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= Weak disk data = | = Weak disk data = | ||
Some copy protections have what is described as | Some copy protections have what is described as 'weak', 'random' or 'floated' data. | ||
Each time | Each time when the 'weak' sector is read one or more bytes will change. Their value | ||
may be random between consecutive reads of the same sector. | may be random between consecutive reads of the same sector. | ||
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Weak sectors used by [[Speedlock]] copy protection family for [[ZX Spectrum +3]] disks. | Weak sectors used by [[Speedlock]] copy protection family for [[ZX Spectrum +3]] disks. | ||
Usually weak sector data | Usually weak sector data combined with other unusual things for copy protection, such as: | ||
* different sector length for different tracks | * different sector length for different tracks | ||
* different sector length within a | * different sector length within a track | ||
* deleted | * sectors marked as deleted | ||
* sectors with CRC error | * sectors with CRC error | ||
* wrong sector header informations e.g.: | * wrong sector header informations e.g.: | ||
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Unfortunately, disk images with recorded weak sector data is very rare (There is no any disk image with weak sector data on [http://www.worldofspectrum.org/ WoS]). | Unfortunately, disk images with recorded weak sector data is very rare (There is no any disk image with weak sector data on [http://www.worldofspectrum.org/ WoS]). | ||
So if a game read the same sector repeatedly than | So if a game read the same sector repeatedly than simulators assume that this sector has weak data.. |
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