New Securom + Serial activation protection
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highstuff




Posts: 1976
Location: Netherlands
PostPosted: Fri, 31st Aug 2007 21:56    Post subject:
if you can deactivate an activation then an ghost hd image restores the activation you don't need to stay connected to play the game once its activated right?. thats why I said after you restore the ghost image block bioshock.exe , cause perhaps some info is shared and it will detect that the game activation was uninstalled/deactivated. so to bypas the activation limit this way should work. handing out the image won't work ,cause of the hardware check.
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SpykeZ




Posts: 23710

PostPosted: Fri, 31st Aug 2007 23:03    Post subject:
...your really thinking too much into this lmao *grabs head from spinning*


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LeoNatan
☢ NFOHump Despot ☢



Posts: 73194
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Fri, 31st Aug 2007 23:49    Post subject:
Hold on, say I have it installed, right? And I change a mobo, CPU, GPU, sound card and whatever else. Windows installation is the same. Is the activation revoked or does it stay activated?

If I have to uninstall in order to upgrade hardware then install again, lulz at the stupidity.
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SuicideRun




Posts: 168

PostPosted: Sat, 1st Sep 2007 02:37    Post subject:
Ignitionnet wrote:
It's certainly the future of protections, the online activation element, and as the game is not cracked yet it's done its' job.
the future of protections has been cracked. back to the drawing board.
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Ignitionnet




Posts: 7

PostPosted: Sat, 1st Sep 2007 11:00    Post subject:
This version perhaps but I'm sure we'll see more online activation in the future.
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Ace170780




Posts: 472

PostPosted: Sat, 1st Sep 2007 17:11    Post subject:
it hasn't been cracked it has been bypassed.
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highstuff




Posts: 1976
Location: Netherlands
PostPosted: Sun, 2nd Sep 2007 13:01    Post subject:
Ignitionnet wrote:
This version perhaps but I'm sure we'll see more online activation in the future.


probably but look at all the complaints from legit users ,I just read at the 2k forum lol this is real fun this will go down the same road as starforce. and its already cracked Smile 2k will now get even more complaints poor legit users. legit customers are turning into pirates cause of lame protections like this.
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Oddmaker
Moderator



Posts: 2586

PostPosted: Sun, 9th Sep 2007 23:03    Post subject: Re: New Securom + Serial activation protection
bill_the_one wrote:
I just hope that this new strong protection is a very expensive SR7 option for the publishers otherwise we'll have a very poor y07 end Laughing

I'm just curious to understand why some other games (such as tiger wood 0Cool are still protected by the old securom CP ...)


EA wont use new Securom because they use their own CD-Keys, If they did then they would need to be in full contact with Securom to work a way around adding EA's cd-keys as activation.
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Selt




Posts: 1493

PostPosted: Mon, 10th Sep 2007 09:22    Post subject: Re: New Securom + Serial activation protection
Oddmaker wrote:
bill_the_one wrote:
I just hope that this new strong protection is a very expensive SR7 option for the publishers otherwise we'll have a very poor y07 end Laughing

I'm just curious to understand why some other games (such as tiger wood 0Cool are still protected by the old securom CP ...)


EA wont use new Securom because they use their own CD-Keys, If they did then they would need to be in full contact with Securom to work a way around adding EA's cd-keys as activation.


well noone forbids them to use securom's cdkeys for activation and EA's ones for online play. just print a sheet with 2 cdkey on it and it's done
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Spiderman
Banned



Posts: 5877

PostPosted: Mon, 10th Sep 2007 15:03    Post subject: Re: New Securom + Serial activation protection
Selt wrote:
Oddmaker wrote:
bill_the_one wrote:
I just hope that this new strong protection is a very expensive SR7 option for the publishers otherwise we'll have a very poor y07 end Laughing

I'm just curious to understand why some other games (such as tiger wood 0Cool are still protected by the old securom CP ...)


