[AGDev-newbies] sounds and code protection
Thomas Ward
tward1978 at earthlink.net
Tue Jun 20 23:35:59 BST 2006
Hi, Richard.
Ok, I'll start with your original question about sound effects. There
are several ways to do this effectively, but each does have security
breeches as well.
As far as the accessible game comunity using sound protection I've seen
mixed results. For example Draconis Entertainment uses *.esp files to
attempt to protect it's sound files on games like Pinball, Monkey
Business, etc. However, some of there titles like Aliens in the Outback
have no protection on the effects and you can edit them etc. GMA has the
same kind of setup. Older games like Trek 2000 and Lonewolf have no
protection where SOD, Tank Commander, etc do have sound protection. So
protecting your sounds largely is your decision alone.
However, in both cases what Draconis and GMA won't tell you is while the
sounds seam secure the methods they use are pretty common, and can be
pretty easily hacked. I don't think either company would like if I would
disclose the methods to crack there protection schemas publically so I
won't, but I will say it doesn't take much to get past the protection
they have in place, and get at the sound effects.
That said there are methods that will make your sound effects pretty
secure, and since you are using C++ you can actually use higher quality
protection on your files.
For example one thing you can do is add your sound effects as a build
resource. I don't think open source compilers can do this, but in Visual
C++ I know you can add your sound files to the *.rc resource scripts,
and it will then be compiled directly in to your *.exe file. The
security is obvious. Once compiled in no one can get at it without allot
of work, but there is still one way to steel your sounds that there is
no protection against.
I know in most cracking and steeling circles if the cracker can't get
directly to your files, and then all they need to do is turn waveout
recording on in the volume control, and record the game, and then trim
the files and still have your sounds. In other words if someone wants it
bad enough there is 0 ways to totally secure your sounds. So I figured
why go through the trouble of securing sounds when I can't insure no one
can steall them anyway.
As for protecting your programs can you explain further what you mean.
Are you talking about licensing software, are you talking encrypting
your binary, encrypting your settings, etc?
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