Staredit Network > Forums > SC1 UMS Mapmaking Assistance > Topic: What is the process behind map protection?
What is the process behind map protection?
Feb 13 2009, 10:01 pm
By: Mad  

Feb 13 2009, 10:01 pm Mad Post #1



Hello,

I know there are at least a dozen of map protectors out there and some unprotectors with that. My question is how can you protect your own maps without the use of any third-party tool? Can it be done manually? Which bits of memory do I need to modify/delete in order to get my map protected? I have analyzed both an unprotected and a protected version of a map with a HEX editor but I can't tell which part corrupts the file so that Staredit won't be able to open it.

Any help is highly appreciated. ^^



None.

Feb 13 2009, 10:05 pm Falkoner Post #2



Doing it manually really won't do much different than a protector/compressor would, it's a pretty easily automated system.



None.

Feb 13 2009, 10:27 pm NudeRaider Post #3

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Yeah protection is not like a switch or an encryption.

Some smart people have analyzed map files and how they get read by sc and various map editors and devised methods to screw these editor's map parsers (map loading subroutine) without moving/cobining/whatever sections of the map that would make sc unable to read it.

So if you want to do it manually you'd have to analyze how map editors (and unprotectors) load maps and find out ways to confuse the algorithm, then check back to sc if it still can read the map.




Feb 14 2009, 2:38 am rockz Post #4

ᴄʜᴇᴇsᴇ ɪᴛ!

you can probably just change one bit somewhere which will render an error in staredit. I had previously wanted to do this (just to keep pubbies for editing a map), but not from anyone who seriously wanted to edit it. Unfortunately, I think compression is the best way to protect a map now, and the only way to do that is with 3rd party programs.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Feb 14 2009, 8:21 am Mad Post #5



Quote from Falkoner
Doing it manually really won't do much different than a protector/compressor would, it's a pretty easily automated system.

haha, It's just out of curiosity really. Since there are different ways to protect a map, I thought it would be interesting maybe to develop my own. :)

Quote from NudeRaider
Yeah protection is not like a switch or an encryption. [...] So if you want to do it manually you'd have to analyze how map editors (and unprotectors) load maps and find out ways to confuse the algorithm, then check back to sc if it still can read the map.

How can I analyze that? :D
I assume it's not something easily done.

Quote from rockz
you can probably just change one bit somewhere which will render an error in staredit. I had previously wanted to do this (just to keep pubbies for editing a map), but not from anyone who seriously wanted to edit it. Unfortunately, I think compression is the best way to protect a map now, and the only way to do that is with 3rd party programs.

I tried that a few times but everytime I do it, it invalidates my map and I can't even play it. :(



None.

Feb 14 2009, 8:39 am Elvang Post #6



Quote from Mad
Quote from NudeRaider
Yeah protection is not like a switch or an encryption. [...] So if you want to do it manually you'd have to analyze how map editors (and unprotectors) load maps and find out ways to confuse the algorithm, then check back to sc if it still can read the map.

How can I analyze that? :D
I assume it's not something easily done.
I'd start by reading up on scenario.chk and MoPaQ. A .scm or .scx is really a .mpq, a storage format that in this case holds the scenario.chk and any .wavs you attach to your map.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[2026-7-18. : 2:27 am]
Symmetry -- https://staredit.net/topic/18903/ THE REVIEWS ARE HERE! "ok these are pretty good memes" - ssj9Kevin
[2026-7-17. : 2:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[2026-7-17. : 2:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
Please log in to shout.


Members Online: jun3hong