[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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