Copy Protect Software Free Download

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Aug 5, 2024, 3:27:57 AM8/5/24
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Copyprotection is most commonly found on videotapes, DVDs, Blu-ray discs, HD-DVDs, computer software discs, video game discs and cartridges, audio CDs and some VCDs. It also may be incorporated into digitally distributed versions of media and software.

Some methods of copy protection have also led to criticism because it caused inconvenience for paying consumers or secretly installed additional or unwanted software to detect copying activities on the consumer's computer. Making copy protection effective while protecting consumer rights remains a problem with media publication.


Media corporations have always used the term copy protection, but critics argue that the term tends to sway the public into identifying with the publishers, who favor restriction technologies, rather than with the users.[2] Copy prevention and copy control may be more neutral terms. "Copy protection" is a misnomer for some systems, because any number of copies can be made from an original and all of these copies will work, but only in one computer, or only with one dongle, or only with another device that cannot be easily copied.


The term is also often related to, and confused with, the concept of digital restrictions management. Digital restrictions management is a more general term because it includes all sorts of management of works, including copy restrictions. Copy restriction may include measures that are not digital. A more appropriate term may be "technological protection measures" (TPMs),[3] which is often defined as the use of technological tools in order to restrict the use or access to a work.


Unauthorized copying and distribution accounted for $2.4 billion per year in lost revenue in the United States alone in 1990,[4] and is assumed to be causing impact on revenues in the music and the video game industry, leading to proposal of stricter copyright laws such as PIPA.


Companies publish works under copyright protection because they believe that the cost of implementing the copy protection will be less than the revenue produced by consumers who buy the product instead of acquiring it through casually copied media.


Opponents of copy protection argue that people who obtain free copies only use what they can get for free and would not purchase their own copy if they were unable to obtain a free copy. Some even argue that free copies increase profit; people who receive a free copy of a music CD may then go and buy more of that band's music, which they would not have done otherwise.


From the perspective of the end user, copy protection is always a cost. DRM and license managers sometimes fail, are inconvenient to use, and may not afford the user all of the legal use of the product they have purchased.


The term copy protection refers to the technology used to attempt to frustrate copying, and not to the legal remedies available to publishers or authors whose copyrights are violated. Software usage models range from node locking to floating licenses (where a fixed number licenses can be concurrently used across an enterprise), grid computing (where multiple computers function as one unit and so use a common license) and electronic licensing (where features can be purchased and activated online). The term license management refers to broad platforms which enable the specification, enforcement and tracking of software licenses. To safeguard copy protection and license management technologies themselves against tampering and hacking, software anti-tamper methods are used.


Floating licenses are also being referred to as Indirect Licenses, and are licenses that at the time they are issued, there is no actual user who will use them. That has some technical influence over some of their characteristics. Direct Licenses are issued after a certain user requires it. As an example, an activated Microsoft product, contains a Direct License which is locked to the PC where the product is installed.


From business standpoint, on the other hand, some services now try to monetize on additional services other than the media content so users can have better experience than simply obtaining the copied product.[5]


At a minimum, digital copy protection of non-interactive works is subject to the analog hole: regardless of any digital restrictions, if music can be heard by the human ear, it can also be recorded (at the very least, with a microphone and tape recorder); if a film can be viewed by the human eye, it can also be recorded (at the very least, with a video camera and recorder). In practice, almost-perfect copies can typically be made by tapping into the analog output of a player (e.g. the speaker output or headphone jacks) and, once redigitized into an unprotected form, duplicated indefinitely. Copying text-based content in this way is more tedious, but the same principle applies: if it can be printed or displayed, it can also be scanned and OCRed. With basic software and some patience, these techniques can be applied by a typical computer-literate user.[citation needed]


Since these basic technical facts exist, it follows that a determined individual will definitely succeed in copying any media, given enough time and resources. Media publishers understand this; copy protection is not intended to stop professional operations involved in the unauthorized mass duplication of media, but rather to stop "casual copying".[citation needed]


Copying of information goods which are downloaded (rather than being mass-duplicated as with physical media) can be inexpensively customized for each download, and thus restricted more effectively, in a process known as "traitor tracing". They can be encrypted in a fashion which is unique for each user's computer, and the decryption system can be made tamper-resistant.[citation needed]


Copyright protection in content platforms also cause increased market concentration and a loss in aggregate welfare. According to research on the European Directive on copyright in the Digital Single Market on platform competition, only users of large platforms will be allowed to upload content if the content is sufficiently valuable and network effects are strong.[6]


Copy protection for computer software, especially for games, has been a long cat-and-mouse struggle between publishers and crackers. These were (and are) programmers who defeated copy protection on software as a hobby, add their alias to the title screen, and then distribute the "cracked" product to the network of warez BBSes or Internet sites that specialized in distributing unauthorized copies of software.


When computer software was still distributed in audio cassettes, audio copying was unreliable, while digital copying was time consuming. Software prices were comparable with audio cassette prices.[4][7] To make digital copying more difficult, many programs used non-standard loading methods (loaders incompatible with standard BASIC loaders, or loaders that used different transfer speed).


Unauthorized software copying began to be a problem when floppy disks became the common storage media.[7] The ease of copying depended on the system; Jerry Pournelle wrote in BYTE in 1983 that "CP/M doesn't lend itself to copy protection" so its users "haven't been too worried" about it, while "Apple users, though, have always had the problem. So have those who used TRS-DOS, and I understand that MS-DOS has copy protection features".[8]


Pournelle disliked copy protection[9] and, except for games, refused to review software that used it. He did not believe that it was useful, writing in 1983 that "For every copy protection scheme there's a hacker ready to defeat it. Most involve so-called nibble/nybble copiers, which try to analyze the original disk and then make a copy".[8] IBM's Don Estridge agreed: "I guarantee that whatever scheme you come up with will take less time to break than to think of it." While calling piracy "a threat to software development. It's going to dry up the software", he said "It's wrong to copy-protect programs ... There ought to be some way to stop [piracy] without creating products that are unusable."[10] Copy protection sometimes caused software not to run on clones, such as the Apple II-compatible Laser 128,[11] or even the genuine Commodore 64 with certain peripherals.[12]


In 1989 Gilman Louie, head of Spectrum Holobyte, stated that copy protection added about $0.50 per copy to the cost of production of a game.[13] Other software relied on complexity; Antic in 1988 observed that WordPerfect for the Atari ST "is almost unusable without its manual of over 600 pages!".[14] (The magazine was mistaken; the ST version was so widely pirated that the company threatened to discontinue it.[15][16])


To limit reusing activation keys to install the software on multiple machines, it has been attempted to tie the installed software to a specific machine by involving some unique feature of the machine. Serial number in ROM could not be used because some machines do not have them. Some popular surrogate for a machine serial number were date and time (to the second) of initialization of the hard disk or MAC address of Ethernet cards (although this is programmable on modern cards). With the rise of virtualization, however, the practice of locking has to add to these simple hardware parameters to still prevent copying.[17]


During the 1980s and 1990s, video games sold on audio cassette and floppy disks were sometimes protected with an external user-interactive method that demanded the user to have the original package or a part of it, usually the manual. Copy protection was activated not only at installation, but every time the game was executed.[18][19]


All of these methods proved to be troublesome and tiring for the players, and as such greatly declined in usage by the mid-1990s, at which point the emergence of CDs as the primary video game medium made copy protection largely redundant, since CD copying technology was not widely available at the time.[18]

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