As a developer on snes9x, you would be more qualified to say if this technique is valid. Here is what I tried (on mac or linux if you want to repeat, due to use of the strings
scripting. one could try cygwin or msys, I suppose, on Windows). Basically I found all strings in the compiled library of supergnes, and found any match I could in the snes9x source code to those strings, and simply dumped them all out. I'll share the results at the end, but 1st the technique:
First acquire supergnes.apk file and snes9x source. Extract snes9x source somewhere. Then:
strings libsnes.so > strings_in_sgnes
./findstrings.sh /path/to/strings_in_sgen /path/to/snes9x-1.53-src
And here is the output of these common strings between compiled supergnes and snes9x src code. This list are all string symbols found in supergnes's compiled .so that also show up in snes9x source code:
Out of memory
Of highest interest are:
SA1MainLoop # what are the chances this shows up in another project?
SuperFXExec # and this too.
PATCH # this too. grep for PATCH in snes9x source and u'll see how it's used. It's starting to add up. Probability that you have all these strings by chance starts to go way down.
DF4709156BC8A23E # game genie related. not necessarily evidence, but still a very odd string.
Initialize # this and the following all are highly suspect 'same-named menu' options.
This is a simple but straightforward signature mechanism. Is it good enough to use as proof to Google? I don't know. I didn't want to even write this technique it because in the future others will be clever enough to circumvent them. But then again, maybe not. And also, more sophisticated signature mechanisms could be found.Ultimately, snes9x needs to have their voice on the android market and be *the* emulator. Otherwise there is really no protection.
findstrings.sh source (if you want to copy what I did):
# $1 /path/to/supergnes_strings
# $2 /path/to/code_base_of_interest
cat $1 | while read CMD; do
grep -r "$CMD" $2 > /dev/null 2>&1
if [ "$?" -eq "0" ]; then