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Old 06 December 2005, 19:21   #1
caius
 
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How to convert IPF to ADF?

Hi all,excuse for the disturb..I have used this script (under WinUAE
1.1.1 and AIAB) and the ADFs I get don't work(always under emulation).For
example first disk of Xenon II converted from IPF to ADF with this script
boots regularly then it stops before title screen

I use this script :

requestfile >env:infile drawer="(put your path to dir with IPFs)"
title="select IPF file to convert" noicons pattern=#?.IPF
requestfile >env:outfile drawer="(put your path to dir with ADFs)"
title="select where to save ADF" noicons
WWARP T:Temp.wwp C Import=$infile Force
WWARP T:Temp.wwp G * $outfile
delete T:Temp.wwp

Any idea?Maybe this procedue works only on real Amiga and not under emulation
?

Last edited by woody57; 09 December 2005 at 11:45.
 
Old 06 December 2005, 19:25   #2
BippyM
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the IPF's have the original Copy Protection intact.. You CANNOT conert to an ADF without removing the protection (and to do that you'll need to learn how to crack/program)
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Old 07 December 2005, 10:06   #3
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But I use WWarp which should decode the protected tracks or not?
 
Old 07 December 2005, 10:18   #4
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Im sure i asked before, what are you trying to achieve with converting? wwarp isnt an one disk ripping/cracking tool. Unless the ipf is a basic amigados disk, the resulting adf isnt going to be of any use at all as the important bits are stripped away.
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Old 07 December 2005, 14:32   #5
fiath
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Yep, exactly. Basically any types of protection will break, which is a huge number of Amiga games, certainly the vast majority. Any slight variation in disk format will fail, any density protection will fail, any flakey bit protection will fail, any geometry check will fail, any encoding variation will fail... I probably forgot a few too.

I am interested though, what is the point?
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Old 07 December 2005, 15:01   #6
IFW
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Xenon 2 uses Copylock which is a density based protection, therefore it will fail. The one disk version uses Speedlock which will fail even more not to mention not on an ados disk anymore
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Old 08 December 2005, 10:06   #7
whiteb
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Quote:
Originally Posted by caius
But I use WWarp which should decode the protected tracks or not?
nope.

its not just a matter of "Decoding" the encoded tracks, the game has to be "Told" not to check for the protection, which turns off the protection routines.

Mostly, this is done by WHDLOAD, but thats not an ADF. All the versions of games on ADF, were either games that had NO protection on disk (like FA-18 interceptor), or "Cracked" meaning the games were altered from original to not check for on disk protection.

As previously stated, IPF format was made to preserve the original disk in its original mastering state, which means Protection schemes intact.
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Old 08 December 2005, 17:27   #8
caius
 
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Can i use Maverick or other cracking/protection removal-copier to obtain ADFs from IPFs CAPS games??If yes,the ADF obtained would not be a perfect copy of original?

In few words,can I obtain a PERFECT copy (in ADF format) of original IPFs CAPS games?Or better, is it possible to replicate the custom protection of an original IPF CAPS games?
Thanks
 
Old 08 December 2005, 18:20   #9
dlfrsilver
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Yes maverick can deprotect some games in CAPS under winuae ^^. Or better use
it on real disks on a real amiga ^^.
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Old 08 December 2005, 19:11   #10
caius
 
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On the WWARP documentation I found this,what does it mean?Is it applicable also on IPF of CAPS?Could someone explain me better particularly about sync and write lenght?



--------------------------------------------------------------
to write back an image:
for that are usually multiple steps necessary because you have to say WWarp
how to write back the track data.
first step:
'wwarp filename f' - that command forces WWarp to try to decode all
tracks, thats recommended because WWarp by default saves standard AmigaDos
tracks in decoded format only if the mfm data is absolutely clean. most
format programs are weak in their job, e.g. formatting not the full track
to save some miliseconds or do not init the sector headers correctly.
because such differences could be used as a copy protection WWarp saves
such tracks as raw by default. anyway usually you can use the F(orce)
command to ignore such specials.
second step:
'wwarp filename y 2-159 9521000044&ffff0000ff' - set the sync, that must
be done for all tracks which are not detected as a supported format by
WWarp. WWarp needs that information to know where the track data starts.
You should make sure that the specified sync is only one time contained
on the track, otherwise WWarp may start on the wrong sector. If the disk
format uses multiple sectores you have to set the sync that it refers the
first sector after the inter sector gap. For example if you would like to
write back a standard AmigaDOS track (which is unnecessary because WWarp
knows that format ;-) you had to use:
448944895500000555000001&ffffffffff000055ff000055
third step:
'wwarp filename l 2-159 $3050' - set the write length, that step is optional
but recommended, WWarp needs that information to know how many bytes must
be written to the disk. when writing WWarp will check if your drive is
capable of writing the requested amount of bytes, e.g. it will say you if
you try to write a long track on a normal drive
if you don't set the length WWarp will write as much bytes as possible
depending on the drive speed
forth step:
'wwarp filename w' - that will write back the tracks to disk, if you have
prepared the wwarp file correctly and there are no specials preventing the
write back operation you will have another duplicate of your original and
saved this piece of software history for your sons and daughters

