CDROM check protection


I'm writing you this tutorial, to share my first cracking experience with you,
to reveal the cracking from the perspective of a newbye.
This tut deals with cracking a "CDROM check" type protection, in wich the
program searches for a particular data on the original CD. This type of
protection you'll encounter in many today's games which are distributed on CD.

After you complete this tutorial you'll know how to:

-deal with a DOS4GW program
-tackle a CD check type protection

You probably won't know how to crack any CD check protection, but, at least,
you'll know how to start with it.

To better follow this tut you'll need:

- the game "Silent Hunter", a wonderful WW II submarine simulator, a must
  have for the strategy freaks. I worked on a Razor distribution, and I think
  you'll find it on the web. It's a CD ripped version, and it's just what we
  need, with animation files removed.

- a patch for Silent Hunter, from version 1.0 to version 1.11. You can download
  it from SSI web site. This version is protected, so it won't work. It must be
  cracked.

- some tools. I recommend: SoftIce for Win95 (DOS version is useless with all
  new programs), KGB ( the best spy I found, and it's with source code so you
  can modify it), DOS Navigator (for editing large files, and for many more...)
  and much patience :-)

Now let's get to work. I'll describe my approach. I'm quite lazy so I always
try to find the easiest way in doing something. This is how we'll do it:

1. When you run the program it asks you to put the original CD in drive. What do
   you do now? Well, I don't know, but my first try is to run a fakeCD utility
   (a little TSR wich emulates a CDROM drive on your hard disk)
   Doesn't work.

2. What next? I'll install KGB.exe and run the game again. This TSR will log some
   DOS INT 21h file access functions to a file. Now sit down and study the log.
   Here is an extras from the log file:

        OpenFile-R  : ART\GUI_1.FNT
        OpenFile-R  : ART\FONT1.FNT
        OpenFile-R  : ART\FONT1.FNT
        OpenFile-R  : BUD\10.SMK
        OpenFile-R  : BUD\10.SMK
        OpenFile-R  : BUD\10.SMK

   As you can see the program tries to open BUD\10.smk and, since it can't find
   it, assumes it doesn't have the right CD in drive. This is an animation file
   quite big, probably, to be sure it is left apart when the program is ripped
   from CD.

3. As I told you, I want to do it the easy (but the right) way. I don't want
   to step through code. At least not until I use all other means.
   So I make a file 10.smk, and put some crap in it. Run again the program.
   Doesn't work again! How stupid I can be!

4. Well, maybe it needs a valid smk file. OK. Let's give it one. I take a smk
   file from another game (smk files are quite standard for animation in games),
   and rename  it 10.smk. Run SH again. No change. Still asks for CD.

5. Now, I think it's time to do it the hard way.It's time for little assembler
   and crackin'.
   I modify KGB to log all DOS functions (not only Open, Close,  Execute File)
   and dump registers for each function (how cool was the guy who wrote
   the program, cause he gave the source code too).
   Launch (Yamato)KGB then run SH.EXE. Then you'll have a trace of all DOS
   functions called by program.

6. Now it's time to remember about what +ORC has taught us. It's time to use
   his best advice:
   Take a cool Martini Vodka, sit down, and meditate. (I don't use Martini Vodka
   due to reasons I cannot tell you. I drink only mineral water or orange juice.
   But remember! Only pure, sparkling mineral water from Carpatian mountains
   will do)

   Well, the log looks like this (I'll show you only AX register, here):

   any other file than "10.smk"
    ax=3d00, bx=...    open file
    ax=4400, bx=...    get device info          (why?)
    ax=4201, bx=...    seek current
    ax=4202, bx=...    seek end                 (check length?)
    ax=4200, bx=...    seek start
    ax=3e05, bx=...    close handle
    ax=3d00, bx=...    reopen file
    ax=4400, bx=...    get device info
    ax=3f00, bx=...    read data
    ax=3f00, bx=...
    ax=3e05, bx=...    close for good

   the 10.smk file access looks different
    ah=2a  wow! this is weird (get current date of system, maybe for a
                                future compare?!)
    ax=3d00 ...        open
    ax=4400 ...        get device info
    ax=4400 ...        again (?)
    ax=5700 ...        get time stamp (REALLY WEIRD!!!!)

