How to defeat a cd-lock protection
by zoltan
(24 September 1999)
CD-ROM faking
Courtesy of fravia's pages of reverse engineering ~ slightly edited by fravia+
HOW TO DEFEAT A CD-LOCK PROTECTION.
written by (c) zoltan
As example: COMMANDOS: Behind Enemy Lines
TOOLS REQUIRED:
-
SoftIce 4.0
W32Dasm, (if you want to follow)
Hackers View 6.15
TARGET:
Commandos: Behind Enemy Lines
- buy it or get the ripp + original exe.
Visit the tools section of our web page: http://protools.cjb.net a nice tool site...
Briefing about cd-lock:
Today nearly all games that get published has a form of protection called iSO protection (in the scene). It is there to prevent
end-users for pirating cd's by just copying them at home with cd-burners. Today im going to Teach you how to
reverse one of these
protections called CD-LOCK. You check if the cd you have is protected by CD-LOCK: simply explore your cd-drive and look
for 4 huge (.afp) files.
Introduction:
Another famous game: Commandos. This one was released to the public by CLASS PC on the 24th of June 1998. It's been
availible for download on the internet ever since. Think i leeched it the same day, and got the original (protected) exe from
some friends. I started cracking this (cd-check) like i thought it was, because i had never even heard of
this cd-lock protection. Anyway i cracked it fairly easy, but i had to admit to myself
that this must have been one of the hardest
(cd-check, like i thought) i had ever done.
Few months later i heard about the cd-lock protection schemes, and i was like "uhh ohh?
that protection got it's own name, cool!" ;). I actually love cracking protections
that got their own name, like CD-lock, gives sorta feeling for the scheme...
Anyways
enough crap chat... let's begin.
Start off by deleting the commandos.exe witch is Class' intro, or simply copy it over to another dir, if you
want to collect that junk like i do. Now you may delete the betasux.exe,
because that is the cracked exe from Class, and we dont
need it, since we are going to crack this game ourselfs. Run commandos.exe,
break on GetDriveTypea, press the "start a new
game" option and you should be landing here:
* Referenced by a CALL at Address:0044CAFF <- where this whole protections was
| \ called from ..
:004949F0 83EC08 sub esp, 00000008
:004949F3 A1D0266000 mov eax, dword ptr [006026D0]
:004949F8 89442400 mov dword ptr [esp], eax
:004949FC 53 push ebx
:004949FD 56 push esi
:004949FE B341 mov bl, 41
:00494A00 57 push edi
* Reference To: KERNEL32.GetDriveTypeA, Ord:00CEh
|
:00494A01 8B3514266600 mov esi, dword ptr [00662614]
* Referenced by a Jump at Address:00494A8C(C)
|
:00494A07 8D44240C lea eax, dword ptr [esp+0C]
:00494A0B 885C240C mov byte ptr [esp+0C], bl
:00494A0F 50 push eax
:00494A10 FFD6 call esi <- you are here.
:00494A12 83F805 cmp eax, 00000005 <- compare if drive is a cd-drive
:00494A15 7570 jne 00494A87 <- jump if not equal
* Possible StringData Ref from Data Obj ->"rb" <- string that means READ
|
:00494A17 68900F5F00 push 005F0F90
:00494A1C 881D10266000 mov byte ptr [00602610], bl
* Possible StringData Ref from Data Obj ->"d:\TBTP.AFP" <- our friend.
|
:00494A22 6810266000 push 00602610 <- cdletter:\TBTP.AFP
:00494A27 881D20266000 mov byte ptr [00602620], bl <- cdletter:\BBVN.AFP
:00494A2D 881D30266000 mov byte ptr [00602630], bl <- cdletter:\ETAO.AFP
:00494A33 881D40266000 mov byte ptr [00602640], bl <- cdletter:\BTBW.AFP
:00494A39 E8D2A81300 call 005CF310 <- check if they are there ..
:00494A3E 83C408 add esp, 8
:00494A41 8BF8 mov edi, eax <- mov checksum result to edi
:00494A43 85FF test edi, edi <- if edi == 1
:00494A45 750A jne 00494A51 <- the files exists! ..
:00494A47 C744241000000000 mov [esp+10], 0 <- mov [esp+10], 0 = file doesnt exist
:00494A4F EB2E jmp 00494A7F <- jump and try again.
