[2578] in WWW Security List Archive

home help back first fref pref prev next nref lref last post

Re: keeping a game from being pirated

daemon@ATHENA.MIT.EDU (Doug Breault)
Fri Aug 9 18:23:23 1996

Date: Fri, 9 Aug 1996 16:01:21 -0400 (EDT)
From: Doug Breault <dbreault@ns.sprintout.com>
To: "Bob Hardin (eLeCTRo)" <electro@newwave.net>
cc: Josh Bettoni <pcplus@tristate.pgh.net>, www-security@ns2.rutgers.edu
In-Reply-To: <Pine.BSD/.3.91.960809085908.8481A-100000@ns.newwave.net>
Errors-To: owner-www-security@ns2.rutgers.edu


I'm not a piracy expert, but the only two times I've ever heard
of someone having a problem getting a 'hacked' version of a 
program were 1) A circuit logic development program for PALS, and 
2) Some game - I forget the name.

Both programs required a hardware key (mentioned below). They 
are usually a little plug which goes into the parallel (or serial?) 
port. If you make a good hardware key, the number of hackers who
steal your program would probably be trivial.

HTH,
Doug


On Fri, 9 Aug 1996, Bob Hardin (eLeCTRo) wrote:

> Well from what i have seen no.  I have seen everything from simple hex 
> edits to laborite directory trees with cdrom fakers to get around copy 
> protection i guess if you had some sort of dongle or other means of 
> hardware varifycation it whould make it harder but there still it the 
> code that can be hacked.  What whould you do there put some kind of CRC 
> verifyer that ran everytime the game was loaded to check to see if any of 
> the files had been modifyed. But that could be modifed too. Another thing 
> to remember is if people like it they usually will go out and buy it for 
> the manuals and the media.  many times i have feeled why should i pay 80 
> for a game or programming language and not even know what it does or if 
> its a waist of money....  
> 
>  
> 

home help back first fref pref prev next nref lref last post