Path: chuka.playstation.co.uk!news From: "Rad" Newsgroups: scea.yaroze.freetalk,scee.yaroze.freetalk.english Subject: Re: Does the Final Fantasy 8 anti-mod chip CD work on Yaroze??? Date: Sat, 13 Feb 1999 02:20:13 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 50 Message-ID: <7a2nh2$7op9@chuka.playstation.co.uk> References: <7a0a6u$714@scea> <36C40EC4.E4082468@datasys.net> <7a187m$o0v10@chuka.playstation.co.uk> <36C488C0.8DF59CF0@datasys.net> <7a26ck$2i82@scea> <36C4ADC7.E594EE7E@datasys.net> NNTP-Posting-Host: vil-41.village.gre.ac.uk X-Newsreader: Microsoft Outlook Express 4.72.3110.5 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.3110.3 Xref: chuka.playstation.co.uk scea.yaroze.freetalk:1177 scee.yaroze.freetalk.english:3464 Look, at the end of the day no matter how much time they spend on the protection scheme it's gonna get cracked one way or another. Now don't get me wrong I'm all against piracy, if a game is worth playing then its definitely worth buying otherwise don't bother with it, simple as that. I mean Square could have spent most of their time developing a kick ass protection scheme which did 100 checks per frame with 1000 different methods of doing it but then it wouldn't be much of a game would it! So instead of trying to make it 99.9% pirate proof they probably decided to concentrate on the game! Rad. rad@cyberdude.com http://www.netyaroze-europe.com/~radpsx Darco wrote in message <36C4ADC7.E594EE7E@datasys.net>... >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