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- Hardware requirements/reccomendations:
-
- Rom 1.3 or higher
- 1 Meg of memory or more
- Extra 3.5" floppy
- Hard drive
-
- Software Requirements/recommendations:
-
- Software for each project will be included.
-
- ----------------------------------------------------------
-
- There are varios types of protection schemes on disks. We will not
- be worring about the different types, such as density, dos error and
- all of those complicated errors that we could care less aboout.
-
- In this first volume, we are going to walk you thru a deprotection of
- a program that is on a regular DOS disk (with files) and that will load
- entirely into memory.
-
- Our project for Book 1 is 3D-POOL.
-
- ---------------------------------------------------------------------
-
- GOAL: Crack 3D-POOL into 1 executable file without disk protection!
-
- Analysys: We want to load the program, find a start address, save the
- program from memory, turn it into executable code...
-
- Loading the program is easy enuff. We want to now find out more about
- 3d-pool in a more tecnical aspect. To do this, 'DEBUG', a shareware
- debugger has been included to do this. Use this debugger for most
- applications because of its compact size.
-
- type DEBUG and press enter.(DEBUG is located on the Utilities Disk)
-
- Debug will boot and set there at a prompt waiting for your command...
-
- At this time, take 3d-pool original and insert it into DF0: and put
- a blank FORMATTED disk in drive DF1:
-
- at the prompt type 'L DF0:3D-POOL' and press enter. You should see
- a display similar to this:
-
- SEGMENT FIRST ADDRESS LAST ADDRESS SIZE
- 1 $c3b680 $c510f8 $15a80
-
- This should be all the information we need. At this time, write down
- where the program begins (FIRST ADDRESS) and where the program ends
- (LAST ADDRESS).
-
- The next step is to activate the program and let it run untill all the
- disk routines are done. To do this, simply press G and hit enter.
-
- The program should go into the game...if not...start over. After
- starting the game, just make sure it works fine.
-
- The next step is saving the game from memory. To do so, insert the
- 'UTILS. DISK' again and reset the computer by unsing CTRL-A-A (The 2
- capital A keys by the spacebar!)
-
- The disk will just boot to the prompt. type MONITOR. This is another
- shareware program, this one we use for saving data.
-
- at MONITOR's prompt, press enter, you will see a menu of commands, we are
- only interested in saving at this time, so we use:
-
- S DF1:3D.DATA c3b680 c510f8 [enter]
-
- This line is the command to save a file called '3D.DATA' on the disk in
- DF1: and saves it from the start address to the end address. these
- address will be different, just use the ones you wrote down!!!
-
- After saving, use x to exit from the monitor. Use the DIR command
- (DIR DF1:) to make sure it saved ok...
-
- At this time, we just have basic code or DATA on the disk...We must
- turn this into an executable file before we can play with it. To
- do this, we use another shareware program called TETRA PACKER.
-
- This program will load, crunch, and create a file that can be executed
- by just entering its name.
-
- to activate this program just type TETRA [enter]
-
- Now we will go thru the questions that tetra asks...
-
- MEGA CRUNCH = ? Just press [enter] on this prompt.
- LOWMEM = $c3b680; enter start address of program (from notes)
- HIGNMEM = $c510f8; enter end address of program (from notes)
- SCAN WIDTH = $0080; this decides how tight to crunch
- LOAD TYPE = O; this is the type of our DATA file.
- FILENAME = DF1:3D.DATA; our saved file.
- LOAD ADDRESS = $c3b680; same as start, (from your notes)
- LOAD TYPE = [enter]; we are done, we only have 1 file to crunch
-
- CRUNCHING....just wait for the colors to quit flashing...
-
- JMP address = $c3b680; the start address, again from you notes...
- FLASH = $00; 00 is my favorite, just pick one you like...
- PRODECRUNCH = Again, just press [enter] on this prompt.
- FILENAME = DF1:3D-POOL; this will be our executable file...
-
- SAVE AGAIN...only if you want..use a different filename than last save.
-
- RUN NOW = N; we must clear memory before we can run the game....
-
- At this point, turn you computer off for at least 30 seconds, we must
- make sure that there is nothing left from the game in memory so that
- our crack works properly...
-
- After reseting your computer, boot up the UTILS. DISK and at the prompt
- type 'DF1:3D-POOL' and watch it go...
-
- Congratulations, you have finished book one. Go thru this book a couple
- of time, get the feel of the tools used so far. Book 2 will be out soon.
-
-
-
- Cracker Book Volume 1 was coded in 'C' by Psycho! and Apollo 69!
-
- This package was delivered because a few friends wanted to learn how
- to de-protect their software. Remember, this is only VOLUME 1, and
- can be kinda lame for the advanced Amiga User, but tougher volumes
- will follow and will be more intense than this one.
-
- Sorry Volume 1 has no special page commands (Flipping thru pages).
- This volume has only 10 pages so why program all that extra stuff for
- such small text. If the following volumes are much larger, there will
- be page flipping.
-
- Also included in this issue of Cracker Book Volume 1, there is SOURCE
- CODE in Lattice 'C' for a BASIC SCROLLER, nothing fancy, but a start
- for the beginner.
-
- Thanks to ARCMAGE of Newark for coming up with the idea to help him
- learn to crack following a text.
-
-
- Apollo 69!
- . . .
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- . \___/ / . | \| |___/ | | \___/ | | |____
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