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Forums > C64 Composing > 'DRM' with SID music...
2006-04-28 18:46
Bamu®
Account closed

Registered: May 2005
Posts: 1332
'DRM' with SID music...

Hi!

I can remember some game-composers, that protected their music's from being ripped...
Which one was the best protected game music?
And, are there any tools that allow to 'protect' any $1000/$1003 tune? :)
2006-04-28 18:54
Steppe

Registered: Jan 2002
Posts: 1510
At $1020 enter "Get outta here, damn ripper!!!". That's said to work fine. ;-)
2006-04-28 18:58
Bamu®
Account closed

Registered: May 2005
Posts: 1332
Quote: At $1020 enter "Get outta here, damn ripper!!!". That's said to work fine. ;-)

:-)))))
2006-04-28 19:49
Scout

Registered: Dec 2002
Posts: 1570
Quote: Hi!

I can remember some game-composers, that protected their music's from being ripped...
Which one was the best protected game music?
And, are there any tools that allow to 'protect' any $1000/$1003 tune? :)


If you code (or have the sources of) a playerroutine you can easily shatter every subroutine or table around the memory of the c64 or weave graphics or demo/gamecode around it.
I guess this was done in the past.
2006-04-28 20:26
iopop

Registered: Dec 2001
Posts: 317
Give & Take is the demo for you.
2006-04-28 21:06
Bamu®
Account closed

Registered: May 2005
Posts: 1332
Very interesting!
2006-04-28 21:27
tlr

Registered: Sep 2003
Posts: 1762
Quote: Hi!

I can remember some game-composers, that protected their music's from being ripped...
Which one was the best protected game music?
And, are there any tools that allow to 'protect' any $1000/$1003 tune? :)


Arkanoid and Master of the Lamps are two hard to rip tunes. Especially Master of the Lamps. The code is scattered all over the game.

Tools? That would be a decent ML-monitor, i.e one with the 'N' (New Locate) command. Gentlemen, start your scattering! :)
2006-04-28 21:41
Steppe

Registered: Jan 2002
Posts: 1510
No, please! I thought you've grown out of this... ;-)
2006-04-28 22:08
Zyron

Registered: Jan 2002
Posts: 2381
I remember ripping the Arkanoid music, it was a nightmare that lasted for 2 weeks or maybe even longer. In the end I didn't even manage to get it working 100%
2006-04-28 23:48
cadaver

Registered: Feb 2002
Posts: 1159
You can always hack siddump-functionality to VICE, though..
2006-04-29 08:39
Steppe

Registered: Jan 2002
Posts: 1510
Quote: I remember ripping the Arkanoid music, it was a nightmare that lasted for 2 weeks or maybe even longer. In the end I didn't even manage to get it working 100%

It's still not even 100% in HVSC, the digis in the first couple of seconds are played at the wrong pitch. Hardly noticeable, but still.

Other examples of hard to rip tunes:
Jeff's Crossbow.sid (from the Deus Ex Machina note): runs in the diskdrive RAM!

Dane's Tsunami tunes: The whole soundtrack is divided into 3 pieces (part 1 and 3 at $1000, part 2 at $9000, IIRC), so you have to time your blockcopy routines very precisely to get gapless output.
2006-04-29 09:08
tlr

Registered: Sep 2003
Posts: 1762
Is the Master of the Lamps rip in HVSC 100%?
I tried to rip it back in the 80's but gave up. I know Omega Supreme released a rip.
What I could remember from the original code was that it used multiple interrupts (timer and raster) + code outside interrupt. IIRC there was a routine outside interrupt reading SID registers (not the readable ones), and then setting some other SID registers from that.
I think Russell Lieblich did both the game code and music, so it was probably quite natural for him to blend up the code bits with the game code. :)
2006-04-29 09:30
Steppe

Registered: Jan 2002
Posts: 1510
The current MOTL rip in HVSC is 100% now (it was only added about a year ago, the version before that missed the gongs and played tunes incorrectly, IIRC). Inge spent quite a lot of time to finally get it right at last.
2006-04-29 09:31
Laxity

Registered: Aug 2005
Posts: 459
JCH's deluxe driver can relocate tunes (done in the JCH editor, that is) into 5 pieces. Never tried it, but I'm not sure how hard the result is to rip actually. I think the code remains in one piece so tracing pointers wouldd make ripping easy.

How the hell is that music player in the disk ram stuff done?.. That's pretty neat IMO. ;)
2006-04-29 09:43
Laxity

Registered: Aug 2005
Posts: 459
There was a tune I once tried to rip (in the late 80'ies) that was located around $0400, which I found particularly hard to rip because that area of memory was trashed when I started the monitor in my (ok, don't laugh) Power Catridge. Ripped arkanoid though.. That was fun...
2006-04-29 09:44
tlr

Registered: Sep 2003
Posts: 1762
It shouldn't be that hard to rip, but you never know.
My guess is that the purpose of the splitter was mostly to fit large songs into tight game memory layouts.
2006-04-29 09:52
tlr

Registered: Sep 2003
Posts: 1762
Quote: There was a tune I once tried to rip (in the late 80'ies) that was located around $0400, which I found particularly hard to rip because that area of memory was trashed when I started the monitor in my (ok, don't laugh) Power Catridge. Ripped arkanoid though.. That was fun...

Knuckle Buster starts at around $0400. It was easy to rip when you had this: CCS Mon. When holding Ctrl + Reset (maybe it was some other key) it copies $0000-$0800 -> $d000 under I/O.
The monitor is just a simple 8Kb EPROM at $8000 used together with an on/off switch and a reset button.
Crude but effective!
2006-04-29 10:11
SIDWAVE
Account closed

Registered: Apr 2002
Posts: 2238
TMC/Scoop made a demo "Give a Try", Give a Try
where the music is protected on purpose, and there's a compo to rip it.
2006-04-29 10:25
T.M.R
Account closed

Registered: Dec 2001
Posts: 749
There were two more Give A Try style demos, all three are included with third, Crest's Give And Take - Give & Take
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