Thank you (again) for this! I would love to see more interviews from ppl back in the day. Maybe with ppl from Red Sector, Quartex, Crystal, Paradox, etc ❤
Great video - and I like the troubleshooting aspect along the way, very interesting indeed (and the nostalgia :) ) ! Please do some more of these interesting videos if possible - maybe some of these subjects: * cracking games from non-dos disks to dos format (using the games' own loader to rip files), then add replacement loader * patching crunched data (patching at offsets before jumping to the code etc) * make a trainer for a game (with trainer menu/intro), patching the game's main loop to add enable/disable or in game keys to add lives, skip levels etc * explore some of the different protections that games had, RNC being just one of many. * maybe look at alternatives to AR, like HrtMon (if you're reading this Thrash/Anthrox - appreciate all the help back in the day, hope you are doing well !)
Thank you for your very enjoyable videos. This video is no exception. Coming originally from the ZX-81, Speccy and then C64, I looked into several copy protections (...) as well before I got an Amiga, ST and finally coming to the PC. Please correct me when I am wrong, but I think that C64 copy protections were much more enjoyable, interesting to trace down and, although it was a much smaller machine, required more know-how (in depth knowledge) of the machine than Amiga, ST and PC (Floppy Disk-Age). Not because there was no Copylock (it was) or Laserlock (for CDs), but because you did not need ActionReplay or Softice "Button o'Matic" type debuggers, stopping in mid-game helping to pre-analyze the code. Therefore I was a bit disappointed when I now saw that ActionReplay was required to really beat the protection. Furthermore, I found out that a copied disk rarely could be used for a valid crack: The data read in from "bad sectors" were used to decrypt important code passages often checked by CRCs as well. So you could not modify and write back sectors (or the bootloader) because you would have destroyed the copy. I am looking forward for another Amiga live crack, but this time maybe without the need for extra hardware? Maybe a game like the Amiga Version of Dragon's Lair? Greetings from Germany.
There is an additional episode where we also discuss how this is done without access to the original. And Phil also says that on A1200 there was no Action Replay...
Big thanks Bacchus & Galahad! Dreams came true. 🙏 🍻
Any time!
Thank you (again) for this!
I would love to see more interviews from ppl back in the day.
Maybe with ppl from Red Sector, Quartex, Crystal, Paradox, etc ❤
I have done PHS of Computerbrains so there is content in that aspect.
Great set of videos. Thanks to you both for taking the time to produce and deliver.
Glad you like it. :)
Absolutely loved the 3 vids in this series, thank you both
Humble thanks!
Great video - and I like the troubleshooting aspect along the way, very interesting indeed (and the nostalgia :) ) !
Please do some more of these interesting videos if possible - maybe some of these subjects:
* cracking games from non-dos disks to dos format (using the games' own loader to rip files), then add replacement loader
* patching crunched data (patching at offsets before jumping to the code etc)
* make a trainer for a game (with trainer menu/intro), patching the game's main loop to add enable/disable or in game keys to add lives, skip levels etc
* explore some of the different protections that games had, RNC being just one of many.
* maybe look at alternatives to AR, like HrtMon
(if you're reading this Thrash/Anthrox - appreciate all the help back in the day, hope you are doing well !)
Trainer for the c64 might be similar but I take the rest onboard. Thanks!
I love this stuff ❤….and yes galahad is legend💪
Indeed, thanks
Thank you for your very enjoyable videos. This video is no exception. Coming originally from the ZX-81, Speccy and then C64, I looked into several copy protections (...) as well before I got an Amiga, ST and finally coming to the PC. Please correct me when I am wrong, but I think that C64 copy protections were much more enjoyable, interesting to trace down and, although it was a much smaller machine, required more know-how (in depth knowledge) of the machine than Amiga, ST and PC (Floppy Disk-Age). Not because there was no Copylock (it was) or Laserlock (for CDs), but because you did not need ActionReplay or Softice "Button o'Matic" type debuggers, stopping in mid-game helping to pre-analyze the code. Therefore I was a bit disappointed when I now saw that ActionReplay was required to really beat the protection. Furthermore, I found out that a copied disk rarely could be used for a valid crack: The data read in from "bad sectors" were used to decrypt important code passages often checked by CRCs as well. So you could not modify and write back sectors (or the bootloader) because you would have destroyed the copy. I am looking forward for another Amiga live crack, but this time maybe without the need for extra hardware? Maybe a game like the Amiga Version of Dragon's Lair? Greetings from Germany.
There is an additional episode where we also discuss how this is done without access to the original. And Phil also says that on A1200 there was no Action Replay...
FLT true legend
Humble thanks :)
Just found Galahad's comment about how Kixx stole his copylock code for the budget release of SB2! Booooo
Happened also in c64. The disk version of Last Ninja 2 is said to be Gollums release with a disk protection.
Damn, Phil sucks at speedball :/
Less so if he had had a joystick connected, I'm sure..m