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Old 21 September 2018, 15:35   #221
modrobert
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Back in the day I had problem cracking Speedball 2 (or if it was Xenon 2, memory fails), but this was more about me being lame than anything else.

I got the original early at an Amiga convention, and for some reason Rob Northen's notes to the developers how to implement the protection was included as a text file on the floppy, it was the only normal Amiga dos file on the disk, game data was track loaded. This helped a little bit, at least some of the advice in the doc how to obfuscate the checks and the general method used.

After a day or two I was down to one remaining Rob Northen check on a scrap output floppy disk used for testing, 4 checks removed, one left right before the game is started, but I gave up after that, it got seriously nested and too complicated for me.

With the tools I have today like Resource and HRTmon (on NMI button), also being more patient and stubborn, it would probably been easier, but back then I had a floppy based system using stock A500 (512kb + 512kb). Excuses...hehe Let's just stick with being too lame.

Last edited by modrobert; 21 September 2018 at 16:09. Reason: Spelling.
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Old 23 September 2018, 17:34   #222
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(Most) GCR-related posts moved to a new thread at Toni's request:
http://eab.abime.net/showthread.php?t=94364

I hope I didn't forget any. Since Toni didn't include logs, I had to use my crystal ball to check which one were relevant.
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Old 23 September 2018, 19:14   #223
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Quote:
Originally Posted by lilalurl View Post
(Most) GCR-related posts moved to a new thread at Toni's request:
http://eab.abime.net/showthread.php?t=94364

I hope I didn't forget any. Since Toni didn't include logs, I had to use my crystal ball to check which one were relevant.
Ouch! You bitch
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Old 24 September 2018, 22:22   #224
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With software houses like Psygnosis ect creating thier own custom formats to squeeze so much data on the disk would I be right in thinking they would have thier own `in-house` compression/packer utilities and routines?
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Old 24 September 2018, 23:57   #225
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yes, of course, ex: FUNGUS tools used by Gremlin. ATN/Imploder used by Team 17 (S. Boberg). The list probably goes on. But a lot of software houses used Rob Northen disk & packing routines. Fast, reliable, easy to use.

With compression, the main goal there was to achieve fastest decompression & best packing ratio (compression time wasn't an issue of course). But a custom compressor didn't mean that it's unbreakable. Just let the code uncompress, and patch afterwards. Just a little more tedious because it cannot be unpacked/patched/packed if you don't have the packer part (still in 2018 all unpackers don't have their packer counterparts available for the public, or just in 68000 format, or with a not-so-good packing ratio ex: RNC packing clones)

And in-house compression routine doesn't mean "the best compression routine around". Compression is a science, it's not specific to Amiga like disk format. Sometimes a widespread packer (Powerpacker) is best.

Last edited by jotd; 25 September 2018 at 00:03.
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Old 25 September 2018, 22:18   #226
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Yeah, I can imagine the compression time wasnt an issue at all, just leave it all day if need be.
But getting that new release fitted onto a standard floppy!
The sweat while you wait for it to compress!
Will it be small enough?

With say a large 2 disk game
Would just getting it out first on 3 disk release or how long do keep trying until you can fit it on 2 disks but be in 2nd/3rd place?
I know everyone prefer the lower disk count but sometimes not always possible
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Old 26 September 2018, 00:46   #227
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I say "drop the intro" Some crackers did a very good job shoehorning Zool on 2 $1600 sector disks (standard track) where it came in 2 $1800-sector disks (and the files where fungus packed too).

I guess they unpacked the files, found a much better compressor and replaced the whole loader+compressor stuff. Took ages to load/unpack compared to the original, though.
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Old 27 September 2018, 10:53   #228
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For a while there was prestige in releasing cracked "one disk version" of a two disk original game.
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Old 27 September 2018, 12:57   #229
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What do you mean "for a while"? Some people (*cough* myself *cough*) have released 1-disk versions semi-recently, and of course there was Wanted Team's excellent 1-disk BC Kid release which was previously thought to be impossible (ARJ to the rescue).

Working 3.5" floppies are more scarce than ever, you would think 1-disk versions would still be things people wanted :P
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Old 27 September 2018, 13:15   #230
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Nitro was a mission to get on one disk
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Old 27 September 2018, 13:24   #231
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Quote:
Originally Posted by WayneK View Post
What do you mean "for a while"?
I meant before it turned into WHDLoad, gotek and preservation dumping.

Quote:
Originally Posted by WayneK View Post
Some people (*cough* myself *cough*) have released 1-disk versions semi-recently, and of course there was Wanted Team's excellent 1-disk BC Kid release which was previously thought to be impossible (ARJ to the rescue).


EDIT:

I remember long ago, after leeching a "one disk version" of some jet fighter sim from the Alpha Flight /X board in Germany (you know, the one where you were greeted as an incoming flight during landing when logging in), and then uploading it to a Dual Crew Shining /X board in Sweden. The upload disappeared mysteriously after a brief SysOP chat, but I could keep my credz. A few days later there was a one disk DCS version of the same game released. Strange how things work sometimes.

Last edited by modrobert; 27 September 2018 at 13:46. Reason: Adding recovered memory fragment.
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Old 27 September 2018, 14:03   #232
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Nitro was a mission to get on one disk
I remember your challenge on this

Sooner or later I will put my hands on it to make it faster on intro loading .
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Old 28 September 2018, 10:18   #233
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Nitro was a mission to get on one disk
I bet it was. Not even Gaston managed to do it.
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