* to check if the right sync has been set use:
wwarp filename d 2-159 ,,32
which will display the first 32 mfm bytes of the selected tracks, you will
also see if the sync has been found and if its present multiple times

* if a disk is very weak and you have problems to warp it increase the
RetryCnt, for example use:
wwarp filename c 10-14*2 RetryCnt=50
get some coffee, watch some tv and after that maybe wwarp could read the
tracks after several retries

* when WWarp detects the Rob Northen 12 sector format it also calculates the
lower 31 bit of the DiskKey (bit #31 cannot be calculated, but seems to be
most time zero, in the warp file that bit is always set!), this key is saved
in front of the decoded track data in the warp file, to see it just use the
(I)nfo command
wwarp removes the gap between the sectors when writing the format back, that
makes it possible to write also the long track variants of the format on
standard disk drives

Using High-Density Floppy+Disk
------------------------------

There is some support for using HD disks. There are several limitations but it
may be useful under some conditions.

* WWarp will automatically detect if there is an HD floppy in a HD drive and
some operations will be performed slightly different

* the following applies to standard AmigaDOS tracks: a track on a HD is not
$1600 but $2c00 bytes in length, that requires some work arounds, WWarp will
still write $1600 for each track but with the offset as it would be a DD
disk, that means that track #1 will be physically located on the second half
of track #0, tracks in std format will not be written using TD_FORMAT but
TD_WRITE, as result the tracks must be formatted correctly before

-----------------------------------------------------------------------
 
Old 08 December 2005, 22:12   #11
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The question still remains, why the need for conversion ?
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Old 09 December 2005, 09:58   #12
caius
 
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Because I have an old Amiga 500 and I would have original games,I'm a pure..Anyway I tried Maverick V2.00 on the ADF obtained (through WWarp) from the IPF CAPS of Double Dragon II (version ECS) and it doesn't work on my Amiga 500..
 
Old 09 December 2005, 10:51   #13
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It wont be Original if youve had to crack it so the only difference would be the cracktro, A purrist would also buy the game to have the Original copies

Still, i think the procedure isnt possible for the most part. Upgrade the a500 with new kick roms and a harddrive, more memory and use whd versions. Near as damn it to pure, without waiting for floppies to boot.
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Old 09 December 2005, 15:12   #14
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You might be able to use Maverick or one of the other copy programs to create an ADF from an IPF of some games that could be transferred to an A500 successfully, but your success rate will be rather "hit and miss" I'm afraid. Don't use WWarp though to try to create an ADF and then use Maverick on that (most likely non-working) copy. In WinUAE, simply insert the IPF and use Maverick to make a copy directly from the ADF. If the copy process completes without error, then see if the resulting ADF works with WinUAE. Only if that works would I try to transfer the ADF to a real Amiga disk.
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Old 10 December 2005, 03:43   #15
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Personally if you I owned the original and didn't want to use it I'd get hold of a cracked copy!

As Mad-Matt says, it is basically the same thing anyway!
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Old 10 December 2005, 05:38   #16
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Of course if we were really talking about originals, then we wouldn't be talking about IPF's. And until such time as a solution may be developed to allow remastering to be done from an IPF, no disk produced indirectly from an IPF will be a good match for an original. Given that, a cracked copy is a perfectly good alternative.
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Old 10 December 2005, 12:37   #17
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As long as it's properly cracked and completable.
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Old 12 December 2005, 12:01   #18
dlfrsilver
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for this look at www.flashtro.com ^^. tutos to make proper cracks of original games.
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Old 08 February 2006, 15:57   #19
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There exist some SPS images of games which don't have a disk-protection, but are only manual protected in a way that you have to enter a word from the manual at some point in the game.
Also I think some games which came on more than 1 disk only had disk-protection on the first disk, whereas disk 2, 3 and so on are normal 80 track Amiga disks.

My question is does any tool exist to convert these from IPF to ADF, or directly write these IPF images back to a real Amiga disk ?
Since there is no disk-protection it should at least theoretically be possible, wouldn't it ?
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Old 08 February 2006, 20:40   #20
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if there's no protection on disk, ok. If there is any physical prot on disk, then it won't work.

Any games with an off disk prot like manual prot and so on then you'll be able to create
adf of these games.
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