That was not a wise move, i think.
----- Original Message ----- 
From: "x-sight interactive" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Sunday, November 12, 2006 6:04 PM
Subject: Re: [Audyssey] ESP Pinball Extreme Files


> well that is quite easy to hack, unless you encrypt the sounds in the exe.
> there is a resource hacking program, which coincidently i use for changing
> the version information for the programs i make which can retrieve sounds
> out of exes and dlls.
>
> regards,
>
> damien
>
>
> ----- Original Message -----
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Sunday, November 12, 2006 8:37 PM
> Subject: Re: [Audyssey] ESP Pinball Extreme Files
>
>
>>
>> Hi,
>> Also there is another way to secure sound effects and it is about as
>> full proof as it gets. In Visual C++ you can clude your effects as a
>> resource, and compile it directly in to the *.exe file. It pretty much
>> insures no one will get at them. You can also build them in to a *.dll
>> and access them remotely.
>> I recommend the *.dll as it makes them extremely secure, and it doesn't
>> make your *.exe file the size of Texas.
>>
>>
>>
>> > it is an interesting topic though. if people do want to encrypt their
> sounds
>> > they all do it in different ways. some people use comaudio to do all 
>> > the
>> > dirty work, some people use other external software, and then there are
>> > those that try and disguise them by changing a .zip filename to .dat or
>> > something similar, then there are those experts that write out their 
>> > own
>> > encryption/decryption routines. i wouldn't encrypt many of my game
> sounds,
>> > as it can be fun to change the sounds and hear what it sounds like with
>> > different effects, but as i learned quite a while back by thomas here,
> and
>> > other devs on this list, some companies think differently, so we all
> have to
>> > respect their policies, which i can fully understand.
>> >
>> > regards,
>> >
>> > damien
>> >
>>
>>
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>
>
>
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