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Groups > comp.arch > #111611 > unrolled thread
| Started by | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| First post | 2025-05-13 15:55 -0700 |
| Last post | 2025-06-06 12:34 -0700 |
| Articles | 13 — 6 participants |
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older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-05-13 15:55 -0700
Re: older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-05-14 16:04 -0700
Re: older copy protection... Al Kossow <aek@bitsavers.org> - 2025-05-14 16:37 -0700
Re: older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-05-18 01:21 -0700
Re: older copy protection... John Levine <johnl@taugh.com> - 2025-05-19 02:09 +0000
Re: older copy protection... Terje Mathisen <terje.mathisen@tmsw.no> - 2025-05-19 09:08 +0200
Re: older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-05-25 21:13 -0700
Re: older copy protection... Vir Campestris <vir.campestris@invalid.invalid> - 2025-06-05 17:09 +0100
Re: older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-06-05 14:52 -0700
Re: older copy protection... mitchalsup@aol.com (MitchAlsup1) - 2025-06-05 22:35 +0000
Re: older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-06-06 12:33 -0700
Re: older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-06-05 14:49 -0700
Re: older copy protection... "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> - 2025-06-06 12:34 -0700
| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-05-13 15:55 -0700 |
| Subject | older copy protection... |
| Message-ID | <1000ik8$233o6$1@dont-email.me> |
Does anybody know the hardware used to create the copy protection in the old Dungeon Master game? http://dmweb.free.fr/community/documentation/copy-protection/copy-protection/ http://dmweb.free.fr/community/documentation/copy-protection/copy-protection-atari-st/
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-05-14 16:04 -0700 |
| Message-ID | <10037hd$2o7l0$1@dont-email.me> |
| In reply to | #111611 |
On 5/13/2025 3:55 PM, Chris M. Thomasson wrote: > Does anybody know the hardware used to create the copy protection in the > old Dungeon Master game? > > http://dmweb.free.fr/community/documentation/copy-protection/copy- > protection/ > > http://dmweb.free.fr/community/documentation/copy-protection/copy- > protection-atari-st/ > > Does anybody know the hardware? Here is a relevant snip from the links: _________________ As the developer of both Dungeon Master and the software portion of its copy protection, I knew that eventually the copy protection would be broken, but that the longer it held out the less damage we would suffer when it was broken. We had the advantage of owning the patent on a floppy-disk copy protection scheme that required a $40,000 specialized hardware device to write the disks. It was impossible to create a disk image without this hardware, and the hardware itself was out of production. That meant that as long as there were enough layers on the copy protection, and these layers took long enough to crack, the only way to own the game was to buy it. The copy protection scheme took a couple of weeks to create, and while this added cost to the production without adding value for the customer, it was time well spent. The copy protection was based on many redundant, overlapping and isolated checks and cross checks. The copy protection was developed with the assumption that the cracker would be armed with a hardware emulator and developed with an awareness of the capabilities and limitations of the commonly available emulators of the time. _________________
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| From | Al Kossow <aek@bitsavers.org> |
|---|---|
| Date | 2025-05-14 16:37 -0700 |
| Message-ID | <10039g6$2ohk0$1@dont-email.me> |
| In reply to | #111618 |
On 5/14/25 4:04 PM, Chris M. Thomasson wrote: > On 5/13/2025 3:55 PM, Chris M. Thomasson wrote: >> Does anybody know the hardware used to create the copy protection in the old Dungeon Master game? > Does anybody know the hardware? Here is a relevant snip from the links: > _________________ > As the developer of both Dungeon Master and the software portion of its copy protection, I knew that eventually the copy protection would be > broken, but that the longer it held out the less damage we would suffer when it was broken. We had the advantage of owning the patent on a > floppy-disk copy protection scheme that required a $40,000 specialized hardware device to write the disks. It was impossible to create a > disk image without this hardware, and the hardware itself was out of production. That meant that as long as there were enough layers on the > copy protection, and these layers took long enough to crack, the only way to own the game was to buy it. The copy protection scheme took a > couple of weeks to create, and while this added cost to the production without adding value for the customer, it was time well spent. The > copy protection was based on many redundant, overlapping and isolated checks and cross checks. The copy protection was developed with the > assumption that the cracker would be armed with a hardware emulator and developed with an awareness of the capabilities and limitations of > the commonly available emulators of the time. > _________________ this has been discussed on the Applesauce discord "sector has that criss-cross pattern between the 1st and 2nd signal bands? That is use to put flux transition right at the edge of bitcell windows. Slight motor speed fluctuations mean that the nibbles in the area will shift between different values every time you read the sector. " so very precise timing changes on only one sector of the disk to make non-deterministic recovered bits. the "bands" referred to is looking at a histogram of the flux transition times of the track "It was impossible to create a disk image without this hardware" The disk has been cloned on the Applesauce.
