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Copy Protection


Copy Protection

Postby pappaxray » Oct 10, 2005 @ 8:34pm

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Postby mm40 » Oct 13, 2005 @ 3:15am

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Postby StephC » Oct 13, 2005 @ 3:56am

Stephane Cocquereaumont / Game Developer at <a href=http://int13.net>int13 production</a> (code monkey)
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Postby Conan » Oct 13, 2005 @ 6:36am

What is Best in Life ?
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Postby sponge » Oct 13, 2005 @ 6:56am

holy internets batman.
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Postby pappaxray » Oct 13, 2005 @ 10:20am

Thanks, after reading around the following approach looks quite promising :

Gather some system information (mac address would be ideal, but not all ppcs have built in network cards, dunno if there is another unique id), then generate a hash from that and send it to an online server. The server would then generate an authentication key from that which the ppc could verify against its public key. In the actual game this key would be verified in various places (obviously not calling the same check function :) ), but if the verification failed, the game would not immediately die, but enter an invalid state : eg disabling an important trigger or reducing the characters jump distance by a tiny amount :). The idea is to make cracking it like bugfixing, crash bugs are easy to fix, whereas the more subtle ones can be a real nightmare.
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Postby StephC » Oct 13, 2005 @ 10:41am

Stephane Cocquereaumont / Game Developer at <a href=http://int13.net>int13 production</a> (code monkey)
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Postby BIGBEN » Oct 13, 2005 @ 1:17pm

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Postby pappaxray » Oct 13, 2005 @ 5:03pm

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Postby mamaich » Oct 14, 2005 @ 12:49am

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