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The Secret of the Lost Cavern - Completely new copy-protection
The new adventure game
ECHO - The Secret of the Lost cavern seems to have a completely new copy protection, no backup is possible. The protection seems to have a lot of similarities to starforce 3, but it isn't starforce. The newest versions of Aray and Protection ID don't detect anything. Does anybody know more about this? |
probably new Tages version.
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IT is TAGES, DEVIANCE fixe (8/11/05) does not work
yes new version of TAGES.
The deviance files are a big load of **** (as often!!), just demo files. You can play 'till 2. cavern then it jumps to intro back... :mad: Searched all the web: french tit: Au coeur de lascaux germ tit: Geheimniss der vergessenen Höhle no working fixe so far, always demo stuff if you want to go over 2. cavern, patch this: ... 0041F2E9 1BC0 sbb eax, eax 0041F2EB 83D8FF sbb eax, FFFFFFFF 0041F2EE 85C0 test eax, eax 0041F2F0 7519 jne 0041F30B <<<<<<<<<<< 90 90 0041F2F2 8B54241C mov edx, dword ptr [esp+1C] ... But interface does not work correctly, whenever you have to use object A with object B it does not work (light torche with torche, play musical stones with hammer etc.). Patch LUA-script and you can come across this ****. :cool: |
Change the 75 to EB
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Don't nope , just jump.... :rolleyes:
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if works, how i can use this? ty |
What he's saying, is to open up the game exe in a hex editor, and go to address 0041F2F0 . There change the 75 to a EB, which I think means to skip that instruction, and disable copy protection. (It's a long time scince I played in hex editors :P)
-Leezer- |
By the way, the first patch (change 75-19 to 90-90) always SKIPS the jump, while the second patch (change 75-19 to EB-19) always TAKES the jump. One of them may work, but not both.
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SOLC, 2nd advice
sorry guys, thought this was an expert forum, forgot that there are newbies. :confused:
Just to remember the problem: SOLC.EXE from deviance does not work, my hint was to pass the 2. cave where it normally jumps back to intro. The fixe certainly removes the jump i.e. JUMP NEVER. 90 90 means NOP NOP so the jump is never performed. ... 0041F2F0 7519 jne 0041F30B :p 0041F2F2 8B54241C mov edx, dword ptr [esp+1C] 0041F2F6 8B442418 mov eax, dword ptr [esp+18] 0041F2FA 52 push edx 0041F2FB 50 push eax 0041F2FC 55 push ebp 0041F2FD 8BCF mov ecx, edi 0041F2FF E81CB80F00 call 0051AB20 0041F304 5F pop edi 0041F305 5E pop esi 0041F306 5D pop ebp 0041F307 5B pop ebx 0041F308 C20C00 ret 000C ; code to play Intro again, what we don't want!!!! 0041F30B E890E30900 call 004BD6A0 0041F310 68A8869400 push 009486A8 0041F315 E846950900 call 004B8860 0041F31A 68B4259B00 push 009B25B4 0041F31F 68A0869400 push 009486A0 0041F324 68B8869400 push 009486B8 0041F329 689C869400 push 0094869C 0041F32E E8FD950900 call 004B8930 0041F333 83C414 add esp, 00000014 0041F336 5F pop edi 0041F337 5E pop esi 0041F338 5D pop ebp 0041F339 5B pop ebx 0041F33A C20C00 ret 000C ... as you see at 0041f30b there is the code to play intro, which we don't want, so the cond. jump must be removed, which is done bei 90 90 Forget the nonsens with EB 19 :eek: Next, 0041f2f0 is not a file offset but RVA, which means a memory address, the file offset to modify in a hex-editor is 00124656 . Ok, this is NO crack - it is just a mod to get out of cavern 2 (after making fire) and you can play a little bit more. Crack TAGES is far more complex, nothin' for common people out there or this forum... It is no patch to play the game to the end, for this you must patch the script-file, but this is a little bit more complex to tell here. I posted the savegames to gcw, maybe this helps some of you. :cool: |
WTF
JNE = Jump Never???? JNE actually is Jump Not Equal Bloody hell |
Oh Lord, give 'em brain and confidence
when a command (here a conditional jump) is removed by the two
assembly commands NOP and NOP (coded bei 90 90) the jump (or whatever f.u.c.k.i.n.g. command) is eliminated and therefore can never be performed. It is gone, killed, blown to eternity - got it?? If you ever looked to the code you come to know that we are here at a script-interpreter, when the command "CS" is found then the next step within the game is done, i.e. change position of game character. In cavern2 we have not the command CS (guess it means "continue script") but there is the control-word "montagne" (which stands for next/ 2. Level) and therefore it jumps to the intro. This is normally in the demo-version the sign to end up (because there is no 2. level!!) and go to the beginning, because demo has ended here. But we have the full version from deviance with f.u.c.k.i.n.g. demo-EXE, so we must pass this sign - that's done here. No more comment on this, I'm not your nanny... Just do it and you will see that it works! |
1. Nice to see you admitted your a warez user. Full version of deviance release.
2. Your talking to me as if I dont know ASM, check the coders section before you get banned, look for all posts from begining notice something? Thats right I was teaching people some ASM and how to code inject. 3. I do trainers, maybe you havent seen my work. 4. Learn to know what your talking about. Dont make me write out an explaination on how Flags work for jumps. As ive already did so in the coding section for day 3 of the tut. |
eye2eye, please, don't mind newbies and DABhand's bitching, keep posting interesting articles like this for the technically minded forum members! :)
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Joe shhhhhhh, dont put me in the same category of newbies. As ive said before, you have knowledge, but I dont mean to come out and say this, your not on the same level as me. Again your post could be intepreted as a flame towards me and as you know against forum rules.