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-05-18 01:21 -0700 |
| Message-ID | <100c5ap$tdbq$1@dont-email.me> |
| In reply to | #111619 |
On 5/14/2025 4:37 PM, Al Kossow wrote: > On 5/14/25 4:04 PM, Chris M. Thomasson wrote: >> On 5/13/2025 3:55 PM, Chris M. Thomasson wrote: >>> Does anybody know the hardware used to create the copy protection in >>> the old Dungeon Master game? > >> Does anybody know the hardware? Here is a relevant snip from the links: >> _________________ >> As the developer of both Dungeon Master and the software portion of >> its copy protection, I knew that eventually the copy protection would >> be broken, but that the longer it held out the less damage we would >> suffer when it was broken. We had the advantage of owning the patent >> on a floppy-disk copy protection scheme that required a $40,000 >> specialized hardware device to write the disks. It was impossible to >> create a disk image without this hardware, and the hardware itself was >> out of production. That meant that as long as there were enough layers >> on the copy protection, and these layers took long enough to crack, >> the only way to own the game was to buy it. The copy protection scheme >> took a couple of weeks to create, and while this added cost to the >> production without adding value for the customer, it was time well >> spent. The copy protection was based on many redundant, overlapping >> and isolated checks and cross checks. The copy protection was >> developed with the assumption that the cracker would be armed with a >> hardware emulator and developed with an awareness of the capabilities >> and limitations of the commonly available emulators of the time. >> _________________ > > > this has been discussed on the Applesauce discord > > "sector has that criss-cross pattern between the 1st and 2nd signal > bands? That is use to put flux transition right at the edge of bitcell > windows. Slight motor speed fluctuations mean that the nibbles in the > area will shift between different values every time you read the sector. " > > so very precise timing changes on only one sector of the disk to make > non-deterministic recovered bits. > > the "bands" referred to is looking at a histogram of the flux transition > times of the track > > "It was impossible to create a disk image without this hardware" > > The disk has been cloned on the Applesauce. Thanks! I need to ponder on this. Thanks again.
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| From | John Levine <johnl@taugh.com> |
|---|---|
| Date | 2025-05-19 02:09 +0000 |
| Message-ID | <100e3sc$1cgi$1@gal.iecc.com> |
| In reply to | #111625 |
According to Chris M. Thomasson <chris.m.thomasson.1@gmail.com>: >> "It was impossible to create a disk image without this hardware" >> >> The disk has been cloned on the Applesauce. > >Thanks! I need to ponder on this. Thanks again. The usual approach was to patch the program to disable the code that checked the copy protection. -- Regards, John Levine, johnl@taugh.com, Primary Perpetrator of "The Internet for Dummies", Please consider the environment before reading this e-mail. https://jl.ly
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| From | Terje Mathisen <terje.mathisen@tmsw.no> |
|---|---|
| Date | 2025-05-19 09:08 +0200 |
| Message-ID | <100eldv$1gdmo$1@dont-email.me> |
| In reply to | #111636 |
John Levine wrote: > According to Chris M. Thomasson <chris.m.thomasson.1@gmail.com>: >>> "It was impossible to create a disk image without this hardware" >>> >>> The disk has been cloned on the Applesauce. >> >> Thanks! I need to ponder on this. Thanks again. > > The usual approach was to patch the program to disable the code > that checked the copy protection. The usual "protection" against this was to distribute the checking code across both time and space, only loading/decrypting the next part after verification. Terje -- - <Terje.Mathisen at tmsw.no> "almost all programming can be viewed as an exercise in caching"
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-05-25 21:13 -0700 |
| Message-ID | <1010ppf$1r9ao$1@dont-email.me> |
| In reply to | #111638 |
On 5/19/2025 12:08 AM, Terje Mathisen wrote: > John Levine wrote: >> According to Chris M. Thomasson <chris.m.thomasson.1@gmail.com>: >>>> "It was impossible to create a disk image without this hardware" >>>> >>>> The disk has been cloned on the Applesauce. >>> >>> Thanks! I need to ponder on this. Thanks again. >> >> The usual approach was to patch the program to disable the code >> that checked the copy protection. > > The usual "protection" against this was to distribute the checking code > across both time and space, only loading/decrypting the next part after > verification. Indeed. Let them get through some of the game, then BAM, they are frozen, or crash, whatever...
