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How the Dreamcast Copy Protection Was Defeated

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Re: How the Dreamcast Copy Protection Was Defeated

#61
> SEGA engineers knew that MIL-CD booting could be used as an attack vector so they added a protection.

> The mashed potatoes problem was solved when a Katana SDK (the official Sega SDK for the Dreamcast) was stolen[6] by the hacking team "Utopia" in late 1999. It turned out that the scrambler was nothing more than "security through obscurity".

I doubt this was security through obscurity. Most likely, it was hard (or impossible) to burn a GD-ROM for internal testing. Thus, this mechanism was probably used to burn games onto CDR for internal testing.

I haven't seen anything that explains how scrambling and descrambling work; but it's important to understand that, at a certain level, all encryption is "security by obscurity." It just comes down to how easy or hard it is to figure out how to bypass. In this case, hacking to get ahold of the scrambler is no different than getting ahold of the private part of a key pair.

Edit:

> SEGA quickly released a DC v2 which disabled MIL-CD altogether but unfortunately damage had been done. With revenues plummeting and the PS2 ogre coming out, developers abandoned the Dreamcast and SEGA retired from the hardware manufacturing business in order to focus on software.

I also wonder if disabling this system was "the straw that broke the camel's back?" If I were a developer and it suddenly became much harder to test, I'd probably think very critically if it's "worth it" to jump through so many hoops for such a small market.

Re: How the Dreamcast Copy Protection Was Defeated

#62

Did the breaking of the copy protection on the Dreamcast really play a big part in Sega's downfall? If so, it would be one of the only cases I know of where IP piracy led to financial ruin of the content creator.

Well the hack had a really low entry barrier. As in; no hardware modifications needed. You could just download an ISO from the net and you were good to go with your unmodified Dreamcast. In contrast the other consoles in that era Xbox, PlayStation, etc. all needed hardware modifications in order to run copied content.

There was actually a trick for the PlayStation that allowed you to play pirated games without any hardware mods. It involved starting a game with the CD case open, and using your finger to stop the CD from spinning at certain points. I was quite young at the time and never mastered the method, and we got a hardware mod for the console at a later point.

Re: How the Dreamcast Copy Protection Was Defeated

#63
post #44

I don't think this contributed to the Dreamcast's downfall. Given the state/speed of CD Writers at the time, quality of CDs, difficulty of finding ISOs, download speeds, and the temperamental Dreamcast laser, it was far easier to just buy games imo. It was even easier to chip your Dreamcast to region unlock it and buy cheap, legitimate Jap/US games, rather than wasting CD after CD trying to burn them.

There was an active Usenet news group for Dreamcast binaries and that would have almost all content available.

Re: How the Dreamcast Copy Protection Was Defeated

#64

Did the breaking of the copy protection on the Dreamcast really play a big part in Sega's downfall? If so, it would be one of the only cases I know of where IP piracy led to financial ruin of the content creator.

Well the hack had a really low entry barrier. As in; no hardware modifications needed. You could just download an ISO from the net and you were good to go with your unmodified Dreamcast. In contrast the other consoles in that era Xbox, PlayStation, etc. all needed hardware modifications in order to run copied content.

The Xbox was software hackable. I did it about 4 years ago. You just had to load a corrupted save file for Mechwarrior and it booted linux

Re: How the Dreamcast Copy Protection Was Defeated

#65
post #43

Did the breaking of the copy protection on the Dreamcast really play a big part in Sega's downfall? If so, it would be one of the only cases I know of where IP piracy led to financial ruin of the content creator.

I don’t think it played as big a role as people tend to remember. There were a lot of forces in play that contributed to its demise. The biggest one being the PS2. Even though the Dreamcast had similar or better specs than the PS2 it wasn’t considered a real 3D platform by a lot of the game magazine critics. It was released on time unlike the PS2 and XBox so they were comparing shipping hardware to fancy, not factual…

> Even though the Dreamcast had similar or better specs than the PS2 it wasn’t considered a real 3D platform by a lot of the game magazine critics.

Wat? That sounds like you confused the Saturn and DC. The Saturn had iffy hardware choices for 3D (because nobody saw the PlayStation coming), but the DC was a 3D system through and through. I don't recall anyone at the time claiming otherwise.

Re: How the Dreamcast Copy Protection Was Defeated

#66

Did the breaking of the copy protection on the Dreamcast really play a big part in Sega's downfall? If so, it would be one of the only cases I know of where IP piracy led to financial ruin of the content creator.

One could argue that (easy) piracy resulted in original Playstation's success.

Piracy and the great game catalog!

Re: How the Dreamcast Copy Protection Was Defeated

#67
post #61

> SEGA engineers knew that MIL-CD booting could be used as an attack vector so they added a protection. > The mashed potatoes problem was solved when a Katana SDK (the official Sega SDK for the Dreamcast) was stolen[6] by the hacking team "Utopia" in late 1999. It turned out that the scrambler was nothing more than "security through obscurity". I doubt this was security through obscurity. Most likely, it was hard (or…

> I haven't seen anything that explains how scrambling and descrambling work; but it's important to understand that, at a certain level, all encryption is "security by obscurity." It just comes down to how easy or hard it is to figure out how to bypass. In this case, hacking to get ahold of the scrambler is no different than getting ahold of the private part of a key pair.

This isn’t true at all. There is a very significant fundamental difference between obscure information and secret information. Obscure information is by its nature known to many people. There are likely hundreds (if not thousands) of engineers who had access to the code or design documents that describe the scrambler. Information about it was probably given to sales people and representatives at other companies, and transmitted insecurely over a variety of communication mediums. Compare that to secret information, which is known only to the parties using it to authenticate.

Perhaps you could argue that in this case, security by obscurity was not the reason that the system failed, but that isn’t the same as saying all encryption isn’t security by obscurity.

Re: How the Dreamcast Copy Protection Was Defeated

#68

Did the breaking of the copy protection on the Dreamcast really play a big part in Sega's downfall? If so, it would be one of the only cases I know of where IP piracy led to financial ruin of the content creator.

One could argue that (easy) piracy resulted in original Playstation's success.

I don't think such an argument would hold water. The original PlayStation's success came from being the first system really designed for 3D, having a very competitive price, being incredibly open to third parties, and having Sony's marketing power behind it. Piracy was, as always, an overstated factor.

Re: How the Dreamcast Copy Protection Was Defeated

#69
post #44

I don't think this contributed to the Dreamcast's downfall. Given the state/speed of CD Writers at the time, quality of CDs, difficulty of finding ISOs, download speeds, and the temperamental Dreamcast laser, it was far easier to just buy games imo. It was even easier to chip your Dreamcast to region unlock it and buy cheap, legitimate Jap/US games, rather than wasting CD after CD trying to burn them.

Uhh, CDs were of high quality and burners were cheap, easy to use, fast and reliable.

Re: How the Dreamcast Copy Protection Was Defeated

#70
Sega closed DC because publishers abandoned the platform. The incredibly easy and plentiful pirating was absolutely the primary reason for this. It was widely known and said at the time, when publishers were actively dropping the platform. Sad because it was a really nice platform.
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