EA wont use new Securom because they use their own CD-Keys, If they did then they would need to be in full contact with Securom to work a way around adding EA's cd-keys as activation.


well noone forbids them to use securom's cdkeys for activation and EA's ones for online play. just print a sheet with 2 cdkey on it and it's done

are you insane the people of America will have problems with that
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necro2k




Posts: 50

PostPosted: Thu, 4th Oct 2007 08:40    Post subject:
Yes there will probably a lot more of those "You either deinstall Daemon Tools or you have to activate your copy Online" Type of Protections. This will not only go for Securom, but also the Tages/Solidshield combinaton with Online Activation seems to be a strong sheme.

I guess DT will try to mask itself in future versions by renaming the driver etc. which will sooner or later lead to Online or Phone Activation Only Games, at least for the big publishers who can provide big call centers just for the heck of it.

Activation Only with no disc check will have alot advantages for the publisher/developer such as:

- No Leaks. Noone will care if an ISO of a popular Game will leak, as it wont run anyway with the activation servers being off. Not even a cracked copy might arise early, as it will possibly require the game to run to crack it.

- No Shop Advantages by early selling. The game will not run until the Activation Servers are up.

- P2P Clones and Scene Clone Groups will disappear on major titles, as they wont be able to emulate the Protection anymore

- Crackers, besides their ability to understand the protection, will possibly need a legit serial to fully unpack the protection. A simple Clone is not enough anymore.

It won´t look that good on the buyers side though. Activation Servers tend to be down or laggy once every while, and phone support might be busy.

Hence ... as much as i understand it from a developers point of view, i still cannot support it as a Buyer and i will continue to refuse buying games protected that way.

Still i can´t resist to share my gleeful feeling with you: The same ppl who were sayin that Cracking Groups are Useless cause there are Clones are now begging for a Settlers Crack because DT is being rendered useless by the 1.1 update. Wink Heck, they are even begging on the DT official Forums. Wink Damn those leechers, haha.

All in all i guess that these new protections will make the Scene stronger in the long term. The wheat will seperate itself from the caff, clone groups will disappear. Good cracks will be honored again.
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Ignitionnet




Posts: 7

PostPosted: Sun, 7th Oct 2007 00:15    Post subject:
Even now Bioshock is causing problems I see.

Release from FLT with a bad crack, crackfix from FLTDOX which has been nuked at group request, probably because it doesn't work.

It's quite entertaining watching the crackers trying to work their way through the protections when things like this happen.

As with everything badly implemented protection means an easy crack, protection well integrated into the code means a real biatch to break Smile

See if FLT have a permanent fix waiting in the wings, race is probably still on in a big way for first fully working Bioshock.
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LeoNatan
☢ NFOHump Despot ☢



Posts: 73194
Location: Ramat Gan, Israel 🇮🇱
PostPosted: Sun, 7th Oct 2007 01:10    Post subject:
Ignitionnet wrote:
Even now Bioshock is causing problems I see.

Release from FLT with a bad crack, crackfix from FLTDOX which has been nuked at group request, probably because it doesn't work.

It's quite entertaining watching the crackers trying to work their way through the protections when things like this happen.

As with everything badly implemented protection means an easy crack, protection well integrated into the code means a real biatch to break Smile

See if FLT have a permanent fix waiting in the wings, race is probably still on in a big way for first fully working Bioshock.

Dude, a crack for BShock has been out for a long long time. The stupid scene and its crappy crackers are still fighting to properly crack it. Check out the ScenePwnd crack.
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bill_the_one




Posts: 999
Location: Just near you...
PostPosted: Sun, 7th Oct 2007 10:05    Post subject:
Hasn't it been said instead that Darkcoder crack was a loader in fact Confused
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jaapie18




Posts: 2432
Location: Holland
PostPosted: Sun, 7th Oct 2007 10:35    Post subject:
bill_the_one wrote:
Hasn't it been said instead that Darkcoder crack was a loader in fact Confused


Who cares it works
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Ignitionnet




Posts: 7

PostPosted: Sun, 7th Oct 2007 10:49    Post subject:
LeoNatan wrote:
Dude, a crack for BShock has been out for a long long time. The stupid scene and its crappy crackers are still fighting to properly crack it. Check out the ScenePwnd crack.


