S K I D R O W
.the leading force.
proudly presents
Sine Mora EX
(c) THQ Nordic
18-08-2017......Release Date <-> Protection.................Steam
Action.............Game Type <-> Disk(s)................STATEMENT
STATEMENT NOTES
We feel obliged to "do the math" for PLAZA group accusation in
Sine.Mora.EX.PROPER-PLAZA, considering their presentation biased,
inacurate, ill-intended and irrelevant.
Their so called "debugging analysis" is supposed to give the audience
the impression that our emu is blatantly stolen from different sources.
First, we would like to make some clarification about the "Stealing"
and "Inspiration", cause there 2 very different notions PLAZA seems to
be very confused of.
Stealing happens when someone totally copies an entire product and
uses it without approval for its own purposes (eg: various online sites
sysops who take emulators from groups - Scene or not - and release
games based on these emulators they dont own or have the right to use.
Also stealing happens when one copies or use a technical solution that
makes up almost of one's final product(eg use a complete solution for a
crack from somewhere else without approval and one's added value tends
to zero).
On the other part there is the "inspiration", which almost everybody in
the IT business(Scene or not) is doing. Inspiration means analyzing the
best ideeas existent on the "market" and trying to improve it. Everyone
is using ideeas from other people. To be more Scene-specific, everyone
uses tools or portions of code written by somewhere else in their
rlses/cracks.
Every grp or person is using some tool (debugger, plugin, antidebug
technique, library or just plain code) which was invented by someone
else. Nobody is coding something ignoring everything that has done
before.
And for this evolving process to happen much easier and quicker in the
software business, open-source was invented. When some authors (in our
case some steam emu authors) uploaded some software publicly, it is
understood by default that the author uploads it for the reason of
sharing and for the interested people to take advantage of it. Getting
ideeas from that opensource software , some common utility
classes/function or copying some few lines of code from a public
available software is classified as *STEALING* only in the confused and
ill-intended minds of PLAZA members.
Also, it's important to be noted that the respective codebases we're
accused of "stealing" from(LumaEmu and sokie's work) are very old, out
of date , incomplete and practically unusable per-se.
The best thing one person could get out of them is to have a general
ideea of an emu design or some implementation of some few minor
functions. They are in fact some proof-of-concepts for studies when you
began to design an emu from scratch . The current emu which is subject
of this discussion is a rewrite from scratch of the previous SR asm emu
and it's a collaboration work of SKID ROW and DARKSiDERS.
Before it was started, we analyzed various designs of emus, whose
source was open. Again, if you consider this stealing, we kinda dont
give a fuck about your opinion.
Actually in the beginning some code was pasted in the new emu project
from 1-2 places, in order to have as a "starting point model" when we
started from zero, but afterwards they were recoded.
Regarding PLAZA "analysis":
Function #1.
The proof of the previous paragraph can be deduced quite quickly from
PLAZA analysis, but of course they couldnt have figured this out by
themselves , cause their so called "analysis" resumes just to string
grepping in executables with IDA.
Check out PLAZA picture http://i.imgur.com/QKz69fI.jpg Function #1.
PLAZA highlights the usage of 3 LumaEmu functions here which are
loaded dynamically by GetProcAdress.
Let us clarify that for you: these LumaEmu functions DO NOT EXIST in
our emu.(hint:Look into exported symbols of steam_api.dll).
http://imgur.com/TYAK9iN
We never used functions from LumaEmu, those 3 lines you highlighted
were left in our emu as an example in the first days of emu and we
forgot them there.
Before you accusing someone of stealing implementations(and not only
random strings), do your homework, otherwise you make fools of
yourselves.
In the laymen terms, so you can understand: The 'stolen' LumaEmu
functions you think you found are in fact just 3 forgotten strings
of function names having no other usage.That's it.
Function #2.
You're comparing 2 different functions :SteamApi_Init() with
SteamApi_InitSafe(). These are different functions. And you're
accusing us that 2 lines of 2 different functions are similar:
SteamAPI_RegisterInterfaceFuncs and GetModuleHandle?
Are you fuckin nuts?
Functions #3 and #4
Yeah, we admit they were pasted from Luma, first time when we
started the new emu, won't deny that. These are 2 small
functions which are used for debugging of game crashes, have no
importance for the game itself, and their implementation is
available online, on msdn and they are not like the trademark or the
invention of Luma(in fact we see now that Luma itself got these
functions from other part - which quite usual, nobody sane recodes
common utilities when already available).
Making such a big fuss about these relatively unimportant functions
only proves your ill-intention and even worse, your lack of
imagination ;-)
So our big theft from LumaEmu consists in fact of 3 strings and 2
functions of maybe 10 lines which generate a .dmp file! WOW!
Can you actually prove that we've taken something at least consistent
from LumaEmu, something that would qualify as a major ripoff of code,
who could be eventually asimilated to stealing?