Anyways he wont be here much longer after admiting to using a deviance rls of the game. |
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@Dabhand Quote:
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Yeah, I'm not on the same level as DABhand. I already found the "Ignore List" feature of this forum a few months ago and not having to read his posts - except when quoted in a reply, that is - definitely saves me a lot of time and annoyance. It is nice to see, though, that he still keeps assuming things without even trying to find proofs for.
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Thanx |
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Its the fact that Joe again decides to attack me on the forum, when I havent even talked to him in a long time. That annoys me. He can have me on the ignore list all he wants. But if he decides to flame me again out the of the blue I wont be happy about it. Its an old saying grumpy, "I dont mean to say it" something like "I didnt want to say it but I told you so" the same idea. |
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Temperature is getting too high, cool down...
Ok Kids,
calm down or as we say in germany 'keep your balls on the ground' ;). Seems that emotions boiling here a little bit too high. Nobody wants to harm anybody. If I did so, I throw my body on the ground, on my knees I lick your shoes, I pray for pardon, forgive a dishonorable and unworthy servant. And last but not least, nobody among us has time to waste with such a s.h.i.t. discussion. All we want - is a tech-talk about a not working program. Nobody talks here about C.R.A.C.K.S. or W.A.R.E.Z., we all have the concerning program legally bought. But we all have the problem that our dogs have eaten the 2nd disc and now we have dl some files from somewhere and want them working. Agreed? First step was done, now we want to talk about the remaining probs. The interface problems: a) Painted stone in inventory is not usable b) Objects are not usable among each other, so second torche can't be lit with one, no melody can be played with musical stones and hammer, fresquos could not be finished or painted My approach was to modify the action-script. But that's a cheap trick not worthy among experts like we are. Did anybody out there looked in the code and found a correspondig offset for this? :confused: |
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Yes for sure...
but that is not our goal, we want a fully functional prog (I guess I give up trying to make a serious discussion here, shaking head)... :confused:
For all script kiddies: - play 'til the bison-puzzle, the one after talking and eating with the man at the fire (big fresquo with bull on the rock) - in front of the puzzle, do NOT click on the fresquo, but make a savegame - leave program - goto to <gamedir>\datas\cd1 - open file "cmn_cmn.bf" (the one with 26mb) in hex-editor - when you have the CD1, there is no need to make file-backup, otherwise make one - search for the string: >>WARP_1 script file for level "PRJ\riviere.lvl"<< (the complete string between >>..<<) - you'll find the following: ... --------------------------------------------------------------------------------------------- -- WARP_1 script file for level "PRJ\riviere.lvl", decor "Riviere", stage "Warp_1" -- Generated by Level Editor on 07/09/2004 09:06:41 --------------------------------------------------------------------------------------------- WARP_1= { --Init function --------------------------------------------------------------------------------------------- Initialize = function() InitRiviere( WARP_1.this ) WARP_1.evt = 0 if ( eMastermind==1 ) then SetNotifyZone("ZoneBisons", 0) if ( bAbriDecouvertB==0 ) then SetNotifyZone("ZoneSignes", 1) else SetNotifyZone("ZoneSignes", 0) end else SetNotifyZone("ZoneBisons", 1) SetNotifyZone("ZoneSignes", 0) end WARP_1.InterfaceMusicaleOff() eMastermindHit = {} eMastermindHit[1] = 0 eMastermindHit[2] = 0 eMastermindHit[3] = 0 eMastermindHit[4] = 0 eMastermindState = 0 WARP_1.MastermindReset() if ( ePierreMusicale5==1 ) then -- Basedoc EnableNewCards( {56}, 56, 1 ) -- end end, --UnInit function --------------------------------------------------------------------------------------------- UnInitialize = function () ... - change the following (just overwrite the bytes, do not shift or hazzle any bytes): 1.) WARP_1.evt = 0 to WARP_1.evt = 6 2.) eMastermindHit = {} eMastermindHit[1] = 0 eMastermindHit[2] = 0 eMastermindHit[3] = 0 eMastermindHit[4] = 0 eMastermindState = 0 to eMastermind = 1 --} eMastermindHit[1] = 5 eMastermindHit[2] = 3 eMastermindHit[3] = 6 eMastermindHit[4] = 2 eMastermindState = 4 3.) WARP_1.MastermindReset() to ePierreMusicale5 = 1 --) - save this, exit hex-ed. - start game - load savegame with bison puzzle - look at fresquo, click on it (arok speaks...) - go left - look at the 2nd fresquo (arok speaks again) - yippeeyeah, the entrance to the dwelling is open :p - directly besides the river - make new savegame - leave game - change "cmn_cmn.bf" with original one from cd or backup - start again - load last savegame and play on... thats it! dont ask for further script-patches, I hate this s.h.i.t. :mad: |
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[Particularly board rule #3] |
i think it's time to close this, i'll leave it up to you glh since you gave the warning.
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Just before this gets closed :)
@Dabhand Quote:
Sometime the way people write things it is hard to pick up exactly what they mean. Maybe they write this way on purpose? :) Ok, now this thread can be closed! ;) |
Yeah Grumpy says thread has to be closed now :P
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eye2eye, Work!!
Thanx!! ;) ;) |
echo
hi! ;)
maybe u can help me http://www.fileforums.com/showthread...1&page=2&pp=15 what hex editor u used? thnx |
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THREAD CLOSED !!! |
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