modern game software is much more prudently protected, but I cannot think of an absolutely safe protection method. > >The only way that the current game machines get >away with this kind of copy protection is because they don't have any >writeable storage like a general purpose computer would have. > Absolutely. -- JJS