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| From | Vir Campestris <vir.campestris@invalid.invalid> |
|---|---|
| Date | 2025-06-05 17:09 +0100 |
| Message-ID | <101sfg7$1k253$2@dont-email.me> |
| In reply to | #111804 |
On 26/05/2025 05:13, Chris M. Thomasson wrote: > > The usual "protection" against this was to distribute the checking code > across both time and space, only loading/decrypting the next part after > verification. One subtle protection method was to make the game really hard to play when parts of the protection system had been disabled. Andy -- Do not listen to rumour, but, if you do, do not believe it. Ghandi.
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-06-05 14:52 -0700 |
| Message-ID | <101t3j6$1oud4$3@dont-email.me> |
| In reply to | #111913 |
On 6/5/2025 9:09 AM, Vir Campestris wrote: > On 26/05/2025 05:13, Chris M. Thomasson wrote: >> >> The usual "protection" against this was to distribute the checking >> code across both time and space, only loading/decrypting the next part >> after verification. > > One subtle protection method was to make the game really hard to play > when parts of the protection system had been disabled. The cracker, hacker, thinks I got it! Well, I think so... I get to actually play the game, but its on ultra hard. ;^)
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| From | mitchalsup@aol.com (MitchAlsup1) |
|---|---|
| Date | 2025-06-05 22:35 +0000 |
| Message-ID | <555ff4b2cc61890d4953ed4f70c099fa@www.novabbs.org> |
| In reply to | #111915 |
On Thu, 5 Jun 2025 21:52:37 +0000, Chris M. Thomasson wrote: > On 6/5/2025 9:09 AM, Vir Campestris wrote: >> On 26/05/2025 05:13, Chris M. Thomasson wrote: >>> >>> The usual "protection" against this was to distribute the checking >>> code across both time and space, only loading/decrypting the next part >>> after verification. >> >> One subtle protection method was to make the game really hard to play >> when parts of the protection system had been disabled. > > The cracker, hacker, thinks I got it! Well, I think so... I get to > actually play the game, but its on ultra hard. ;^) What:: no IDKFA ?!?
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-06-06 12:33 -0700 |
| Message-ID | <101vfqb$2euh7$1@dont-email.me> |
| In reply to | #111916 |
On 6/5/2025 3:35 PM, MitchAlsup1 wrote: > On Thu, 5 Jun 2025 21:52:37 +0000, Chris M. Thomasson wrote: > >> On 6/5/2025 9:09 AM, Vir Campestris wrote: >>> On 26/05/2025 05:13, Chris M. Thomasson wrote: >>>> >>>> The usual "protection" against this was to distribute the checking >>>> code across both time and space, only loading/decrypting the next part >>>> after verification. >>> >>> One subtle protection method was to make the game really hard to play >>> when parts of the protection system had been disabled. >> >> The cracker, hacker, thinks I got it! Well, I think so... I get to >> actually play the game, but its on ultra hard. ;^) > > What:: no IDKFA ?!? Humm. Perhaps the "almost" cracked version does not allow for that? No BFG's? ;^)
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-06-05 14:49 -0700 |
| Message-ID | <101t3ce$1oud4$2@dont-email.me> |
| In reply to | #111611 |
On 5/13/2025 3:55 PM, Chris M. Thomasson wrote: > Does anybody know the hardware used to create the copy protection in the > old Dungeon Master game? > > http://dmweb.free.fr/community/documentation/copy-protection/copy- > protection/ > > http://dmweb.free.fr/community/documentation/copy-protection/copy- > protection-atari-st/ > > The detection of a single bit with changing value is enough for the program to consider the disk as original
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| From | "Chris M. Thomasson" <chris.m.thomasson.1@gmail.com> |
|---|---|
| Date | 2025-06-06 12:34 -0700 |
| Message-ID | <101vfsc$2euh7$2@dont-email.me> |
| In reply to | #111914 |
On 6/5/2025 2:49 PM, Chris M. Thomasson wrote: > On 5/13/2025 3:55 PM, Chris M. Thomasson wrote: >> Does anybody know the hardware used to create the copy protection in >> the old Dungeon Master game? >> >> http://dmweb.free.fr/community/documentation/copy-protection/copy- >> protection/ >> >> http://dmweb.free.fr/community/documentation/copy-protection/copy- >> protection-atari-st/ >> >> > > The detection of a single bit with changing value is enough for the > program to consider the disk as original To hack it, I think they put in a pseudo-rng to simulate checking the fuzzy bit.
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