Re: bgt - sounds.dat on the exe file

@3: A better way to have said that is:
You can't actually prevent your sounds from being obtained, it just makes it a bit more difficult. Rather than going and dropping a bomb saying, and I quote, a good enough coder, end quote.
My answer:
To do this, do the following.
First include the pack file.
#include "packname.extension"
In the main function, set the storage path to *. This will ensure the sounds.dat is compiled into the .exe file. Like so.
void main()
{
set_sound_storage("*";
Then the decryption key.
set_sound_decryption_key("this_is_an_example_you_jerks",true);
Hope this helps.

-- 
Audiogames-reflector mailing list
Audiogames-reflector@sabahattin-gucukoglu.com
https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
  • ... AudioGames . net Forum — Developers room : tdani via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : omer via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : tunmi13 via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : tdani via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Ty via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Ty via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Meatbag via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Ty via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector
    • ... AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector

Reply via email to