That's not nice Wink

I trust you never download any scene releases as they are stupid and have crappy crackers Wink
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Spiderman
Banned



Posts: 5877

PostPosted: Sun, 7th Oct 2007 13:37    Post subject:
Ignitionnet wrote:
LeoNatan wrote:
Dude, a crack for BShock has been out for a long long time. The stupid scene and its crappy crackers are still fighting to properly crack it. Check out the ScenePwnd crack.


That's not nice Wink

I trust you never download any scene releases as they are stupid and have crappy crackers Wink

you should say One-click-unwrapers left behind from the old crackers that hate the new GAY scene or stolen from others

yes Scene is SO fucking awesome Rolling Eyes
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Ignitionnet




Posts: 7

PostPosted: Sun, 7th Oct 2007 13:52    Post subject:
BlueSkyz wrote:
you should say One-click-unwrapers left behind from the old crackers that hate the new GAY scene or stolen from others

yes Scene is SO fucking awesome Rolling Eyes


OK Sorry, so I guess you don't download anything that has had the one-click-unwrapper treatment done to it by the new scene yes? Smile

Gay/crappy or not while you're sucking up their product you can't really criticise too much Wink
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necro2k




Posts: 50

PostPosted: Sun, 7th Oct 2007 22:07    Post subject:
Securom 7 Protection Whitepaper is now available as a public download anyway. Smile


"Fiat iustitia et pereat mundus"
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Ignitionnet




Posts: 7

PostPosted: Mon, 8th Oct 2007 16:25    Post subject:
necro2k wrote:
Securom 7 Protection Whitepaper is now available as a public download anyway. Smile


From the usual places? Smile
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Smurf Stomper




Posts: 391
Location: Texas
PostPosted: Mon, 8th Oct 2007 16:54    Post subject:
is that on the securom site, or?


piracy isn't a hobby, it's a way of life
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necro2k




Posts: 50

PostPosted: Mon, 8th Oct 2007 18:19    Post subject:
cracking.accessroot.com Wink


"Fiat iustitia et pereat mundus"
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highstuff




Posts: 1976
Location: Netherlands
PostPosted: Tue, 9th Oct 2007 12:26    Post subject:
necro2k wrote:
cracking.accessroot.com Wink


thats awesome Smile

Special_Issue_for_SecuRom_7.30.0014_Complete_Owning_by_ARTeam
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yoyoxp




Posts: 567
Location: Dublin
PostPosted: Tue, 9th Oct 2007 19:15    Post subject:
highstuff wrote:
necro2k wrote:
cracking.accessroot.com Wink


thats awesome Smile

Special_Issue_for_SecuRom_7.30.0014_Complete_Owning_by_ARTeam

Yes interesting read Smile Also a few sample scripts, dumpers for those who know how to reverse

Nick Laughing
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FloatyPenDude




Posts: 4

PostPosted: Sat, 21st Jun 2008 13:10    Post subject:
I've done some poking around with this and I believe I have managed to reduce this down to a keygen problem by bypassing and spoofing the server. Unfortunately, I know very little outside of theory when it comes to this particular field. How it basically functions is that the game contacts the servers with two input codes, an apparently arbitrary code and your serial, and returns an "unlock code". This unlock code must somehow be mathematically validated by the client program. By spoofing the servers, you can bypass all the validity checking, but I don't have sufficient background in taking apart a SecuROM-encapsulated executable and ripping the authorization information out of it. If someone can extract the algorithm used, we are in business. Mass Defect and Spore are both likely to be susceptible. This method should remove the need to actually alter any core executables at all, leaving cracking as a mostly academic exercise performed for amusement.


Last edited by FloatyPenDude on Sat, 21st Jun 2008 13:14; edited 1 time in total
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VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Sat, 21st Jun 2008 13:14    Post subject:
FloatyPenDude wrote:
I've done some poking around with this and I believe I have managed to reduce this down to a keygen problem by bypassing and spoofing the server. Unfortunately, I know very little outside of theory when it comes to this particular field.

No kidding Sherlok. If you can emulate the securom servers, calculate the correct hw-key and make it return it, you can activate offline.

