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We were cracking games in the early 90ies using Borland Turbo Debugger on two machines with a null modem between them.


A blog post about this would probably be interesting to many on HN, especially if you can remember the details.


From a technical perspective I doubt I will be able to bring a whole lot more to the table than the Fravia articles already linked to. We were just a couple of guys trying to code demos, and cracking for the fun of it. We never releasing anything - all of the games were already cracked by others, and our demos were not very impressive :) But a common technique when bypassing "auth-code barriers" was to enter some text in the "textbox", that you were certain wasn't in RAM already (think profanities), break to the debugger before submitting the input, search entire mem for the text you entered, set a read-breakpoint on the found mem location so that when the game starts to validate your input, the breakpoint is triggered and you can single step through the disassembled validate logic of the game.

The remote debugging was needed as switching between the graphics mode of the game and text mode of the debugger was totally unstable - Now that I think of it, it might actually have been a "anti-debugging" measure of some games, as I vividly recall a Bards Tale cracking session on a single machine.


But he should have told people to change the initial knot and not the "bow" - same result but way easier to learn.


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