![]() ![]() ![]() Here’s what it looks like, opened in a hex editor.Īs you can see, it’s the same as that from Skelton’s tweet. Sure enough, I cracked open PAK1.PAK and in the “gfx” folder, I found a lone graphic: “pop.lmp”. I still have my old copy of Quake installed (I was a veracious modder and QuakeC coder during my teenage years and it’s somehow survived in my backups over the years), so verifying the file’s existence - and contents - was easy. If registered, end2.bin is displayed.Īnd if the file doesn’t exist? The game just won’t start, going by a quick Google search. If it’s shareware, the ending screen in end1.bin is displayed (character, screen buffer colour format). If the file /gfx/pop.lmp is present and contains a Quake logo (extract from your own pak1.pak file), Quake considers the game as registered, otherwise it’s a shareware. Quake 1 specifics on PAK files (content wise). Now, this wasn’t just discovered in 2018 take this GitHub wiki page from 2014 on the PAK format, which explains the file’s purpose: What is in this file you ask? A little Quake symbol. QUAKE FACT: Quake verifies registration using a proof of purchase file. A tweet from developer Joshua Skelton revealed its existence to me. With Quake, id Software used the presence of a file in the game’s “PAK” data archives, to determine if the user’s copy was registered or shareware. Copy protection, or DRM, has come along way since 1996 (though some might argue not by much), but back in the day, games resorted to simple methods, good enough to fool the average user.
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