/Technology


Gadgets, apps, inventions and everything that involves the world of technology. Share your links here and see what the guys have to say in the comments.


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Manon_code 1781809121 [Technology] 6 comments
Long before the internet changed everything and made downloading files instantaneous, software piracy was already operating at full steam. Except the network back then was entirely physical, relying on boxes, face-to-face meetings, and, above all, the floppy disk. In the 1980s and 1990s, if you wanted a program or a game without paying retail prices, you had to move data magnetically from one piece of plastic to another. For those who didn't live through that era, physical limitations dictated the rules. Original software came in large boxes filled with printed manuals and multiple 5.25-inch floppy disks (the flimsy ones) or 3.5-inch disks (the rigid ones with a mere 1.44 MB of space). Without a worldwide network, people had to resort to what was ironically called the "Sneakernet"—which basically meant throwing floppy disks into a backpack and walking or riding a bike to a friend's house to run the `diskcopy` command in MS-DOS. There were also larger meeting points. Local computer clubs and swap meets were common. While many of these clubs were official and focused on learning programming, a parallel trade always happened behind the scenes. A bit later, BBSs (Bulletin Board Systems) emerged, where you could connect via telephone lines to someone else's computer. But because modems at the time were incredibly slow, downloading a whole game over the phone usually became too expensive due to phone and electricity bills. In practice, a BBS was used more to find out *who* had the software than to actually download it; you would get their contact info and arrange to pick up the floppy disks in person. ## The Crack Groups and the "Community" Aspect Floppy disk distribution relied heavily on an organized subculture of crackers—hackers focused on breaking security protections. Groups like Razor 1911, Fairlight, and The Humble Guys turned this into a sort of global competition. For these guys, the focus wasn't necessarily direct financial profit, but rather the technical challenge and a certain philosophy that computer knowledge should be accessible to everyone. They operated within a well-structured system: * **Cracking the code:** Someone in the group would get an original copy of the software and alter the binary code to bypass security checks. * **The "Intros":** To sign their work, crackers inserted a custom screen before the program started. These screens featured simple synthesized music (chiptunes) and pixel art graphics. It was the group's way of gaining reputation and ensuring that the file had been tested and actually worked. * **Heavy compression:** Since space on floppy disks was minuscule, these groups developed or improved data compression tools (like ARJ and ZIP). They stripped out what they deemed unnecessary—like help files or heavy animations—just to make the program fit onto fewer disks. In the end, this effort ended up benefiting students, schools, and families who had bought a computer but didn't have the budget for software. For many people, it was the only way to get access to a word processor or a spreadsheet program back then. ## The Reaction from Corporations and Governments As computers left the labs and invaded households, piracy began to financially bother the industry. The reaction came through both legal avenues and technical barriers. On the legal front, governments (especially the US) updated their copyright laws in the 1980s to explicitly protect software. Police began raiding BBS headquarters and seizing computers and boxes of floppy disks from local distributors. In 1988, major companies like Microsoft formed the BSA (Business Software Alliance) to try to curb the spread of illegal copies. One of the most remembered actions from this era was the educational video *"Don't Copy That Floppy"*, which tried to convince students that copying a floppy disk was the equivalent of theft. Companies also tried to build physical and logical locks into games and systems: * **Bad sectors:** Original floppy disks came with minor physical defects or tracks purposefully altered by lasers. Standard PC drives knew how to read the file, but when trying to duplicate it to a blank disk, the system would crash. (To bypass this, bit-by-bit copy programs emerged, which ignored these errors). * **Manuals and tables:** Many games relied on protection based on the physical manual. The game would run, but at a certain point, it would ask you to type the third word on page 15. Others came with cardboard wheels (code wheels) that you had to align to find the password of the day. Crackers solved this by distributing simple text files containing all possible answers. * **Dongles:** Physical devices that had to be plugged into the computer's parallel port. If the program didn't detect the piece, it wouldn't open. Hackers used reverse engineering to alter the line of code that checked for the device. ## Why Did It Spread So Widely? Fundamentally, original software was just too expensive. In the 1980s and 1990s, an operating system or an office suite cost a massive fraction of an average worker's salary, especially outside of the United States and Western Europe. In countries across Latin America or the Eastern Bloc, currency conversion and import taxes made purchasing official software unviable for almost everyone. Furthermore, official distribution was terrible. Many programs simply never made it to local stores. If a school or a young hobbyist wanted to use a newer tool, they depended on someone who had traveled abroad and brought back the floppy disks to be copied. To top it off, in the minds of most users, there didn't seem to be anything wrong with it. The idea of "intellectual property" regarding software was still very abstract. People thought quite simply: if I bought the floppy disk, the plastic is mine, the information recorded on it is mine, and sharing it with a neighbor was seen almost like lending a book or taping a song off the radio. This habit of passing floppy disks from hand to hand ended up creating a massive user base of people who otherwise might never have touched a computer. In a way, the informality of those plastic disks accelerated digital literacy for an entire generation before the internet ever became the norm.