   As you can see, the program checks the time stamp of the original file, and
   probably it compares it with a built in value. This must be the protection.
   But how can we crack it??????
   Well, load the exe in your favourite hex editor (mine is DOS Navigator) and
   search the string 57,CD,21.(mov ah,57; int 21)
   And, bingo, only one occurrence. Now write down on a paper some bytes from
   that address. This will be the signature of our timestamp function.

6. Now it's time to use our programming experience. As you know probably, today's
   games are written in C/C++ with some few parts in assembler (for optimizing).
   The most used compiler for DOS games is Watcom C/C++. It cames with support
   libraries and debugger for DOS4GW extender.
   So. A typical today's game is a program written in C, compiled with Watcom
   and linked with Watcom 32 bit libraries. You can verify this. Just run your
   favourite game and you'll see a message like:
   "Rational DOS4GW Runtime System v1.97...."
   (A little parenthesis: it seems that more and more games are written to work
   in Windows95 with DirectX. Maybe it's easier for the guys who program the game
   but for us, the users, this is shit. I used to play my favourite DOS game,
   with 8Megs of RAM, a 486 DX2 66 processor, and it works very well. It loads
   in a few seconds. But now, to play a game I must have a Pentium processor
   16 Megs of RAM, and to tweak my Win95, and only to load the game I need 40 seconds.
   And why all this? Because Micro$oft wants to sell its fat operating systems,
   Intel to sell its processors. But we don't want that. Who cares?
   This stinks! >:-P . Sorry, but I'm pissed)
   Well, back to cracking. A DOS program with DOS extender(like DOS4GW) consists
   of 3 parts:
   -an initialisation code, which puts the processor in protected mode
   -the main program (written by programmer; this is the most important part)
   -some exit code which puts processor back in real mode.

   Parts 1 and 3, usually doesn't interest us, but we have to find a method to
   skip it in our stepping through program, and find the real entry point, in
   the main() function (that main() from C language)

   Now remember what +ORC thaught us in lesson 6.1:
   "...search for INT 21, AH=4c.It should be after the call to main function".
   All right! Let's search! But ... :-( , what a disappointement;
   too much INTs 21,4c.
   I got to find another method to reach the main function ('cause I'm lazy)

   Let's search for the string "WATCOM"... and... toward the end of file
   I find "Watcom c/c++32 runtime system". Great , this must be the runtime
   library, linked with the main program. And just before this string is a
   "EB 76" relative jump. Search again for "int 21, ah=4c" from here. ONE
   occurence. Yeah. This must be the int21 +ORC talked about. But if I am wrong?
   Check another DOS4GW program (Warcraft2 for example). Same "watcom c/c++32"
   string and same EB 76. Great.

   Try to replace EB 76 with CD 03 (int 3) and run program. SoftIce pops up
   (assumed you set I3HERE on) and finnaly you're in protected mode code.
   Put back EB 74, and see what happens.
   The prog reads the environment, the command line and then, calls main().

7. Search the signature you wrote on paper :"57 CD 21...". Found.
   BPX on the entry point in routine (you'll find the entry point looking up
   in the code till you encounter some PUSH instructions or ENTER.
   Here you'll find both)
   When BPX is toggled, fetch the calling address from the stack.
   In SH the at the calling address you find:

   E84D030A00   call get_time_stamp

   Now find the entry point of this routine too and BPX on the entry point.
   The call to protection routine looks like this:

   E8760B0000   call protection

   Then sit down, take a cool mineral water (remember, only sparkling
   mineral water from Carpatians will do :-) ) and watch the program running.

   After some observation you'll notice that the protection routine is called
   only for the "10.smk" file. Till then, no call.
   So, if the call isn't made, it's a chance the protection to be removed.
   Well, let's try to deactivate the call protection instruction, and see if
   it works.
   Replace E8760B0000 with 5033C05890 i.e

        push eax
        xor eax,eax
        pop eax
        nop

   As +ORC told us, always try to avoid using too much NOP's! Newer protection
   schemes smell NOP patches. Here we used only one NOP. And maybe there is a
   solution with no nop. But I dunno all opcodes.

