===> THE BASICS OF BASIC CRACKING <=== BY : COPY/CAT OF */HI-RES<>HIJACKERS/* THIS ARTICLE WILL ATTEMPT TO SHOW HOW T O CRACK PROGRAMS AT THE VERY BEGINNING LEVEL USING EXAMPLES OF SEVERAL GAMES W HICH ARE NOT GOOD GAMES, BUT ARE GOOD T O DEMONSTRATE JUST HOW TO START OFF IN THE FIELD OF CRACKING. DEMUFFIN PLUS IS A PROGRAM THAT WAS MAD E FROM THE PROGRAM "MUFFIN", FOUND ON T HE SYSTEM MASTER. MUFFIN CONVERTS DOS 3.2 FILES TO DOS 3.3. DEMUFFIN PLUS, O N THE OTHER HAND, IS MODIFIED TO CONVER T ANY SEMI-NORMAL DOS TO DOS 3.3. HOW IT DOES THIS IS AS FOLLOWS: [1] READ FILES FROM THE PROTECTED DISK USING THE DOS IN MEMORY [2] WRITE THE FILES TO A NORMAL DOS 3.3 SINCE DEMUFFIN PLUS ITSELF HAS THE DOS 3.3 DATA INSIDE THE PROGRAM. YOU CAN TELL IF A PROGRAM MIGHT BE ABLE TO BE CRACKED WITH DEMUFFIN PLUS IF YO U SEE THE APPLESOFT PROMPT (]) WHILE TH E PROGRAM BOOTS. IF IT DOES SHOW THAT PROMPT, DO THIS: ]BLOAD DEMUFFIN PLUS,A$6000 ]PR#6 (PROTECTED DISK) AS THE DISK BOOTS, HOLD DOWN A ND THE REPEAT KEY. MOST OF THE TIME YO U WILL BREAK OUT, IF ONLY TEMPORARILY. ONCE YOU GET THE APPLESOFT PROMPT AND THE CURSOR, TRY A CALL-151 TO GET INTO THE MONITOR. AS AN EXAMPLE, KLONDIKE 2 000 CAN BE BROKEN OUT OF AND CRACKED WI TH CTRL-C AND THE STEP LISTED BELOW. I F, HOWEVER, YOU TRY A CALL-151 AND THE PROGRAM RESTARTS OR REBOOTS (TYPICAL OF OLD BR0DERBUND PROTECTIONS), THEN YOU WILL NEED AN OLD MONITOR OR AT LEAST A RAMCARD (A LISTING OF THE OLD MONITOR E MULATOR IS AT THE END OF THIS FILE). IF YOU HAVE EITHER THEN JUST BREAK OUT INTO THE MONITOR. ONCE IN THE MONITOR BY ANY METHOD, DO THIS: *803<6000.8000M N 803G THIS COMMAND MOVES DEMUFFIN PLUS FROM $ 6000 TO $803, WHERE IT CAN RUN. NOW JU ST USE DEMUFFIN PLUS AS IF YOU WERE USI NG MUFFIN, EXCEPT SINCE YOU DON'T KNOW THE FILENAMES, YOU MUST USE THE "=" WIL DCARD CHARACTER WHEN ASKED FOR THE FILE NAME. THIS SHOULD COPY ALL THE FILES T O YOUR DOS 3.3 DISK, AND THE PROGRAM SH OULD BE CRACKED. IF ALL THE FILES COPY BUT THE PROGRAM DOESN'T WORK, THEN THE RE MAY BE A NIBBLE COUNT OR OTHER CHECK . SEE PART ][. IF THE PROGRAM CAN'T E VEN READ ONE FILE FROM THE PROTECTED DI SK, THEN DEMUFFIN PLUS CANNOT CRACK THA T PROGRAM. THE FOLLOWING STEPS ASSUME YOU HAVE AN APPLE ][+ (NOT ][E!) WITH A RAMCARD IN SLOT 0. ]CALL-151 *B800 (RETURN) *C081 (RETURN) *D000, YOU SEE A MESSAGE THAT SAYS "UNAUTHORIZED COPY". TO FIND OUT HOW THEY KNEW THAT, YOU M UST LOOK AT THE MACHINE LANGUAGE FILES. THE HELLO PROGRAM RUNS "OBJ.HELLO", S O BLOAD THAT FILE. BY CHECKING BYTES $ AA72 AND $AA73 YOU SEE THAT THE FILE ST ARTS AT $803. LIST THE PROGRAM (803L) AND LOOK AT THE PROGRAM TO SEE WHAT IT DOES. YOU'LL SEE A BUNCH OF ??? COMMAN DS, WHICH USUALLY INDICATES TEXT. BY L OOKING AT THEIR ASCII VALUES YOU'LL SEE THAT IT SPELLS OUT "BLOAD HEAD.PIC" SO YOU KNOW WHERE YOU ARE IN TERMS OF TIM E. SINCE THE PROGRAM CRASHES AFTER LOA DING THE FILE LOOK AT THE PART AFTER TH E BLOAD. YOU WILL SEE A JSR TO $4000 W HICH IS STRANGE SINCE THAT'S THE END OF HI-RES PAGE 1. GET OUT OF THE MONITOR AND CATALOG THE DISK. HMM! THE PICTUR ES HEAD.PIC AND HAWK.PIC ARE BOTH 35 SE CTORS, ONE TOO LONG FOR A REGULAR PICTU RE. BLOADING THE PICTURE AND LOOKING A T $4000 SHOWS A LITTLE SUBROUTINE THAT UPON RUNNING, RUNS THE DISK DRIVE. VER Y PECULIAR. INSTEAD OF NO-OPING (EA) T HE ENTIRE END OF BOTH PICTURE, SIMPLY L OOK FOR JSR'S TO $4000. IN THE FILE "O BJ.HELLO" THERE ARE TWO; ONE AT $844 AN D ANOTHER AT $864. "EA" ALL THREE BYTE S FOR BOTH LOCATIONS. BSAVE THE FILE ( A$803,L$BD) AND BOOT THE DISK. THIS TI ME WE GOT TO THE SECOND TITLEPAGE BUT I T ALSO CRASHED SO LOOK AT THE SECOND FI LE, OBJ.DEMO. A QUICK LISTING WILL GET US TO THE MAIN PROGRAM PAST ALL THE BR K'S (00) AND THE FIRST THING YOU SEE, I S AT 8E3 WHICH IS ANOTHER JSR TO $4000. "EA" THAT JSR AND SAVE THE FILE (A$80 3,L$765). NOW BOOT ONCE AGAIN, AND THE GAME RUNS. SHADOWHAWK ONE IS NOW CRAC KED. THIS IS THE USUAL WAY TO NIBBLE C OUNT (JSR) BUT NOT THE USUAL WAY OF FIN DING IT. MOST TIMES YOU WILL NOT BE GI VEN REGULAR DOS 3.3 AND FILES THAT CAN BE LOOKED OVER SO EASILY. IT MAY TAKE DEMUFFIN PLUS TO CONVERT THE FILES, THE N REMOVE THE JSR USING "EA EA EA". PART /// - HIDDEN NIBBLE COUNTS NOW THAT YOU HAVE SEEN HOW NIBBLE COUNT S USUALLY OPERATE, WE WILL GO INTO THE AREA OF HIDDEN NIBBLE COUNTS. THE BEST EXAMPLE OF A HIDDEN NIBBLE COUNT IS IN THE SCOTT ADAMS ADVENTURE SERIES. ALT HOUGH I PERSONALLY HAVE ONLY SEEN SAGA #3, CRACKER JACK HAS TOLD ME THAT IN #2 A SIMILAR PROTECTION WAS USED. IN ANY EVENT, SAGA #3 CAN BE EASILY DEMUFFINE D TO A DOS 3.3 DISK. ONCE YOU HAVE DON E THAT (USING THE STEPS IN PART I) TRY BOOTING UP THE DISK. IT WILL SEEM TO W ORK FINE, BUT TRY GOING WEST TWICE TO T HE LOCKER ROOM. IN THE ROOM IS A PAIL. PICK IT UP (NO, THIS ISN'T A SOLVER F ILE). THE DISK DRIVE WILL RUN NORMALLY , THEN MAKE A FUNNY "SHLOOK" NOISE. THIS IS ALWAYS IS A SIGN OF A NIBBLE C OUNT (ESPECIALLY THE ADVENTURE INTERNAT