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.
_________________
"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.
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.
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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