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FabulousFurlough 1781843417
You said: "For these guys, the focus wasn't necessarily direct financial profit, but rather the technical challenge and a certain philosophy that computer knowledge should be accessible to everyone." Not exactly! I certainly enjoyed the technical challenge, but we at THG were in it to be first. We spent lots of money on expedited shipping and other "tricks" to get the games first so that we could RELEASE them first and "win" for that particular game. We were SOLELY about the competition. I was a co-founder of THG and the original cracker in the group and I played VERY VERY few games that we released. I would play it only long enough to make sure the crack worked, or long enough to develop a trainer, but that was usually it. I didn't keep them even. Once a game was done, cracked, uploaded to Candyland BBS, I would erase it from my hard disk. In the Manuals and Tables section you said: "Crackers solved this by distributing simple text files containing all possible answers.". No, crackers solved this by modifying the code to believe that a correct answer had been entered. And as was the case with THG, you never knew the game was asking you for a word or code. We removed ALL of that. The same with bad sector checks, or dongles. IIRC there were no PC games that used dongles. Those were usually used on applications like 3D Studio, or other expensive packages as the dongles were too expensive to be included with a $30 game.
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Manon_code 1781851433
Thank you for the corrections — this is exactly the kind of firsthand context that's hard to find anywhere. Quick question: when you say you removed ALL of the protection, were you reverse-engineering the executable directly, or was there a more systematic approach THG used to locate those checks quickly?
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FabulousFurlough 1781887408
If there was a screen that popped up that asked for a word or a code, we removed that whole screen. We did this by reverse engineering the game's code itself. So, yes, we were "reverse-engineering the executable directly". In the early days we were using a debugger called "Soft-Ice" which allowed us to press "CTRL-D" and break into the game at the point where the game was asking for the code. In the later days the game authors had become aware of Soft-Ice, and were putting in countermeasures to stop their game from running if Soft-Ice was loaded. In those cases it came down to "disassemble the code. Study what it does. Make changes." OR! We would make a loader that took over the interrupt timer and watched for a value to change in memory (usually in the case of nasty encryption, the loader would watch for the code to get decrypted, and THEN patch it in memory). There was a Chuck Yeager game that had 3 layers of encryption and checksumming so my loader would patch the first checksumming code, let the code run until the next chunk was decrypted, then patch that code, then let it run until the code was decrypted the LAST time, at which point I would patch out the doc check. (word, or "Identify this plane". Something like that). Feel free to ask any questions! I'll answer anything! There's a lot of historical data here: http://fabulousfurlough.blogspot.com/
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mozzapp 1781891059
That's really interesting. Could you post some of that stuff here?
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mozzapp 1781810543
I have always looked for some answers to which I still haven't gotten concrete answers. Here are some of them, please answer any of them if you know: 1. **Is digital sharing actually stealing?** Back then, people argued that copying a disk didn't deprive anyone of physical property. Today, we say the same about digital files. Where do you draw the line between sharing and theft? 2. **Does piracy hurt sales, or is it just free marketing?** Many users only bought original software later because they fell in love with a copied floppy first. Does piracy destroy industries, or does it actually build their user base? 3. **If a product is inaccessible in your country, do you have a moral right to pirate it?** In the 90s, high import barriers forced people's hands. Today, geo-blocking on streaming apps and regional software locks still do. Is piracy justified when the official market ignores you? 4. **Do we actually own what we buy?** Users used to fight corporate "code wheels" and dongles just to backup their software. Today, we fight unskippable DRM and digital licenses that companies can revoke at any time. Who really owns the software on your machine? 5. **Should vital digital tools be free for everyone?** The early crackers believed software should be free for the advancement of society. Today, as essential tools and research sit behind massive paywalls, the question remains: should software be a luxury commodity or a public utility?
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mrBeen 1781809431
This article perfectly captures the spirit of the era! One fascinating detail worth adding is the crucial role computer viruses played in this ecosystem. Since floppy disks passed from hand to hand (and PC to PC) without any security checks, boot sector viruses like 'Ping-Pong' or 'Stoned' would infect entire neighborhoods within weeks. This hidden danger actually forced the birth of the commercial antivirus industry (like McAfee and Avast), which, ironically, were often distributed... via pirated floppies! Physical piracy didn't just democratize software; it paved the way for modern cybersecurity.

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