[defeating
copy protection schemes]
There were some schemes that were simply evil in their
cleverness and
ingenuity. King's Quest 2 encrypted the main code with a cypher kept
somewhere abnormal [...]
While it's not the sort of game you're talking about, I recall
discovering some of the elaborate copy-protection "defense in depth" in
the Tempest ROMs.
I've been on-and-off (rather "off" for a while now, I fear) working on
a fully commented disassembly of the Tempest ROMs. It's only 24K of
ROM, including all the vector-generator tables...and there are at least
two pieces of code that try to ensure the game breaks mysteriously if
you change or dike out the copyright notice on screen. (Indeed, one of
them is buggy and thinks valid copies are invalid; it's responsible for
the easter eggs you can find described for Tempest - certain values in
the low two digits of the score at certain times can produce weird and
wonderful effects. This is a misfire of copyright-anti-dikeout stuff.)
The future of software protection is coming, and
it's not pretty.
Public-key assymetric encryption schemes are already in use; your
software phones the mothership to authenticate. Joy.
Not much good unless the game is inherently "online", 'cause it means
the game can't be played unless it can connect to the mothership.
Still defeatable by use of emulators or ICE tools, though; while they
can do things like PK-encrypt the game's code, the code must at some
time exist in executable form, and can be copied then.
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