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Resident Evil Village crack completely fixes its stuttering issues

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Re: Resident Evil Village crack completely fixes its stuttering issues

#41
post #19
post #2

>All in-game shutters like the one from when you kill a zombie are fixed because Capcom DRM’s entry points are patched out so most of their functions are never executed anymore. Can someone knowledgeable explain why DRM functions would be called on every zombie kill? I guess I don't have a good understanding on how these DRM checks are implemented in games in general.

DRM calls are sprinkled everywhere inside the code, usually statically linked or even inlined. This is to make it harder for crackers to identify them. Here they put some in the zombie kill routine, but I don't think there is anything special about zombie kills. It could have been anything: picked up ammo, loading a map, pass a certain event, on a timer, during a save, all of the above, etc... I don't have a deep kno…

Quote:"...but some overzealous publishers do frequent lengthy checks..."

Since when do publishers have access to source code to do those checks themselves? Developers do that. And yes, I am aware that in this particular case, for RE:Village, the developer and publisher are the same.

Re: Resident Evil Village crack completely fixes its stuttering issues

#43
post #10

Earlier quoted context omitted.

Do some cracks rely on preventing the system clock from advancing?

Generally in a software system you can't count on a time source to move forward , to move in consistent intervals, or to move at all. In a system that is designed to be resistant to attack, it actually makes a lot of sense to instead rely on a desirable event critical to progression. Especially one that occurs relatively infrequently and is likely associated with a lot of other complex calculations. I think this is p…

> Generally in a software system you can't count on a time source to move forward, to move in consistent intervals, or to move at all.

By way of illustrating this point: C++ has std::chrono::system_clock, std::chrono::steady_clock, and std::clock, all of which give different guarantees on how the clock behaves.

Re: Resident Evil Village crack completely fixes its stuttering issues

#44
post #9

Earlier quoted context omitted.

Interesting, does this mean DRM functions are forced inline when compiled?

Not just that. I'm not an expert, but from what I read, some DRMs will encrypt assets and critical game logic and let them be decrypted in real time on a virtual machine so that they aren't directly extractable from memory.

Once is in memory, encrypted or not, it can be extracted, inspected and replaced (which is what a launcher crack style does).

Re: Resident Evil Village crack completely fixes its stuttering issues

#46
post #38
post #28

Earlier quoted context omitted.

Yeah, a lot of publishers voluntarily remove DRM from their games after a few months because most of the profit is made right at launch. Once the first round of discounts start to hit DRM serves no purpose anymore.

I have never heard of this. Do you have any examples?

Search for "Denuvo removed" on Google. Lots of recent examples.

Doom Eternal & Metro Exodus – https://www.gamesindustry.biz/articles/2020-05-29-denuvo-sec...

Monster Hunter World – https://www.vg247.com/2021/06/03/monster-hunter-world-denuvo...

Mass Effect Legendary Edition – https://www.nme.com/news/gaming-news/mass-effect-legendary-e...

Nier Automata – https://www.nme.com/news/gaming-news/nier-automata-update-re...

Re: Resident Evil Village crack completely fixes its stuttering issues

#47

Earlier quoted context omitted.

Every time it comes out that a pirate version fixes things broken in the mainline version, esp if drm is what broke it, I slide more firmly into always pirate category. meaningful online service is the only thing that drives me to buy AAA games now and days, and most don't even have that.

Do people in the "always pirate category" buy games that they can't pirate, though? Or do they just skip those games and play different ones instead?

That describes me. I pirated lots of games when I was still into gaming. I bought Tribes 2, for example, because of course you can't pirate it if you want to play online (and it's a multiplayer-only shooter). Same for e.g. PUBG and one or two others.

Steam is a great thing for anti-piracy; 99% of the time it works without any friction and is faster/safer than piracy.

On the other hand I've only played the original Call of Duty and BF1942, and have neither paid for nor pirated any of the sequels of either. Frankly most AAA games actually really suck.

Re: Resident Evil Village crack completely fixes its stuttering issues

#48
post #19

Earlier quoted context omitted.

DRM calls are sprinkled everywhere inside the code, usually statically linked or even inlined. This is to make it harder for crackers to identify them. Here they put some in the zombie kill routine, but I don't think there is anything special about zombie kills. It could have been anything: picked up ammo, loading a map, pass a certain event, on a timer, during a save, all of the above, etc... I don't have a deep kno…

Quote:"...but some overzealous publishers do frequent lengthy checks..." Since when do publishers have access to source code to do those checks themselves? Developers do that. And yes, I am aware that in this particular case, for RE:Village, the developer and publisher are the same.

I would think it very odd if publishers were not given the source code. If you were a publisher, would you want some small shop to be able to disappear off the face of the Earth, preventing you from ever doing even simple ports and patches?

Re: Resident Evil Village crack completely fixes its stuttering issues

#50

DRM: make your product worse for your paying customers.

Younger, poorer me would not hesitate to pirate a game if that meant it’d be free. I do not blame a company for trying to protect their investment. I’d do that, too, if I was dropping 10s of millions of USD into developing a game.

> I do not blame a company for trying to protect their investment.

I don't really blame them for wanting to prevent piracy, but I absolutely blame them for implementing it in a way that degrades the game only for paying customers.

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