Personally, I don't see a lot of value in that. On the other, it's not unique and someone who has cracked your enlisted protection for another game may merrily do the same for yours just because they can. On the one hand, you have a good, strong protection. One option is take enlist the services of someone with the time and expertise to take part in that arms race, which means finding a professional anti-cracking packager/DRM-service. Quite simply, your piddly little checksum is nothing even a novice cracker hasn't seen a dozen times before. Which means, since there are still plenty of cracks, there are counter-counter-measures (smarter debuggers/modify debugger checks, modifying the checksum logic and so on). At any step in the process, you can probably imagine some counter measure (check for debuggers, don't keep strings easily searchable, perform multiple checks for DRM, checksum to find changes). Now, what does this mean? Firstly, I can say with certainty that it means there's an arms race going on here. NOOP logic (remove) or modify jumps so that the game no longer cares about your DRM. It's only a matter of time before they.įind the the validating control logic (if (has_cd) goto play game). You have some references now and can find back references and related things. Search the executable's memory space (using the debugger) using that clue. Receive feedback explaining the state of things ("You have no CD. Run the program through the debugger without proper DRM approval (no CD present, no key, what have you). (Note, the process is different but actually easier for non-native games, like Java or C#) Here's the process in a nutshell for basic, novice cracking:
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