8. Now it's a good chance that the program checks for CD several times, not
   just once. If this is the case, our disable trick won't work. To see if
   this is the case, set a breakpoint on memory range over the two routines,
   to see if there is some access on them across the game.
   And, incredible there is no other access.

   The game runs smooth, never checks the file on CD, and the player is happy.

9. Here is the complete code for the protection routine. It's pretty well explained:

  000857A2: C9                           leave
  000857A3: 5E                           pop    edx
Ý 000857A5: 59                           pop    ecx
Ý 000857A6: 5B                           pop    ebx
Ý 000857A7: C3                           retn
.
.
.
Ý 00086151: 53              push   ebx              ; entry point
Ý 00086152: 51              push   ecx
Ý 00086153: 52              push   edx
Ý 00086154: 56              push   esi
Ý 00086155: C8480000        enter  0048,00
Ý 00086159: 31F6            xor    esi,esi
Ý 0008615B: 85F6            test   esi,esi
Ý 0008615D: 0F853FF6FFFF    jnz    000857A2         ;if esi not 0 goto leave...
Ý 00086163: 6A0A            push   0A
Ý 00086165: 68543A0100      push   000013A54
Ý 0008616A: 6875010000      push   000000175
Ý 0008616F: 68B48C0200      push   000028CB4
Ý 00086174: E885000A00      call   001261FE
Ý 00086179: 83C410          add    esp,010
Ý 0008617C: 6800020000      push   000000200
Ý 00086181: 68B48C0200      push   000028CB4
Ý 00086186: BE01000000      mov    esi,000000001
Ý 0008618B: E815010A00      call   001262A5         ;try to open 10.smk
Ý 00086190: 83C408          add    esp,008
Ý 00086193: 89C3            mov    ebx,eax          ;eax=handle of opened file
Ý 00086195: 83F8FF          cmp    eax,-001         ;or -1 if file not found
Ý 00086198: 7504            jne    0008619E         ;jmp if opened OK
Ý 0008619A: 31F6            xor    esi,esi
Ý 0008619C: EB1F            jmps   000861BD
Ý 0008619E: 8D55B8          lea    edx,[ebp][-0048]
Ý 000861A1: E84D030A00      call   001264F3         ;GET TIME STAMP
Ý 000861A6: 83F8FF          cmp    eax,-001
Ý 000861A9: 7409            je     000861B4
Ý 000861AB: 817DCEA4D60301  cmp    dword [ebp][-0032],00103D6A4   ;!!!!compare timestamp
Ý 000861B2: 7402            je     000861B6
Ý 000861B4: 31F6            xor    esi,esi
Ý 000861B6: 89D8            mov    eax,ebx
Ý 000861B8: E824040A00      call   001265E1         ;close handle
Ý 000861BD: 85F6            test   esi,esi
Ý 000861BF: 759A            jne    0008615B
Ý 000861C1: 687E010000      push   00000017E
Ý 000861C6: B985010000      mov    ecx,000000185
Ý 000861CB: BB88010000      mov    ebx,000000188
Ý 000861D0: BA9E010000      mov    edx,00000019E
Ý 000861D5: B8C0010000      mov    eax,0000001C0
Ý 000861DA: E8278F0300      call   000BF106         ;put nag screen
Ý 000861DF: 83F8FE          cmp    eax,-002         ;eax = user input (retry,cancel)
Ý 000861E2: 0F8573FFFFFF    jne    0008615B         ;if retry goto ^ test esi,esi
Ý 000861E8: 31D2            xor    edx,edx
Ý 000861EA: 31C0            xor    eax,eax
Ý 000861EC: E8C7590200      call   000ABBB8
Ý 000861F1: E965FFFFFF      jmp    0008615B         ;goto ^test esi,esi and leave
Ý 000861F6: 0000            add    [eax],al         ;never reach this address???
Ý 000861F8: C3              retn

Well that's all. So I cracked my first program. Now, when I'm looking back it seems
easy, but it took me one week of full work to crack it. And it was a simple call.
I wonder if there was multiple CD checks across the game, how long would have taken?