amiga-bootcamp/05_reversing/custom_loaders_and_drm.md
Ilia Sharin 27cad8128d docs: expand final 3 Tier 3 articles + update all README indexes
Articles expanded:
- gadgets.md: 403→804 lines — 5 antipatterns, GadTools→BOOPSI migration,
  form cookbook, historical timeline, modern analogies, 6 FAQ
- screens.md: 582→992 lines — decision guide, 5 antipatterns, screen
  flipping/borderless/PAL-NTSC cookbooks, historical comparison, 7 FAQ
- custom_loaders_and_drm.md: 152→500 lines — bootblock structure,
  6 DRM systems, 5 antipatterns, trackloader cookbook, cracking scene
  history, modern analogies, 7 FAQ

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Bypassing Custom Loaders and DRM Analysis

In the classic Amiga era, the vast majority of commercial games did not use AmigaOS or dos.library. Instead, they booted directly from the floppy disk's bootblock, took full control of the hardware, and used custom MFM (Modified Frequency Modulation) routines to load data directly from the floppy drive (trackdisk.device or direct hardware banging).

This technique, known as a Trackloader, allowed for faster loading, non-standard disk formats (holding >880KB), and robust copy protection (DRM). For a reverse engineer, analyzing an Amiga game almost always starts with defeating the trackloader and its associated DRM.


1. The Boot Sequence & Taking Control

When an Amiga boots from a floppy, the Kickstart ROM reads the first two sectors (1024 bytes) into memory. If the first four bytes are DOS\0, it treats it as a standard AmigaDOS disk. If the bootblock is executable, the ROM jumps to it.

graph TD
    A[Kickstart Boot] -->|Reads Block 0 & 1| B{Signature Check}
    B -->|'DOS\\0'| C[Mount FastFileSystem]
    B -->|Other Executable| D[Execute Bootblock Code]
    D --> E[Disable OS Multitasking]
    E --> F[Take Over Interrupts & DMA]
    F --> G[Execute Custom Trackloader]

    style D fill:#ffcccc,stroke:#ff0000
    style G fill:#ffcccc,stroke:#ff0000

1.1 The "Hardware Takeover" Pattern

Commercial games typically execute a standard sequence to disable AmigaOS and ensure uninterrupted hardware access:

; Standard Hardware Takeover (Often found in Bootblocks)
move.w  #$7FFF, $dff09a      ; INTENA - Disable all interrupts
move.w  #$7FFF, $dff096      ; DMACON - Disable all DMA (sprites, copper, bitplane)
move.l  $4.w, a6             ; Get ExecBase
jsr     -132(a6)             ; Forbid() - Disable multitasking
jsr     -120(a6)             ; Disable() - Disable OS interrupts

; Setup custom VBlank and hardware
move.l  #my_copperlist, $dff080
move.w  #$8020, $dff096      ; Enable Sprite DMA
move.w  #$c020, $dff09a      ; Enable VBlank Interrupt

Caution

Once the bootblock calls Forbid() and writes to INTENA, standard Amiga debuggers (like MonAM or HRTmon running under the OS) will lose control unless they are Action Replay hardware cartridges or running in emulation (WinUAE/FS-UAE).


2. Trackloader Architecture

A trackloader replaces dos.library with custom code that reads raw MFM data from the floppy controller (Paula).

2.1 MFM and Sync Words

Floppy disks store data as magnetic flux transitions. To prevent long sequences of zeros (which cause the read head to lose synchronization), data is encoded using MFM.

To find the start of a sector, the hardware looks for a specific 16-bit Sync Word. The standard Amiga sync word is $4489.

2.2 Finding the Trackloader in IDA/Ghidra

When reverse engineering a game, you must locate the trackloader to extract the game's actual files. Look for these specific hardware register accesses:

Address Register What it means in a Trackloader
$DFF07E DSKSYNC Setting the Sync Word (usually $4489)
$DFF020 DSKPTH Disk DMA Pointer (where to write the read MFM data)
$DFF024 DSKLEN Disk DMA Length (how many words to read, and start reading)
$BFD100 CIAB-PRB CIA-B Port B: Used for floppy motor control, head stepping, and side selection.

