Interesting that the Wikipedia article for "Copy Protection" says literally nothing about the arcade industry, which had some of the most creative (and abusive) anti-copying methods around.
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Vastauksena käyttäjälle @Krishell1985
Starting with the simplest: Capcom Play System 2 (CPS-2) hardware had encrypted code, with the key stored in an ASIC and powered by a battery. When the battery goes, so does the key. Fortunately, it's been thoroughly reverse-engineered and can now have the key restored.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
CPS-2 was more or less Capcom's attempt at implementing what Sega had managed with Hitachi on the Sega System 16, 18, and 24 boards: The 68000 is potted in an epoxy brick along with decryption circuitry and a coin cell for backup.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
It was eventually determined that Sega had used an LCG for generating the sets of keys, which narrowed the search space a bit.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
Beyond pure "copies simply won't run" protection, there were all manner of insidious methods in use. Sega's Quartet, for example, ran on System 16A hardware, but didn't have a Hitachi-encrypted CPU. It used a read-protected Intel i8751 microcontroller instead.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
Among some fairly basic things - display enable/disable, for example - the i8751 MCU controls moving platforms in later stages. No MCU, no moving platforms. This is something only recently fixed in MAME, and which Sega even themselves got wrong in a recent re-release.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
Moving along those lines, both Chack'n Pop and Bubble Bobble, from Taito, rely on a Motorola 68-series 8-bit microcontroller for protection. Certain critical aspects of gameplay are handled by it, including when bonus items appear, and enemy AI.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
Patching out the initial protection checks to get the game to boot won't get you very far when the game logic itself is more or less hosed. This is a protection method Taito were very fond of, and would use in later games from the 80's as well.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
Games like Operation Wolf, Rainbow Islands, and others used the "Taito C-Chip", which was a NEC uPD7811 and supporting circuitry, mounted on a substrate, and put in a DIP package to hide it. All of them rely on unique programs for various gameplay-critical elements.
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Moving from gameplay to just sound, a wide variety of games from Toaplan such as Vimana, Ghox, Teki Paki, and others have all of the music playback and sound effects managed by a read-protected 647180 MCU. Same problem: No code, no sound.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
One of the more horrid copy protection methods to break, done by Peter Wilhelmsen and the late Morten S. Kirkegaard, involved the Dallas DS5002FP secure MCU. As I understand it, it's primarily a combination of an Intel 8051 MCU, and a block of battery-backed encrypted RAM.
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Vastauksena käyttäjille @TheMogMiner ja @Krishell1985
Unfortunately, due to the 'intelligent' nature of the protection device, simple brute force or even the sort of cryptanalysis that caused the CPS-2 protection to fall can't even work. The keys and RAM contents need to be recovered in situ, while it's still powered.
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