14 October 2010, 21:26 | #1 |
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How was Alien Breed '92 cracked again?
Having been fascinated by the Amiga Patch List and learning how relatively easy it is to disable the copylock in some games (mostly by changing a few bytes through a hex-editor) I proceeded to search for hex differences between originals and cracks, both with ADFs and with the files inside them.
One thing that puzzled me though was Alien Breed '92. After using uaeunp to extract both the ADF I made out of the Disk 1 IPF and the FLT version's Disk 1 ADF, I noticed only one file - CFUS - had changed between the two, so I proceeded to test my discovery out. First I tried to run the file through HexEd in Workbench, but as it happens CFUS is the one file on the disk burdened with a (intentional?) checksum error, leaving me puzzled as to how uaeunp could extract it without a problem. Then I thought about trying to find the same set of bytes in the ADF itself through a hex-editor and changing it that way, but that just caused the disk to guru when booting it in WinUAE. Please don't tell me this game requires a more overly-complicated method of defeating a copylock? |
14 October 2010, 21:58 | #2 |
move.l #$c0ff33,throat
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Crackpatch in the bootblock, copied to $300.w, game code modified to call this patch. That's all.
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14 October 2010, 22:05 | #3 |
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So, bootblock replaced with new one and a modification or two to the game code? While I can easily notice the bootblock difference, finding the crack-calling reference through hex code may be very difficult, as I have a hunch that the order of the files was shuffled around on the disk somehow. I'm spotting a few sections where code is present in the crack but just blankness in the original, or the other way around.
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14 October 2010, 22:13 | #4 |
This cat is no more
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I have cracked this game back in 1993 or 1994, and I remember having to install several traps to patch each loader after decrunch, to finally be able to patch the one with the (lame) copylock check. At least 3 or 4 patches were needed to do that (because of RNC compression)
Was not tough, just tedious. |
14 October 2010, 22:16 | #5 | |
move.l #$c0ff33,throat
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Quote:
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15 October 2010, 02:22 | #6 | |
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Quote:
What puzzles me is that whereas there is data in the original ADF from $05F803 to $06E000, that section is entirely blank in the FLT ADF. Wonder why? |
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15 October 2010, 17:54 | #7 |
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Well, I did have a 'smart moment' and thought about extracting CFUS with uaeunp, editing it through an Amiga hex editor and then copying it over the existing CFUS on disk 1 (which seems to work without a problem), but when I boot it up, guess what?
It still gurus. >.< I can only conclude that the game is somehow programmed to expect that specific checksum error to exist or it will refuse to boot. Amirite? |
15 October 2010, 21:00 | #8 |
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MethodGit: I think you need to learn a bit more about assembler and the bootblock structure before you try patching bytes in disk images. There is a longword checksum in the bootblock that must be correct or the disk won't boot. So if you change a single byte, the checksum will change rendering the disk non-bootable.
Games on the whole do not have checksum errors on the disks, only a few old protections such as Herndon appear to have an intentional checksum error when viewed at the AmigaDOS level. |
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