* Referenced by a Jump at Address:00494A45(C)
|
:00494A51 6A00 push 00000000
:00494A53 6800A08329 push 2983A000
:00494A58 57 push edi
:00494A59 E8C2AD1300 call 005CF820 <- SetFilePointer
:00494A5E 83C40C add esp, 0000000C
:00494A61 57 push edi
:00494A62 E879AD1300 call 005CF7E0 <- ReadFile
:00494A67 83C404 add esp, 00000004
:00494A6A 33C9 xor ecx, ecx
:00494A6C 83F829 cmp eax, 00000029 <- compare ...
:00494A6F 0F94C1 sete cl
:00494A72 894C2410 mov dword ptr [esp+10], ecx
:00494A76 57 push edi
:00494A77 E8F4A71300 call 005CF270
:00494A7C 83C404 add esp, 00000004
* Referenced by a Jump at Address:00494A4F(U)
|
:00494A7F 8B442410 mov eax, dword ptr [esp+10] <- if [esp+10] = 1 your good cracker.
:00494A83 85C0 test eax, eax <- if eax == 1 then jump ..
:00494A85 7514 jne 00494A9B <- continue with game ...
* Referenced by a Jump at Address:00494A15(C)
|
:00494A87 FEC3 inc bl
:00494A89 80FB5A cmp bl, 5A <- compare bl, 5Ah
:00494A8C 0F8E75FFFFFF jle 00494A07 <- jump and try again with next drive.
:00494A92 33C0 xor eax, eax <- baad cracker.
:00494A94 5F... ...popout and ret
* Referenced by a Jump at Address:00494A85(C)
|
:00494A9B B801000000 mov eax, 00000001 <- good cracker.
:00494AA0 5F... ...popout and ret
NOW. goto the code location where all this crap was called from, you should be here:
* Referenced by a CALL at Addresses:00447E9C, :00448015 <- (here are the 2 calls)
|
:0044CAF0 83EC0C sub esp, 0000000C
:0044CAF3 A1980A5F00 mov eax, dword ptr [005F0A98]
:0044CAF8 85C0 test eax, eax
:0044CAFA 90 nop
:0044CAFB 53 push ebx
:0044CAFC 56 push esi
:0044CAFD 7413 je 0044CB12
:0044CAFF E8EC7E0400 call 004949F0 <- call check ..
:0044CB04 85C0 test eax, eax <- eax=1
:0044CB06 740A je 0044CB12 <- continue with game ..
:0044CB08 C705980A5F0000000000 mov dword ptr [005F0A98], 00000000
* Referenced by a Jump at Addresses:0044CAFD(C), :0044CB06(C)
|
* Possible StringData Ref from Data Obj ->"rb"
|
:0044CB12 68900F5F00 push 005F0F90
:0044CB17 BB00000000 mov ebx, 00000000
* Possible StringData Ref from Data Obj ->"d:\TBTP.AFP"
|
:0044CB1C 6810266000 push 00602610
:0044CB21 E8EA271800 call 005CF310
:0044CB26 83C408 add esp, 00000008
:0044CB29 8BF0 mov esi, eax
more code, more code... but you don't need to care about it ...
The best and the simplest way to crack this protection is probably to
find where the protection was called
from and then just simply cut isnide like this:
:00447E91 8883100D0000 mov byte ptr [ebx+00000D10], al
:00447E97 E834321200 call 0056B0D0
:00447E9C E84F4C0000 call 0044CAF0 <- where it was called from the first time.
:00447EA1 85C0 test eax, eax <- eax=1: good cracker, eax=0: baad cracker
:00447EA3 7418 je 00447EBD <- continue with game ..
:00447EA5 8D442418 lea eax, dword ptr [esp+18]
:00447EA9 8B4C2434 mov ecx, dword ptr [esp+34]
Second Call:
* Referenced by a Jump at Address:0044800C(U)
|
:00448015 E8D64A0000 call 0044CAF0 <- where it got called from the 2th time.
:0044801A 85C0 test eax, eax <- same as above.
:0044801C 7418 je 00448036 <- same as above..
:0044801E 8D442418 lea eax, dword ptr [esp+18]
You simply change both calls to mov eax, 1, and the game should run smooth. ;)
Special greets to: BMonkey, Carphatia, Fravia+, Neural_Noise ...
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