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Old 15 December 2016, 09:19   #19
earok
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Join Date: Dec 2013
Location: Auckland
Posts: 1,513
Worked out how to crack the copy protection at a bytecode level or at least on the "level select" screen, I'm hoping that the rest of the game is protected the same way.

In short, there's an instruction in bytecode which determines whether or not to branch depending on whether copy protection codes have been input (if they haven't it branches to a dead end, otherwise it just continues). Simply telling the byte code to branch to the next instruction even if copy protection failed does the trick
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