But who has the skills to do it ?
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FloatyPenDude




Posts: 4

PostPosted: Sat, 21st Jun 2008 13:17    Post subject:
VGAdeadcafe wrote:
No kidding Sherlok. If you can emulate the securom servers, calculate the correct hw-key and make it return it, you can activate offline.
Well, emulating the SecuROM servers is surprisingly easy. I've already managed to get it to accept arbitrary responses of my choosing, although so far, the only thing I can make is convincing rejections and messages which crash the game.

VGAdeadcafe wrote:
But who has the skills to do it ?
Presumably, anyone who can write a keygen. I would think this is not quite as high a bar as trying to rip every last bit of SecuROM and its boobytraps from the executables itself for each and every edition of the each and every game. This is the hard part. The actual emulation is trivial. In my mind, this strikes me as a weaker protection than previous SecuROMs, given that it comes down to a simple keygen puzzle. All the information of what a valid returned key given a serial and a supplied hwid, which the program itself will supply, constitutes, is local to the client.
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VGAdeadcafe




Posts: 22230
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PostPosted: Sat, 21st Jun 2008 13:27    Post subject:
@ FloatyPenDude
How would someone make a keygen ? How to calculate the hardware-based key ? Brute-forcing is surely out of the question. And the actual calculation is being made at securom's servers.

I still think conventional unwrapping is the most successful way to go.

If you want to emulate something it should be the hardware info that securom gathers from the PC it runs on. So you can fake that and use the emulated server to return a key that you know it's correct (from the pc that the hw info actually is correct)
Quote:

All the information of what a valid returned key given a serial and a supplied hwid, which the program itself will supply, constitutes, is local to the client.

Why ? Securom doesn't NEED to CHECK and COMPARE values. It just uses them for a decryption key ... if they are wrong ...

P.S.: All the above are my guesswork !
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evlncrn8




Posts: 187

PostPosted: Sat, 21st Jun 2008 13:31    Post subject:
erm, the keygen puzzle as you call it is only the first part, to crack it properly you'd also then have to remove the securom protection which is there after the key stuff is done... i doubt a generic keygen for every single game protected with securom pa is possible, simply because the skill levels of the current crackers are well below what they used to be in the scene...
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FloatyPenDude




Posts: 4

PostPosted: Sat, 21st Jun 2008 13:41    Post subject:
evlncrn8 wrote:
erm, the keygen puzzle as you call it is only the first part, to crack it properly you'd also then have to remove the securom protection which is there after the key stuff is done...
Removal of SecuROM itself is a purely academic exercise if it can be simply undermined with a keygen based on a spoof activation server. I've been prodding this thing for a few days now. I already got it to activate cleanly on an MITM server, the only problem was that I had to feed an actual key seperately to the real server to get back the valid input because I haven't reversed the keygen process. History suggests that this approach has merit, given that Steam is also broken the same way.

VGAdeadcafe wrote:
@ FloatyPenDude
How would someone make a keygen ? How to calculate the hardware-based key ? Brute-forcing is surely out of the question. And the actual calculation is being made at securom's servers.
Well, hardware-key is calculated by the game and transmitted over the network, so it was easy to pick up. Same story with the serial. Given these two inputs, the server returns a valid "unlock code" which somehow must be understood by the game. In theory, the code that produces this validation is therefore buried in the game's guts much like any other serial validation. Unfortunately, failed codes simply terminate silently, which falls outside my limited experience in this field.

VGAdeadcafe wrote:
I still think conventional unwrapping is the most successful way to go.
Not disparaging that as a possibility.

VGAdeadcafe wrote:
Why ? Securom doesn't NEED to CHECK and COMPARE values. It just uses them for a decryption key ... if they are wrong ...

P.S.: All the above are my guesswork !
That is also a possibility. But as a pure decryption key, I am a little skeptical: First, the format is a bit too human-readable. In theory, the system could have been made much less invasive as a result, since the codes are in a format which COULD be transferred by email. Second, they're non-idempotent. I submitted the same HWID and key combination a dozen times, and every time I got back a different response. If it was a decryption key, then given the same inputs, wouldn't the results come back the same?
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