2.3 Advanced Trackloader Disk Formats

To prevent copying by standard AmigaDOS tools like X-Copy, developers altered the physical geometry and structure of the tracks on the floppy disk:

  1. Long Tracks: A standard AmigaDOS track holds 11 sectors. Trackloaders would format tracks with 12 sectors by slightly reducing the physical gaps between sectors, fitting more data (and breaking standard sector-by-sector copying algorithms).
  2. Sync-less Formats: Bypassing the $4489 sync word entirely. The trackloader uses raw timing loops (via CIA timers) or completely custom bit-patterns to find the start of the data stream, preventing hardware from locking onto the track.
  3. Fuzzy/Weak Bits: Mastering original disks with weak magnetic flux. The hardware reads the bit randomly as a 0 or a 1. When a standard drive copies the disk, it writes a "strong" 0 or 1. The DRM reads the sector multiple times; if the bit doesn't flip, it knows it's a pirated copy.

2.4 The Decodification Loop

After reading raw MFM data into memory, the trackloader must decode it back into binary data. This almost always involves interleaved loops using the eor (exclusive OR) instruction or bit-shifting to separate clock bits from data bits.

; Typical MFM decoding loop footprint
.decode_loop:
    move.l  (a0)+, d0     ; Read MFM odd bits
    move.l  (a1)+, d1     ; Read MFM even bits
    and.l   d2, d0        ; Mask clock bits ($55555555)
    and.l   d2, d1
    lsl.l   #1, d0        ; Shift odd bits
    or.l    d1, d0        ; Combine into decoded byte
    move.l  d0, (a2)+     ; Write decoded data
    dbf     d7, .decode_loop

Tip

If you find a loop utilizing the constant $55555555 extensively near disk hardware access, you have found the MFM decoder.


3. DRM: The Rob Northen Copylock

The most famous Amiga copy protection is the Rob Northen Copylock (RN Copylock). It was designed to prevent cracking by encrypting the game executable and tying the decryption key to a physical flaw deliberately mastered onto track 0 of the original floppy disk.

3.1 Copylock Architecture

graph LR
    A[Game Executable] --> B[Encrypted Payload]
    A --> C[Copylock Wrapper]
    C -->|Read Track 0| D[Custom MFM Read]
    D -->|Extract Timing Data| E[Generate Decryption Key]
    E -->|Decrypt & Jump| B

3.2 Trace Vector Abuse

Rob Northen's genius was preventing crackers from stepping through the decryption code by abusing the Motorola 68000 Trace Exception (Vector $24). By pointing the Trace vector to its own decryption routine and setting the CPU Trace bit, the code decrypts itself via hardware interrupts.

Deep Dive: For a complete analysis of Copylock's trace exception abuse, CIA timer checks, and other anti-cracking techniques, see the dedicated Anti-Debugging & Arms Race article.


4. Bootblock Structure

The bootblock occupies the first two sectors (blocks 0 and 1, 1024 bytes total) of an Amiga floppy disk. Kickstart reads it via the ROM's built-in trackloader and decides what to do:

graph LR
    subgraph "Bootblock (1024 bytes)"
        SIG["Bytes 03\nSignature"]
        CHK["Bytes 47\nChecksum"]
        ROOT["Bytes 811\nRoot Block"]
        CODE["Bytes 121023\nBoot Code"]
    end

    SIG -->|"'DOS\0'"| AMIGADOS[AmigaDOS Boot]
    SIG -->|"Other executable"| CUSTOM[Custom Bootblock]
Offset Size Field Description
0 4 bytes Signature DOS\0 = standard AmigaDOS; any other value = custom bootblock
4 4 bytes Checksum Bootblock checksum (must validate for Kickstart to execute)
8 4 bytes RootBlock Block number of the root directory (AmigaDOS only)
12 1012 bytes BootCode 68000 executable code — the trackloader or game stub

Checksum Algorithm

Kickstart validates the bootblock checksum before executing. The algorithm is a simple 32-bit additive checksum with carry:

/* Bootblock checksum calculation */
ULONG CalcBootChecksum(ULONG *block)
{
    ULONG sum = 0;
    for (int i = 0; i < 256; i++)  /* 1024 bytes / 4 = 256 longs */
    {
        ULONG val = block[i];
        if (val > ~sum)
            sum++;              /* carry */
        sum += val;
    }
    return ~sum;
}

Note

For custom bootblocks, the checksum must be correct or Kickstart ignores it. Crackers would modify the boot code and recalculate the checksum.


5. DRM Systems Catalog

5.1 Rob Northen Copylock (19871993)

The most prevalent Amiga copy protection — used by ~70% of commercial games. Over 1,500 titles shipped with Copylock.

