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Bringing a decade old vector editor back to life

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Re: Bringing a decade old vector editor back to life

#31
post #12

I've reverse engineered a number of content encryption schemes. It's always a ton of fun, and you get to see the large amount of psychological warfare at play at the higher tiers. A very common trick that I've seen in a lot of Japanese games, for offline material, is to combine a hashing system and encryption. That is, the game will attempt to load "main.script", which is a custom bytecode scripting language. The fil…

Which parts are the coroutines?

Re: Bringing a decade old vector editor back to life

#32

What is the backstory behind why the company stopped selling this software? Has anyone asked the author or company about it? Would it be worth asking them to release the source since it's been so long since selling it?

Wollay and most software development he does is intermittent at best. The Cube World community went 6 years without an update. He will occasionally (every few years) post screenshots and teasers on social media, but it seems very clear that development of his projects is whimsical. I don't think anyone at this point would be surprised if he tweeted out tomorrow that he's done developing Cube World. It also seems that…

At this point he can't bring it back. The article author bought the expired domain and put up his own authentication server on it.

Re: Bringing a decade old vector editor back to life

#33
post #12

I've reverse engineered a number of content encryption schemes. It's always a ton of fun, and you get to see the large amount of psychological warfare at play at the higher tiers. A very common trick that I've seen in a lot of Japanese games, for offline material, is to combine a hashing system and encryption. That is, the game will attempt to load "main.script", which is a custom bytecode scripting language. The fil…

Which parts are the coroutines?

Multiple methods in that snippet use something like:

    while(true) {
        Animate(image);
        wait 200;
    }
implies there are multiple synchronous execution stacks. It's not threading, as the synchronization points are explicit.

Re: Bringing a decade old vector editor back to life

#34

Earlier quoted context omitted.

Wollay and most software development he does is intermittent at best. The Cube World community went 6 years without an update. He will occasionally (every few years) post screenshots and teasers on social media, but it seems very clear that development of his projects is whimsical. I don't think anyone at this point would be surprised if he tweeted out tomorrow that he's done developing Cube World. It also seems that…

At this point he can't bring it back. The article author bought the expired domain and put up his own authentication server on it.

He could simply change Plasma to use an alternate server.

Re: Bringing a decade old vector editor back to life

#35

Earlier quoted context omitted.

Wollay and most software development he does is intermittent at best. The Cube World community went 6 years without an update. He will occasionally (every few years) post screenshots and teasers on social media, but it seems very clear that development of his projects is whimsical. I don't think anyone at this point would be surprised if he tweeted out tomorrow that he's done developing Cube World. It also seems that…

At this point he can't bring it back. The article author bought the expired domain and put up his own authentication server on it.

He can, by re-releasing it with minor modifications to use another domain?

Re: Bringing a decade old vector editor back to life

#37
This is really cool, and certainly a solid example of why the legislation is moronic. However, isn't this a violation of DMCA's (and similar legislation worldwide) "software lock" circumvention laws?

> It's not pretty, but this is probably the first time anyone's been able to use Plasma at all in the better part of a decade. It seems that Wollay removed a critical UI file (for the sheet which artwork exists on) from Plasma, and made it so that the server would provide an obfuscated version of it to the client. That way, no amount of tampering could get an unauthorized copy of Plasma to work. Unfortunately, without the authentication server, authorized copies of Plasma cannot work anyway.

Around this time, I started looking at what the picroma.de domain used to point to. I didn't find much of interest on archive.org, but...

The domain was now available after all these years, and I bought it.

To clarify, none of the reverse engineering stuff is the issue. However, when your start reimplementing or circumventing "authorization", then you're potentially in some trouble. Worse, it's not civil, like copyright infringement, whereby the IP owner has to go after you. It's criminal, so technically law enforcement themselves can go after you.

In this case it seems unlikely, still though, be careful, folks.

Re: Bringing a decade old vector editor back to life

#38
post #12

I've reverse engineered a number of content encryption schemes. It's always a ton of fun, and you get to see the large amount of psychological warfare at play at the higher tiers. A very common trick that I've seen in a lot of Japanese games, for offline material, is to combine a hashing system and encryption. That is, the game will attempt to load "main.script", which is a custom bytecode scripting language. The fil…

>a lot of Japanese games

What kind of games are we talking about? Computer games or mobile ones?

Re: Bringing a decade old vector editor back to life

#39
post #12

I've reverse engineered a number of content encryption schemes. It's always a ton of fun, and you get to see the large amount of psychological warfare at play at the higher tiers. A very common trick that I've seen in a lot of Japanese games, for offline material, is to combine a hashing system and encryption. That is, the game will attempt to load "main.script", which is a custom bytecode scripting language. The fil…

Indeed, it's often more fun than playing the game itself; but then again, I'm someone who has been taking things apart since I was very young (and not surprisingly, got into trouble a few times for it...) I suspect RE is something that's closer to what those in the other sciences do, i.e. analysis and thinking more about how/why things are the way they are, rather than what they can build; which is why not a lot of d…

The real reason is that open source software completely eliminates the need for reverse engineering. RE only makes sense when you don't have access to the source code. Doing things like private server emulation for an MMORPG might sound cool but the reality is that half the game content exists server side. You're not able to invest enough resources to rebuild the original experience and even if you could why not spend those resources on your own game? The demand for reverse engineering is pretty small.

Re: Bringing a decade old vector editor back to life

#40

This is part of a larger pattern of fairly weak attempts to confuse a reverse engineer that made it frustrating to figure out what all the opcodes did, and there were many duplicate opcodes that were just implemented in different ways. Since the code presented in the article didn't look like handwritten Asm (and if it was, it would've probably been even more insanely obfuscated and greatly confused IDA's decompilatio…

Pure speculation, but it's quite possible that it was written in Delphi (the last iteration of Borland's Turbo Pascal lineage), which had a fast single-pass compiler that did very little optimization. Delphi was very popular in Germany in the late 1990s and early 2000s.

Delphi makes things worse because the code it generates is incredibly ugly. The code listings use the C++ std and it looks straightforward so presumably it is just good old C++.
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