Changelog (Actually, it's more like a changelog/blog hybrid, but who really cares?)
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At the very least, they're courteous enough to let us choose when it's lights out so that peak times are unaffected - even so, this just feels like a thinly-veiled cashgrab... (Oh yeah, I've added a notice for this under the Swatch time counter - good thing I put that back in...!)The only important thing is the .sinf file Details to change in the .sinf file are: user - 8 bytes key - 8 bytes tran - 4 bytes name - up to 259 bytes space is given in the file priv - 444 bytes sign - 128 bytes These are the unique identifiers for your game binary to allow execution. Something wrong with any one of them will cause an error. POSTED BY JULIOKURT AT 2:17 PM NO COMMENTS: DRM Here's what I know so far: Basically, it looks like every single copy of an iPod game has the exact same encrypted *.bin (executable). The unique-to-every-copy decryption key in *.bin.sinf decrypts the executable on the iPod when the game is launched-- the really long string at the end you see highlighted is the key. The most obvious solution is to use a legitimately generated *.bin.sinf on one iPod game and try to substitute it on another non-legitimate game. iTunes successfully transfers the game to the iPod, but on the iPod it fails with a curious version unsupported error-- not the more generic one that occurs when you load an invalid key or an otherwise invalid *.bin.sinf, suggesting that the game is being successfully decrypted, just not getting past a version check or a check for additional information (such as what game it's keyed to, perhaps) stored as part/with the decryption key or the tran variable in the *.bin.sinf. ================================= Also, look near the end where there's 10 empty spaces (00's) followed by "sign". Is that a normal part of FairPlay? The only solutions I see are: (a) figure out how iTunes/iTMS generates the *.bin.sinf's decryption key, which is pretty unlikely or (b) find why the iPod is generating the version unsupported error and allow a legitimate *.bin.sinf with a minor edit to decrypt other games, assuming *.bin.sinf is not signed to prevent modification and they're not uniquely keyed to each game. All of the modifications I've tried to *.bin.sinf (such as trying to match xrighveID or tran for the same game) fails, so I'm beginning to think there's some hash or signature on bin.sinf (possibly even incorporated into the decryption key.) P.S. Don't even worry about iTunesMetaData. It's useless- you can even delete it and games will run fine. It's not involved at all in the DRM, and the only way it's even affiliated is to show you the e-mail in the metadata when you go to Get Info. P.P.S. You also don't need to worry about manifest.plist.pk7, as well. The manifest.plist file's digital signature is stored in manifest.plist.pk7. Basically, Apple lists all the file in the game in manifest.plist (so that you can't create a homebrew game-- you need a plist of the files your games use and have that plist signed by Apple, or iTunes won't recognize it as a valid game). Unless you're trying to write homebrew (you're out of luck-- even if you somehow manage to write a program despite lack of an SDK, documentation on APIs, and a compiler of any sort for the iPod, you need Apple to explicitly sign your game's plist), manifest.plist isn't really involved in the DRM. I hope this saves someone else some time
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Seriously though, how did they find me?!
Back to me now, and I've finally got the PerSPire font to work properly! The secret, as it turns out, was to run it through a format converter and back again. I still can't get these things to work right in Internet Explorer, though...
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At least these people have the common decency to actually address the recipient as opposed to the big pile of nothing in the last email! (Minus points on misspelling "company", though...)