IONAL TYPE). IT WILL BEEP AND SAY "O.K ." AND REBOOT. WELL NOW ALL YOU HAVE T O DO IS FIND THE NIBBLE COUNT AND REMOV E IT. EASIER SAID THAN DONE. BY LOOKI NG AT THE LOADER PROGRAM, YOU WILL FIND THAT THE MAIN FILES ARE M1, M2 AND M3. LET THE LOADER PROGRAM LOAD THEM IN A T THE CORRECT PLACES FOR YOU, THEN GO I NTO THE MONITOR. SINCE THE WAY THE PRO GRAM ACCESSES THESE FILES IS IN MACHINE LANGUAGE, THERE ISN'T TOO MUCH TO DO E XCEPT LOOK AT THE BEGINNING OF EACH FIL E AND POKING AROUND. AFTER SEVERAL ATT EMPTS AT RUNNING LIKELY SUBROUTINES BY DOING A ####G AT THE STARTS OF ROUTINES , YOU WILL FIND THAT THE NIBBLE COUNT I S SIMPLY NOT THERE. IN FACT, THERE IS VERY LITTLE ACTUAL PROGRAM IN MEMORY. NOW THE POSSIBILITY OF THE NIBBLE COUNT BEING IN ANOTHER FILE SEEMS LIKELY. I NSTEAD OF LOADING ALL HUNDRED OR SO PIC TURE FILES, A GOOD WAY TO LOOK IS TO LE T THE ADVENTURE LOAD IT IN FOR YOU. SO BOOT IT AGAIN AND PLAY UP TO THE ROOM WITH THE PAIL. TYPE "GET PAIL", AND WH EN THE DRIVE STARTS MAKING THAT FUNNY S OUND AGAIN, HIT . NOW WE CAN LO OK AT MEMORY THAT IS PRESENT DURING THE ACTUAL NIBBLE COUNT. AFTER SEVERAL FR UITLESS ATTEMPTS AT RUNNING SUBROUTINES , YOU SHOULD EVENTUALLY FIND THAT THE N IBBLE COUNT'S STARTING LOCATION IS AT $ 1E7B. SINCE WE DON'T KNOW WHAT FILE LO ADED IN $1E7B, WE LOOK AT THE THREE ORI GINAL FILES (M1, M2, M3) TO SEE IF ANY OF THEM CONTAIN THE ADDRESS (NOT NECESS ARILY THE ACTUAL NIBBLE COUNT) WHERE TH E NIBBLE COUNT STARTS. YOU WILL FIND T HAT "M1" RUNS OVER THE LOCATIONS AROUND $1E7B. NOW LIST FROM $1E70 TO THE PRI NTER. THEN WE CAN COMPARE THAT TO THE SAME LISTING AFTER THE NIBBLE COUNT APP EARS. A QUICK EXAMINATION SHOWS THAT T HE LOCATIONS $1E70 THROUGH $1E7A ARE TH E SAME. WHILE IT LOOKS LIKE GARBAGE, W HEN THE NIBBLE COUNT ROUTINE APPEARS AT LOCATION $1E7B IT IS ACTUALLY PART OF THE PROGRAM. NOW WE HAVE TWO OPTIONS. THE FIRST WOULD BE TO FIND WHERE THE M AIN ADVENTURE JSR'S TO $1E70 OR THEREAB OUTS. THE SECOND IS TO SKIP OVER THE N IBBLE COUNT SUBROUTINE AND RETURN WITHO UT ACTUALLY DOING THE NIBBLE COUNT. SI NCE THE ADVENTURE MAY JSR TO THE NIBBLE COUNT MORE THAN ONCE, IT WOULD BE WISE R TO USE THE SECOND OPTION. TO MAKE TH E ROUTINE RETURN WITHOUT DOING ANYTHING , JUST PUT AN "EA" (NOP OR NO OPERATION ) AT LOCATION $1E70 AND A "60" (RTS OR RETURN FROM SUBROUTINE) AT LOCATION $1E 71. BSAVE M1 TO THE DISK AND RUN THE G AME. THE PAIL CAN NOW BE PICKED UP WIT HOUT ANY DISK DRIVE ACCESS, AND THE GAM