This meant that when the hackers thought they broke the game's protections, they'd call it victory, release it, and then find out nope, they actually didn't. If the game detected an incorrect checksum was encountered, it would only break the game in subtle ways like removing collectibles used to advance to the next part of the game. Essentially, it was impractical at the time to modify anything in the code and still have the checksums line up.īut it didn't stop there. And if you changed anything and tried to modify one of them, you'd have a ripple effect that would make all the rest invalid. So effectively, checksums on checksums on checksums. So Insonmiac decided another layer of checksum calculation was in order, using the checksum itself as part of the calculation. If a hacker can find where the routine to calculate the checksum is, they can just modify what's expected after making changes to the code. The way they did this was sprinkled through the game were routines that calculated the checksum of the code as a means of integrity checking. Rather than try to do copy protection, the developers decided on crack protection. So rather than try to stop pirates, they wanted to delay them from releasing a fully playable version of the game. But, what they did find out is that most of the time, a majority of sales of games happen within the first few months. They didn't want this happening again with their new game and thought of a way to solve the problem. Insomniac faced a problem after the release of Spyro 2, it was heavily pirated. Insomniac's "Checksumception" on Spyro: Year of the Dragon It was defeated by mod chips by pausing the disk after the initial verification was done, but certain games also were aware of mod chips installed on the system. This meant that unless you had the actual CD press from Sony, you couldn't create a copy of a PS1 disc that the PS1 liked. However, when it came to burning the disc, the burner wrote the data without the imperfections to induce the wobble. Whenever a person tried to copy a PS1 game, the CD drive would read this data just fine. So if the wobble happened on startup, the console knew the disc was legitimate. The thing is that in the PlayStation, the reader also detected whenever the laser head moved around or "wobbled." In a particular part of the CD, an imperfection was pressed to induce a deliberate, specific wobble that the console understood. The way Sony did this was to use a couple of electromagnets in a flat X-Y plane configuration. The gist of it is that as the laser is trying to read the disc, there are smarts in the reader in order to keep it on target with the data on disc.
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