Mm, it didn't take all that long to crack, when I did it for fun. My patched version of Mon had a reference search, and the code in the graphics.dat stuck out because I was single-stepping from interesting places. That trick makes deadlisting harder, but live debugging there's no real difference.
Side note: it kept the XBIOS/GEMDOS keyboard/mouse drivers in place, tried to unlink a debugger and wipe the RAM - but it forgot to patch out the good old Alt-Help "screen print" vector! So if you hide a routine in low memory, just above the vector tables, but below where it wiped, around $200-$400 ish from memory… <g> (Oh, and a Syncro Express would just duplicate the thing cold, even on Express mode, but that's no fun~!)
Chaos Strikes Back was bloody difficult as a game! Wonderful work, all around, it's a masterpiece. I bought more than one copy (and actually played Dungeon Master after CSB). I never did finish CSB!
On a similar thematic note, the later, futuristic first-person dungeon crawler Captive has much more interesting copy protection; the author (ratt) wrote his own disk routines (internally called RATTDOS). That was a tough one. It's very Amiga-ified inside, so I wouldn't be surprised if the Atari version shared most of the code. It has procedurally-generated levels, although I think it may be impossible to complete after a certain point.
The Atari ST version of Sid Meier's Civilization is also well worth checking out as a historian; it was written in C, and they left all the debugging symbols in! Fascinating; you can see the original "nuke-happy Gandhi" bug underflow first-hand, and the world maps were really just planar bitmaps, so when you'd figured out how they were stored, it wasn't hard to knock up an editor.
I also have fond memories of Wayne Smithson's Anarchy and its disk's Rob Northen exotic copy-protection's space-filling rant, although I suppose there are only a few people who even know what I mean about that. If you can find an original copy intact anywhere, break out a sector editor, and start reading. The format gets harder the further on in the disk you go. :)
To the person below who had trouble with Elite II: Frontier - um, perhaps your platform was harder? The executable we all seemed to have on the Atari was standalone, was one $4E75 RTS away from skipping the manual protection, and had absolutely no checksums in it at all (to my immense glee - I had lots of fun modding it)! I'm having some fun downtime playing its recently-released sequel Elite: Dangerous, too - but that's online, so of course I'm playing clean! (I did test a couple of cheats during the alpha, and reported to help the devs patch some of the most obvious gamebreakers.)
Other than online stuff, I honestly don't think they've discovered any particularly new tricks since those days. There's a lot of lost gems that get reinvented. The very best, newest, "anti-tamper" techniques are essentially, just bits of obfuscated code interleaved with checksums. Underwhelming, really. It boggles my mind that people still do that stuff - just make it easier to buy games, and it's hard to get easier than Steam! (My opinion of the "strong" obfuscation technique that bloats simple 32-condition IF statements to multi-gigabyte sizes is also pretty poor, as it stands at the moment, although the state-of-the-art could always improve.)
I too had not managed to finish CSB at the time, but when it got ported to PC[1] with a feature to record your games, it spawned a speed run competition and I was shocked to learn that it can be defeated in less than 30 minutes, actually best time is 00h10m37s[2].
I gave it another try and manage to beat it after a few attempts, there's much trickery in how the dungeon is designed with falling traps on top of others and teleporters, but once you get your head your head around it and understand the diabolical demon director, it gets better.
Then there's the custom dungeons, and conflux is the real challenge, CSB is walk in the park in comparison.
Yes but in a limited way, the rules says you are allowed to load your savegame in dmute to find the location of the necessary items that are random.
So you can start a number of games and check the location of those items until you get one that suits you and play that game, which usually leads to finishing the games in a few hours.
Just an observations -- nice to see other Atari ST users in this thread -- it was a unique machine at a time where very little did what it could do at it's price point between gaming/computing/animation/music/desktop publishing/software development. It was quite a capable foe to the Mac at the time.
I don't think that ruins it, really. It's also quite a loved game, although it hasn't been recreated like DM has. The lack of instructions was just criminal - there was a lot of the game that you had to learn by trial and error and you weren't given a lot of guidance!
The multi-way switches were a bit cheap, but the atmosphere and the little details were wonderful. The engine was very technically strong, too.
You should definitely check out Legend of Grimrock (and its Ishar-inspired sequel?) if you haven't already. I think they're on sale at the moment.
Speaking of Ishar, its copy-protection on the Atari deserved mention. Absolutely loaded with checksums, and it jams the reset vector, and it skews a protection track between two tracks and repeatedly changes tracks and reads at the same time to try to pick it up (which is what that strangled sound from the drive is!). I doubt that does your drive a lot of good, and it failed sometimes, which was… irritating.
Haha, I could never make my mind up about the lack of instructions. As a framing device - "I've just woken up on a space station and know nothing" - it did the trick. Still damned painful though!
The atmosphere really was very special, the small effects of hearing space-station doors opening somewhere, and waiting for the new horror to be found after you've just wasted oodles of cash on a new weapon you can't operate and don't know what ammunition to buy for... special times.
Thanks for the recommendation, Legend of Grimrock looks great :-)
Side note: it kept the XBIOS/GEMDOS keyboard/mouse drivers in place, tried to unlink a debugger and wipe the RAM - but it forgot to patch out the good old Alt-Help "screen print" vector! So if you hide a routine in low memory, just above the vector tables, but below where it wiped, around $200-$400 ish from memory… <g> (Oh, and a Syncro Express would just duplicate the thing cold, even on Express mode, but that's no fun~!)
Chaos Strikes Back was bloody difficult as a game! Wonderful work, all around, it's a masterpiece. I bought more than one copy (and actually played Dungeon Master after CSB). I never did finish CSB!
On a similar thematic note, the later, futuristic first-person dungeon crawler Captive has much more interesting copy protection; the author (ratt) wrote his own disk routines (internally called RATTDOS). That was a tough one. It's very Amiga-ified inside, so I wouldn't be surprised if the Atari version shared most of the code. It has procedurally-generated levels, although I think it may be impossible to complete after a certain point.
The Atari ST version of Sid Meier's Civilization is also well worth checking out as a historian; it was written in C, and they left all the debugging symbols in! Fascinating; you can see the original "nuke-happy Gandhi" bug underflow first-hand, and the world maps were really just planar bitmaps, so when you'd figured out how they were stored, it wasn't hard to knock up an editor.
I also have fond memories of Wayne Smithson's Anarchy and its disk's Rob Northen exotic copy-protection's space-filling rant, although I suppose there are only a few people who even know what I mean about that. If you can find an original copy intact anywhere, break out a sector editor, and start reading. The format gets harder the further on in the disk you go. :)
To the person below who had trouble with Elite II: Frontier - um, perhaps your platform was harder? The executable we all seemed to have on the Atari was standalone, was one $4E75 RTS away from skipping the manual protection, and had absolutely no checksums in it at all (to my immense glee - I had lots of fun modding it)! I'm having some fun downtime playing its recently-released sequel Elite: Dangerous, too - but that's online, so of course I'm playing clean! (I did test a couple of cheats during the alpha, and reported to help the devs patch some of the most obvious gamebreakers.)
Other than online stuff, I honestly don't think they've discovered any particularly new tricks since those days. There's a lot of lost gems that get reinvented. The very best, newest, "anti-tamper" techniques are essentially, just bits of obfuscated code interleaved with checksums. Underwhelming, really. It boggles my mind that people still do that stuff - just make it easier to buy games, and it's hard to get easier than Steam! (My opinion of the "strong" obfuscation technique that bloats simple 32-condition IF statements to multi-gigabyte sizes is also pretty poor, as it stands at the moment, although the state-of-the-art could always improve.)