In fact you can't, cause what you found already is in fact all our
inspiration from Luma!
sokie's work
About that stealing the callbacks name from SteamApibase, you're so
full of shit you're not even funny: the callback names are defined in
public documents of Steam SDK (header files - the ones in your image
is from isteamuser.h, they aren't sokie's invention, they belong to
Steam.
If you compare sokie's total callbacks names with callback names in
our emu, you'll see that sokie has around 50 callbacknames
implemented, while SKIDROW/DARKSIDERS emu has 163.
Quite a difference , dont you think? I wonder where we 'stole' the
rest of 113 callbacks names from... hmmmmmm....
So what is our fault here according to you?
"same callbacks name order" -> this is the order in Steam SDK header
files isteam*.h, wise-ass
"same callbacks naming convention" -> again this is the naming
convention in Steam SDK header files isteam*.h
"same order of callback IDs" -> again and again this is the exact
order of IDs specified in Steam SDK in steam_api_flat.h + isteam*.h
We will paste here few lines of steam_api_flat.h for you to see the
logical order of callback names:
int const_k_iSteamUserCallbacks = 100; -> and from here you get
(SteamServersConnected=100+1=101,SteamServerConnectFailure=
100+2=102,...) as per in isteamuser.h
int const_k_iSteamGameServerCallbacks = 200;
int const_k_iSteamFriendsCallbacks = 300;
int const_k_iSteamBillingCallbacks = 400;
int const_k_iSteamMatchmakingCallbacks = 500;
int const_k_iSteamContentServerCallbacks = 600;
http://imgur.com/WXBylv0
The fact that you're accusing us of stealing callback names and some
array indexes from sokie, makes us believe that in fact you didn't
read/understand neither the Steam SDK nor the emu source code you
originally took from SKIDROW and "inspiring" yourself from it since
then. Until you'll retire, maybe you'll understand it afterall. :-D
Well, here we really got started to be dissapointed by this "analysis"
(in fact only smoke and mirrors).
This analysis tries to further induces the ideea("for now, we stopped
looking") that if you found out 3 strings and few similarities in few
functions from hundreds of existing functions, mostly all code is
stolen. This can't be farther from the truth. The difference between a
full working emu and Luma(or sokie,etc) available codebase is HUGE.
It's in the order of tens of thosands of code lines and maybe more
than 1 year of work. And you're very aware of that. If building an
emu would be a matter of combining existing sources, every grp would
have one.
So now that we tempered your "Theft of the century" presentation, let
us be clear about this(get it in the thick skull of yours):
"Inspiration is not stealing, looking at other people's work and
improving (adding value to existing stuff) is not stealing." Otherwise
all of us should be banned cause at a moment or other, we looked and
used other ppl's work, instead of starting every time from scratch.
And also we consider we have nothing to hide, this is why let our emu
unencrypted for ppl to look at it if they desire.
This is in deep contrast with CODEX/PLAZA , who obfuscate their emu as
Ali213 does. I wonder why, probably they're protecting their
Intelectual Property :-D
If you look at our exported symbol list you'll see many things which
are not in any open source public emu available, a lot of work went
there. (our emu has over 80.000 lines of code).
So STOP THE FUCKING CRAP about stealing !
In fact this hostile attitude you're displaying by hunting and
analyzing our releases has other motivations in our opinion, besides
the fact you have a stable emu(I give you that) and some scripts to
quickly release steam games as soon they're available on Steam store,
*you actually can't do anything*.
That means you can't crack anything having a reasonable crack
protection(nevermind Denuvo).
And because you saw that we started having more shinier tools lately
and that we're almost ready on Denuvo solution, maybe you'll get
worried that you'll became a 2nd class player in the Scene and you're
trying to discredit us at each possible ocasion.
Don't worry about that, we already consider you a 3rd world citizen by
the general attitude you're displaying towards us and others.
We are really fed up with you, think we'll put you on ignore-list from
now on!
Skid Row 2017!
RELEASE NOTES
Sine Mora EX is a side-scrolling shoot'em up that provides a unique
challenge, where time is the ultimate factor. Mixing classic shooter
sensibilities with contemporary presentation, Sine Mora EX is a
gorgeous shoot'em up offering both a Story Mode that weaves an
over-the-top tale and an Arcade Mode that provides deep, satisfying
gameplay to challenge fans of the genre. With many ways to manipulate
time, Sine Mora EX features over 50 weapon combinations to complete
each beautiful stage that fits to the player's skills with scaling
difficulty. Soundtrack composed by Akira Yamaoka and featuring boss
designs by Mahiro Maeda.
INSTALL NOTES
1. Unpack the release
2. Mount or burn image
3. Install
4. Copy the cracked content from the SKIDROW folder and into the main
install folder and overwrite
5. Block the game in your firewall and mark our cracked content as
secure/trusted in your antivirus program
6. Support the companies, which software you actually enjoy!
7. Remember to run game with admin rights - especially on drive C:
8. Play the game
9. Support the companies, which software you actually enjoy!
GREETINGS
To all friends of the family and honorable rival groups!
ascii art by the
godlike & terrific duo
malodix + irokos
titan artdivision