Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: Darco Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Re: Does the Final Fantasy 8 anti-mod chip CD work on Yaroze??? Date: Fri, 12 Feb 1999 17:40:07 -0500 Organization: SCEA News Server Lines: 30 Message-ID: <36C4ADC7.E594EE7E@datasys.net> References: <7a0a6u$714@scea> <36C40EC4.E4082468@datasys.net> <7a187m$o0v10@chuka.playstation.co.uk> <36C488C0.8DF59CF0@datasys.net> <7a26ck$2i82@scea> Reply-To: darco@bigfoot.com NNTP-Posting-Host: 257.dialup.datasys.net Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 4.05 [en] (Win95; U) Xref: chuka.playstation.co.uk scea.yaroze.freetalk:1175 scee.yaroze.freetalk.english:3461 Steve Tolin wrote: > > Guess what I found...... Well that didn't take long.... > > Upon checking one of my regular sites (www.rpgamer.com) I found something > quite interesting.... There is already a GameShark code to disable the > anti-mod chip code... I guess piracy is an unstopable machine... Yeouch. That kinda sucks... They could have implemented a protection scheme that was a little bit more resillient. I mean common, it was compromised with only two gameshark codes! I'm dissapointed that the programers at square didn't have the forsight to interweave the protection mechanism into the program a little bit more... Perhaps have several - 10 or 20 different instances of the protection mechanism, each with a different subroutine and a slightly way of checking. This would prove almost impossible to reverse enginer. It might not be a bad idea to have a few programers try to crack the protection scheme before they release the game. It'd probably be worth the investment, and pay for itself. Think of it as a kind of extended and more through form of beta testing. > > With this in mind I guess the chances of a proprietary medium for the PSX2 > is inevitable... > Well, I guess it would be better that way. 'Darco