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> Do you have any idea how hard is to debug code that overwrites itself in memory and that cannot be patched by modifying the existing code from disk?

Even the protection code in the 90’s had self-modifying code. It’s not novel or specifically hard to work with when you’re used to it, especially with modern tooling.

What makes some games harder to crack is that testing that they work okay throughout. That might mean playing all the game from the beginning to the end, and trying all the scenarios, and fixing all the issues found. Assuming that RDR2 takes at least 20 hours to finish, and close to 100 hours to fully complete, that’s a huge undertaking of course. It’s no surprise that it took that long.

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> The reason why this is not more common

The real reason is that executable modifying its own code is often flagged by AV, or the OS itself, as an "insecure" activity. Since self-modification is used in attacks and exploits, good protections rarely use it now. It's impossible to use codesigns with self-modified code.

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>Also to this day there is no crack to Diablo 3

Look into Blizzless :-)

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Looking into Issues, reading 48 and just scrolling at beginning: "Local and LAN systems talk, but will not authenticate" / "Multiplayer Game Problem" / "cannot restore DB" / "Items stats do not reflect the game class"...etc, just to name a few.

Yeah, I really like to get frustration when I am gaming due to unsupported and canceled project /s

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