![]() For the purposes of this write-up, I have not fully reverse engineered the basekey, only duplicated the aspects which are used for validation. I was next curious about code generation. The chart below visualizes the relationships among the various hashes, using the well-known "Barbara Kloeppel" code for EV: Nova. It is not computed by the registration app, but there are several properties by which it must be validated. The second hash, which I'll call the basekey, is the secret sauce of v2 it's what you pay Ambrosia to generate when registering a product. An important change is including multiplication by a factor based on the string size. It loops through the licensee name, adding the ASCII value, number of copies, and shifting bits. The first hash, which I'll call the userkey, is actually quite similar to v1's algorithm. Fortunately, XOR is reversible, and we can compute one of the hashes. ![]() To extract such information from the registration code, we must reverse the XOR operation and split out the two hashes which were combined. But let us look at the algorithm more closely. You can disable the internet connection, set the clock back, and enter codes. Furthermore, the app attempts to verify the system time via a remote time server to minimize registration by changing the computer's clock. To combat tampering, your own information can get locally blacklisted in a similar manner if too many failed attempts occur, at least until the license file is deleted. The registration app checks against a list of blacklisted codes, and if found to be using one, the number of licenses is internally perturbed so that subsequent calculations fail. They also took more aggressive steps to reduce key sharing. Ambrosia now had better control over code distribution, but they assumed their renewal server would never be shut down. This new method was based on polynomial hashing and included a timestamp so that codes could be expired and renewed. Once you have the bitstring module installed via sudo pip install bitstring, you can test the output yourself with python aswreg_v1.py "Anonymous" 100 "Slithereens".Īs Ambrosia's Matt Slot explains, the old system continued to allow a lot of piracy, so in the early 2000's they decided to switch to a more challenging registration system. Here is a Python implementation of the v1 system: aswreg_v1.py The following chart shows an example using a well-known hacked code for Slithereens. This maps the 32-bit string into 8 characters, but due to the limit of a hex digit to only encode 16 values, codes only contain letters from the first 16 of the alphabet. The resulting 32 bits are converted into a text registration code by adding the ASCII offset of $41 to each hex digit. However, the rest of the algorithm remained essentially unchanged. ![]() The second loop repeats that operation, only using the game's name instead of the license holder's name.īeginning with Mars Rising, later games added a step to these loops: XOR the current code with the common hex string $DEADBEEF. The first loop iterates over each letter of the capitalized licensee name, adding the ASCII representation of that letter with the number of copies and then rotating the resulting bits. Given a licensee name, number of copies, and game name, the code generator runs through two loops. All of their classic titles use the original algorithm by Andrew Welch. They can choose to be a trader or a mercenary or an asteroid miner among a number of things or a combination of several.In their earliest days, ASW didn't require registration, but they eventually began locking core features away behind codes. Players can choose which missions to follow and which governments to form a good relationship with or to be entirely neutral. The plot is advanced through missions available from facilities on planets as well as NPCs flying through space. Players can land on these objects, where they may be given the option to trade, gain missions, and purchase new spaceships or add-on outfits for their current spaceship. Most systems contain stellar objects such as planets and space stations. In Nova, wormholes or hypergates may also be utilized for instantaneous travel. Ships travel between star systems along the hyperlinks by engaging their hyperdrive, a form of faster-than-light travel. Players are able to fly through hundreds of star systems, which are connected to each other by hyperlinks. The player has the option of engaging in both combat and trade. Much of the game takes place in space, with the player flying a ship from a third-person overhead perspective.
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