Aspect Detail
Creator Rob Northen Computing (UK)
Mechanism Timing-based key on track 0 + encrypted executable + trace exception abuse
Tracks affected Track 0 only (rarely track 79)
Defeated by Reading timing data, computing decryption key, patching checks
Preservation format IPF (CAPS) — ADF cannot represent the timing data
graph LR
    A[Game Executable] --> B[Encrypted Payload]
    A --> C[Copylock Wrapper]
    C -->|"Read Track 0"| D[Custom MFM Read]
    D -->|"Extract Timing Data"| E[Generate Decryption Key]
    E -->|"Decrypt & Jump"| B

5.2 Psygnosis Protection

Used exclusively by Psygnosis (Lemmings, Shadow of the Beast, Agony):

  • Multiple protection tracks spread across the disk (not just track 0)
  • Non-standard sector sizes — some tracks use 2 KB sectors instead of 512 bytes
  • Custom sync words per track — each track has a different $xxxy sync
  • Often combined with a code wheel or manual lookup for additional verification

5.3 EA (Electronic Arts) Protection

EA used several variants across their titles:

  • Long tracks formatted to hold 12 sectors instead of 11 — standard copy tools can't reproduce
  • Bad sectors intentionally written — the game checks that specific sectors return read errors
  • Modified header fields — sector headers contain checksums that don't match their data

5.4 Gremlin Protection

Used by Gremlin Graphics (Zool, Fantasy World Dizzy):

  • Weak bits on a specific track — the protection reads the same sector multiple times and checks that the bits flip
  • If the bits are stable (copied disk), the game exits with "Software failure"

5.5 Software Studios / Superior Software

Common on BBC Micro ports and UK budget titles:

  • Non-standard gap lengths between sectors
  • Sector numbering gaps — sectors numbered 0,1,2,5,6,7 (missing 3,4)
  • The game reads sector 3 by index and checks it fails

5.6 Manual / Doc Check

Not a disk-based protection — a "soft" DRM approach:

Type Example Implementation
Code wheel Secret of Monkey Island, Indiana Jones Rotate physical wheel, enter visible word
Manual lookup Elite, Frontier "Enter word 3 from paragraph 5 on page 42"
Symbol entry Dungeon Master Enter sequence of symbols from the manual

These were the most annoying for users and the easiest to crack — a simple byte patch removes the check.


6. Named Antipatterns

"The Checksum Skip" — Patching Without Verification

/* BAD: When writing a custom bootblock for a cracker tool or
   WHDLoad slave, forgetting to recalculate the checksum.
   Kickstart refuses to execute the bootblock — silent failure. */
UBYTE bootblock[1024] = { /* custom code */ };
/* forgot to update checksum at offset 4-7 */
WriteBootblock(disk, bootblock);  /* won't boot! */
/* CORRECT: Always calculate and store the checksum */
ULONG *bb = (ULONG *)bootblock;
bb[1] = 0;  /* clear old checksum before calculating */
bb[1] = CalcBootChecksum(bb);

"The Motor Assumption" — Assuming Drive is Spinning

; BAD: Many custom trackloaders assume the floppy motor is already
; spinning when they start reading. On real hardware, the motor takes
; ~500ms to reach full speed. If you jump straight to disk DMA,
; the first reads are garbage.
    move.l  #buffer, $dff020    ; DSKPTH - DMA pointer
    move.w  #$8000|SECTOR_LEN, $dff024  ; DSKLEN - start reading NOW
    ; Motor may not be up to speed — data corruption!
; CORRECT: Wait for disk ready (or use a delay)
    bsr     WaitForMotor        ; spin up, wait ~500ms
    move.l  #buffer, $dff020
    move.w  #$8000|SECTOR_LEN, $dff024
    bsr     WaitForDMAComplete

"The Single-Track Reliance" — All Protection on One Track

Copylock puts all protection on track 0. This is efficient (one check) but fragile:

  • A single bad sector on track 0 destroys the original disk permanently
  • Crackers know exactly where to look — they breakpoint on $DFF07E (DSKSYNC) reads
  • Once the timing key is extracted, all games using Copylock fall at once

Modern DRM learned this lesson: spread verification across multiple components (Denuvo checks CPU-specific timing + OS entropy + disk serial).

"The Plaintext Key" — Storing Decryption Keys in RAM

; BAD: After Copylock decrypts the game, the decryption key remains
; in a CPU register or memory location. If a cracker dumps RAM after
; decryption, the key is exposed.
    bsr     GenerateKey         ; key in D0
    bsr     DecryptPayload      ; uses D0 as key
    ; D0 still contains the key! A memory dump reveals it.

Some Copylock variants zero the key register after use, but many don't — a common oversight that made cracking easier.

