Decryption and Generating Registration Codes


As mentioned in my post about unpacking LZRW compressed game assets for Reckless Drivin’, levels 4 through 10 are encrypted and can only be played with valid registration information. Jonas released free registration information once he discontinued selling the game: the code B3FB09B1EB registered to Free. Thanks to this free registration information, it is relatively simple to both decrypt the remaining levels, and to create a program to generate new registration codes.

# Decryption

The original source code includes a function called CryptData() which is used to decrypt a stream of bytes using a global decryption key. The decryption is done through a simple XOR with the key four bytes at a time, with some additional logic to handle streams that aren’t a multiple of four in length. As the bytes are decrypted, a check value1 is also computed and is used to verify valid decryption for level 4.

UInt32 CryptData(UInt32 *data, UInt32 len) {
    UInt32 check = 0;
    data += kUnCryptedHeader / 4;
    len -= kUnCryptedHeader;

    while (len >= 4) {
        *data ^= gKey;
        check += *data;
        data++;
        len -= 4;
    }

    if (len) {
        *((UInt8*)data) ^= gKey >> 24;
        check += (*((UInt8*)data)++) << 24;

        if (len > 1) {
            *((UInt8*)data) ^= (gKey >> 16) & 0xff;
            check += (*((UInt8*)data)++) << 16;

            if (len > 2) {
                *((UInt8*)data) ^= (gKey >> 8) & 0xff;
                check += (*((UInt8*)data)++) << 8;
            }
        }
    }

    return check;
}

The global decryption key gKey is computed by a simple formula involving an XOR relationship between the name and registration code: gKey = name ^ code. The actual process is a little more involved, but the name and code can be used to generate the decryption key (and the decryption key, once known, can be combined with any name to generate a registration code).

The exact steps to generate the decryption key are:

  1. Remove spaces and uppercase the name.
  2. Ensure the name is at least 4 characters long.
  3. Bitcast the last 4 letters in the name to an int. The name FREE is represented in hex as 0x46 0x52 0x45 0x45 which yields the int 0x46524545.
  4. Create a mask by repeating the last byte of the registration code 4 times. The registration code B3FB09B1EB gives the mask 0xEBEBEBEB by repeating the last byte 0xEB four times.
  5. Compute the XOR of the first 4 bytes of the registration number and the mask. In this case that would be 0xB3FB09B1 ^ 0xEBEBEBEB = 0x5810E25A.
  6. XOR this new value with the number generated from the name to compute the decryption key. 0x5810E25A ^ 0x46524545 = 0x1E42A71F.

Valid registration data will always result in a key of 0x1E42A71F which is used to decrypt levels 4 through 10 before decompression.

Even though Jonas released the registration information for free, I thought it would be fun to generate new registration codes.

# Generating registration codes

Because gKey = name ^ code, and XOR is its own inverse, we can compute registration codes easily with code = gKey ^ name. The process is very similar to the above. Given a name of at least 4 characters (stripped of whitespace):

  1. Uppercase the name.
  2. Bitcast the last 4 letters in the name to an int.
  3. XOR this number with the global key.
  4. Generate a mask of 4 repeating bytes (more on this later) and mask the number from the previous step.
  5. Append the repeated mask byte to the number to generate the registration code.

Because the mask2 is just a repeated byte, and is also appended to the registration code, there isn’t any way to know how Jonas originally generated these codes. I chose to sum the bytes in the name mod 0xFF to generate the mask byte. As a concrete example, let’s use my name: NATHAN.

The last four characters of my name are the integer 0x5448414E. This number XORed with the key is 0x4A0AE651. Summing (mod 0xFF) the characters in my name gives 0xBB which creates the mask 0xBBBBBBBB. These numbers XORed together 0x4A0AE651 ^ 0xBBBBBBBB results in 0xF1B15DEA. The mask byte appended to this number (as a string) is the registration code: F1B15DEABB.

Menu showing registered to Nathan Craddock in the lowerright

Using one of these codes I generated, we can see that the game (running in a virtual machine) shows my name in the lower right corner!

# Thoughts

Because I am rewriting in Zig this is the second time I have implemented this decryption and registration logic. The first time the decryption code was written in C, and the registration code generator in Python. Implementing both in Zig was a good exercise. Here are some of my thoughts:

Sometimes Zig feels more verbose than C. Reckless Drivin’ involves a lot of bit casting, something that I once thought trivial in C. For example, Zig has forced me to acknowledge and specify the alignment of byte streams. Even though there is more up-front work than C, I really appreciate that the language is designed in a way to more precisely express to the compiler how I want to transform data. This has led me to write better code as I rewrite Reckless Drivin` in Zig.


  1. The computed value is the resource Chck 128 which contains the exact check value expected from the decryption of level 4. Valid registration information is determined by comparing these two values. ↩︎

  2. Without a mask, the process to generate the decryption key would be to simply XOR the first 4 bytes of the registration code with the last four bytes of the name. This process is obfuscated slightly with a mask which alters the registration code so it no longer generates the key without unmasking it. ↩︎