Hi Steve, While there are several schemes to protect game sound effects none of them are full proof. It might keep Ivan out and a few like him, but not a really determined hacker/cracker.
Steve Crawford wrote: > If you create a game with external WAV files there's a risk that someone > will come along with their copy of Goldwave, or some other such package, and > make changes. You can save them as a resource file which just adds it to the > executible, so you can end up with a huge executible which probably isn't > healthy. Or you can use a simple trick which is to take, say, the intro > sound file, which identifies your programme, make a note of the filesize and > take a fingerprint from it (say a dozen values from random locations within > the file). On starting, your executible could check the size of the intro > file and the fingerprint and then refuse to run if it has been changed. > > _______________________________________________ Gamers mailing list .. [email protected] To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