"The Time-Bomb Check" — Fragile Timing Loops

; BAD: Protection that relies on exact CIA timer values.
; This works on a stock A500 but fails on accelerated Amigas
; (68030/040/060) because the timing loop completes too fast.
    move.l  $bfe801, d0     ; Read CIA-A Timer A
    ; ... execute some code ...
    move.l  $bfe801, d1
    sub.l   d0, d1          ; check elapsed time
    cmp.l   #EXPECTED, d1   ; exact cycle count expected
    bne.s   .protection_fail

This is why many original games crash on accelerated Amigas — the timing check is CPU-speed-dependent. WHDLoad patches often fix this by NOP-ing the check.


7. Practical Cookbook: Identifying a Trackloader

Step-by-step guide to locating and understanding a game's trackloader in an emulator:

Step 1: Set Up the Debugger

; In WinUAE/FS-UAE debugger:
; 1. Enable debugger (WinUAE: Misc → Enable Debugger)
; 2. Boot the game from floppy image

Step 2: Break on Disk DMA

; Set a write breakpoint on DSKLEN ($DFF024)
; This fires every time the game starts a disk read
w dff024 2

; When it breaks, examine:
; - DSKPTH ($DFF020): where is data being read to?
; - Stack trace: where is the read initiated from?

Step 3: Find the MFM Decoder

; Search for the MFM decode constant $55555555
; In the debugger:
m 55555555

; Or in Ghidra/IDA, search for the constant:
; The decode loop will be near disk register accesses

Step 4: Map the Load Sequence

; Each time DSKLEN is written, note:
; - Which track is being read (from CIA-B port B: $BFD100)
; - How many words are being read (DSKLEN value)
; - Where in RAM the data goes (DSKPTH)
; - What happens after the read (decode? decrypt? direct jump?)

Step 5: Dump Decrypted Executable

; Let the game fully boot and decrypt itself
; Then take a full RAM dump:
; WinUAE: Misc → Save Memory Dump
; Or:  save ramdump.bin 0 80000   (first 512KB)

; Now you have the decrypted game binary for static analysis

8. Historical Context & Modern Analogies

Evolution of Game DRM

timeline
    title Amiga Game DRM Timeline
    1985 : OS 1.0 — No copy protection\nGames use standard AmigaDOS files
    1986 : First custom bootblocks\nSimple track format changes
    1987 : Rob Northen Copylock v1\nTrack 0 timing + encryption\n    1988 : Psygnosis protection\nMulti-track, custom sync words
    1989 : EA long-track protection\n12-sector formatting
    1990 : Weak-bit protection\nGremlin, Gremlin Graphics
    1991 : Copylock v2 (enhanced)\nTrace exception abuse refined
    1992 : Manual/doc-check peak\nCode wheels, symbol entry
    1993 : Late-era Copylock\nLast commercial Amiga titles
    1995 : WHDLoad released\nHard drive patches for old games

The Cracking Scene

The Amiga cracking scene was one of the most active in computing history:

Group Notable For Active Period
Fairlight Fast Copylock defeats, trained versions 19871994
Crystal Clean cracks, minimal patches 19881995
Paradroid Technical documentation of protections 19891993
Quarantine First to defeat Copylock v2 enhancements 19901993
Skid Row High-quality intros, fast releases 19901996
Delight Late-era Amiga protection removal 19921997

Note

The cracking scene is documented here for historical and educational purposes — understanding these techniques is essential for software preservation and reverse engineering.

Modern Analogies

Amiga Concept Modern Equivalent Notes
Custom bootblock UEFI custom boot manager / U-boot payload Bypassing standard OS boot
Trackloader (raw disk I/O) Direct NVMe/SATA register access (DMA) Bypassing OS filesystem for raw I/O
MFM encoding 8b/10b / 64b/66b line coding (PCIe/SATA) Clock recovery encoding
$4489 sync word K28.5 comma characters (8b/10b) Framing / synchronization marker
Rob Northen Copylock Denuvo Anti-Tamper CPU-specific timing + encrypted code
Trace exception abuse SEH chain abuse (anti-debug) / RtlDecompressBuffer hooking Using CPU exceptions for code execution
Weak bits (fuzzy bits) TPM-bound encryption keys Tying execution to unique hardware
Manual/doc check Online activation / always-online DRM "Something you have" verification
WHDLoad slave DOSBox config / ScummVM engine patch Compatibility layer for old software
IPF preservation format MAME CHD (Compressed Hunks of Data) Preservation-grade disk images with timing

