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  #16  
Old 06-07-2004, 11:13
ash2dust2 ash2dust2 is offline
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Quote:
Originally Posted by RK
I have to say, this Starforce 3 protection has been a godsend for games publishers - not having their games ripped and available for download before they are even out on the shelves

I fully endorse whatever they have to do to stem the flow of warez etc

hopefully, with warez on the decrease because of protections such as this we will see the price of games coming down - places like play.com sell the latest releases for £17.99 - thats next to nothing!!!

just my 2 cents!
A godsend? Doubt it. They may have to stop believing their own hype about how many billions of dollars they lost due to piracy. They probably had $1k increase in sales.
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  #17  
Old 06-07-2004, 12:22
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Monty Burns Monty Burns is offline
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Not to forget that even originals sometimes refuse their work. That isn't godsent, that is taking the piss out of legit customers.
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  #18  
Old 06-07-2004, 13:17
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Quote:
Originally Posted by Monty Burns
Not to forget that even originals sometimes refuse their work. That isn't godsent, that is taking the piss out of legit customers.
Hmmm...I wonder what *company* you were refering to? *w00t*
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  #19  
Old 06-07-2004, 13:50
Sinpoet Sinpoet is offline
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Cost Of Piracy

They say they loose on avg 1 billion a year in sales but they don't take in consideration how many people actually buy software after trying the full versions of their product found all around the net. There was a post on here saying if they can get piracy under control that will lower the cost of games, well I don't see that ever happening as greed is good just look at the record companies they were even sued and had to pay a huge settlement because they were over charging consumers but did it effect the sales price of a cd? heck no theyre still going for $17-22.00 a piece so gaming companies aren't gonna budge either just because they nipped piracy in the butt....temporarily
SiN
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  #20  
Old 06-07-2004, 17:19
Gurgel Gurgel is offline
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Quote:
Originally Posted by BarryB
Kid, just FORGET trying to crack SF3!!

Perhaps the mods ought to put up a sticky topic telling people to STOP asking for SF3 cracks or how to crack it!

If the top scene crackers out there are having difficulty with it, what chance you got huh?

Just stick with your original CD's for now.
Good idea!
Put up a sticky about the SF3!
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  #21  
Old 06-07-2004, 22:26
Bohno Bohno is offline
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As far i i can see, not sure, but StarForce v3 has been cracked is "GangLand" not using that protection too ?
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  #22  
Old 07-07-2004, 17:25
BarryB BarryB is offline
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As I understand it there are different levels of how to implement SF3 protection.

One is to just protect the EXE, not too difficult to deal with. I believe Gangland and Singles are examples of this

Another method involves not only protecting the EXE but encrypting data files too, look at Dead To Rights for an example of that! The 'crack' was nearly a whole CD!

Then there are the 'emulated functions'. As I understand it from a reliable source, it's these 'active protected functions' in the EXE that are the bitch that has stopped the release of titles like Beyond Divinity, TOCA2 and Killswitch as they are time consuming to find/trace!!

Please correct me if I'm wrong on any of those points
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  #23  
Old 08-07-2004, 06:21
Morglum007 Morglum007 is offline
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U re right barry, but lets say the problem is not to trace such functions, but "create" the VM SF code that is removed when a dump is made.

Thats the problem with SF, finding and linking the so called p-code table to make an "universal" crack that just works for every game release, and not only in the native cracked release.

Good luck!
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  #24  
Old 08-07-2004, 06:52
Antenna Antenna is offline
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As far as I know, StarForce3 sneakily install hidden hardware devices (software dongles).

This degrades system speed/stability, and soon tools like Spybot S&D or AdAware will have no other option than to scan for, and remove these illegal "installs".
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  #25  
Old 08-07-2004, 11:50
BarryB BarryB is offline
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I'm not sure a 'universal' crack could be made Morglum, maybe coded tools to help in the tracing/creating these functions that don't get dumped, or maybe you mean once dumped, then fix it with a universal tool? Still not sure it's that easy, the developers of this protection meant it to be tough to crack, and it's proving just that!
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  #26  
Old 08-07-2004, 15:59
Morglum007 Morglum007 is offline
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Quote:
Originally Posted by BarryB
I'm not sure a 'universal' crack could be made Morglum, maybe coded tools to help in the tracing/creating these functions that don't get dumped, or maybe you mean once dumped, then fix it with a universal tool? Still not sure it's that easy, the developers of this protection meant it to be tough to crack, and it's proving just that!
Well, i think it is possible. The problem is to hook EVERY p-code, used or not, and not just the minimum required to launch with a specific release of the game. Thats like the API calls in SecuROM. In SF there is a p-code table and a "translation table" found in near .dll ( not protect.dll) The problem is to get all translated. With US/UK/german releases, it is fixed just the p-code to make working such releases, but not every one, so other releases in other countries do not have "support". the way of obtain such table will make a "universal" way of procceding.

Good luck!
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  #27  
Old 09-07-2004, 03:54
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Ok, what about those "Active protection functions",something similar to sexxurom triggers? Just checked out a "known title" and *wow* hooking every p-code sure as hell gonna take some time....nice antidebug, it took me 3 beers to get around (and some reboots) I should join your forums, Morglum..this starts to look like a real challenge heh
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  #28  
Old 09-07-2004, 06:37
Morglum007 Morglum007 is offline
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Well, that "Active protection functions" are too easy to find in SecuROM. It is just API call. SF works in another way.

Good luck!
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  #29  
Old 09-07-2004, 20:56
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Quote:
Originally Posted by Morglum007
Well, that "Active protection functions" are too easy to find in SecuROM. It is just API call. SF works in another way.

Good luck!
thats called 'triggers'

sf3 works in many ways, api rerouting, api hooking, virtual file system and p-code procs, oh and the sf3 api system doesnt work in another way, look deeper and think a little
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  #30  
Old 10-07-2004, 04:02
Morglum007 Morglum007 is offline
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Well, what i mean to say is that SF is not based on that "active functions" that are know as triggers. The difficulty of SF resides in its p-code fixing. In SecuROM it's quity easy to find such triggers, cause once dumped, iAT fixed and OEP found (with crc fixing of course), there is just to nop or jnz to jz some call to cercain API and done. Anyway, not every SecuROM released game have triggers on it, and just only a few titles have it ( commandos 3, vietcong...)
Thats like the "silent alarm" "technology" of newest safedisc, and both of them copied the Codemasters/Sta clara Fade scripting system to do that.

Anyway, SF is strong for its p-code table, not for its API system. (besides relationated, i think not mixable)

Good luck!
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