9. Reverse Engineering Best Practices

  1. Memory Dumps over Static Analysis: Because most commercial games are packed (Imploder, PowerPacker) and encrypted (Copylock), static analysis of the binary on disk is often useless. Use WinUAE/FS-UAE's built-in debugger to let the game boot, decrypt itself into RAM, and then take a memory dump to analyze in IDA Pro.
  2. Identify $DFF024 (DSKLEN): Set write breakpoints on $DFF024 in your emulator. This is the hardware trigger to start a disk DMA read. When it hits, look at the stack to find the trackloader code.
  3. Beware of $4.w (ExecBase): If a game reads $4.w and immediately calls Forbid() (offset -132), it is preparing to kill the OS. Put your breakpoints before this happens if you are relying on an OS-level debugger.
  4. Use IPF, not ADF, for originals: Standard ADF format cannot represent non-standard track formats, weak bits, or timing data. Use the SPS/IPF format for preservation-grade images.
  5. Action Replay for live debugging: Hardware cartridges like Action Replay III can freeze the machine at any point — even after the OS is disabled. invaluable for examining custom trackloader state.
  6. Compare cracked vs. original: Loading both an original IPF and a cracked ADF into Ghidra and diffing the code makes the protection check obvious.
  7. Check for WhdLoad slaves first: Before reverse-engineering a game's loader, check if a WHDLoad slave already exists — it may document the load addresses and file format.

10. FAQ

Q: Why did games use Trackloaders instead of standard AmigaDOS files? A: AmigaDOS (OFS) has significant overhead. It requires memory for file buffers, wastes bytes on directory structures, and the floppy motor turns off between file reads. A custom trackloader keeps the motor spinning and reads entire raw cylinders into RAM sequentially, reducing loading times from minutes to seconds.

Q: How do WHDLoad patches work with Trackloaders? A: WHDLoad is an OS-replacement system that patches games to run from hard drives. A WHDLoad "Slave" (the patch file) replaces the game's custom trackloader (which expects floppy hardware) with calls to WHDLoad's resload_DiskLoad API, emulating the floppy load via standard hard drive I/O.

Q: If Copylock relies on a physical disk flaw, how do cracked ADFs work? A: Cracked disk images (ADFs) contain the already-decrypted game executable, with the Copylock routine completely bypassed or stubbed out (NOP instructions). The physical flaw cannot be represented in a standard ADF, which is why original, uncracked games must be preserved in IPF (Interchangeable Preservation Format) instead of ADF.

Q: Can I write a custom bootblock to a standard Amiga floppy? A: Yes — any Amiga floppy drive can write the first two sectors (the bootblock) using standard trackdisk.device commands (TD_WRITE to block 0). However, writing non-standard track formats (long tracks, custom sync words) requires direct hardware access to Paula's disk DMA.

Q: How does the CAPS/SPS preservation project work? A: The Classic Amiga Preservation Society (CAPS, now SPS — Software Preservation Society) uses modified floppy drives (or KryoFlux devices) to read the raw magnetic flux transitions, not just the decoded data. This captures timing information, weak bits, and non-standard formats that ADF cannot represent. The result is stored in IPF format.

Q: Why do some games work on some Amiga models but not others? A: Trackloaders that use timing loops calibrated for the 68000 (7.09 MHz) fail on faster CPUs (68020+ at 14/25 MHz). The timing loop completes too quickly, and the protection check fails. This is separate from the game logic — the game itself may run fine, but the copy protection rejects the disk.

Q: What's the difference between ADF, IPF, and DMS formats? A:

  • ADF (Amiga Disk File): Standard 880 KB image of 80 tracks × 11 sectors × 512 bytes. Cannot represent copy protection.
  • IPF (Interchangeable Preservation Format): Preservation-grade format that stores raw MFM data with timing, weak bits, and non-standard geometry.
  • DMS (Disk Masher System): Compressed ADF — essentially a ZIP for Amiga disks. Popular for BBS distribution but cannot represent protection either.

References

NDK Headers & Hardware

  • hardware/cia.h — CIA timer registers ($BFE801, $BFD100)
  • hardware/custom.h — Disk DMA registers (DSKSYNC, DSKPTH, DSKLEN)
  • resources/disk.hdisk.resource for trackdisk.device arbitration

Preservation & Documentation

Cracking & Reverse Engineering

  • AmigaOS ROM Kernel Manual: hardware register map, boot sequence
  • WHDLoad: https://www.whdload.de — hard drive installers for Amiga games
  • WinUAE Debugger: built-in MC68000 debugger with hardware register breakpoints