the bsc sound files can be cracked. i got sent a game which i was meant to 
be hosting with lots of those files in it. i obviously said, no, way! i am 
not, under any circumstances, hosting that unless you change those sounds, 
because i'm not sure that justin would approve of that.

i myself have also witnessed someone decompiling the pipe2 sounds with a 
program made for unpacking game files and scanning an encrypted zip file for 
sounds.

regards,

damien



----- Original Message ----- 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Ken the Crazy" <[EMAIL PROTECTED]>; "Gamers Discussion list" 
<[email protected]>
Sent: Thursday, January 18, 2007 8:25 AM
Subject: Re: [Audyssey] encrypting sound files


> Hi Ken,
> That is a perfect example of what does and does not work for encryption.
> BSC's games like Troopenum seam to be using an encrypted file packing
> utility like Molebox. I don't know of anyone who cracked in to it which
> is good.
> GMA Games sound encryption isn't all that advanced. In fact I am not
> sure they are encrypted. They appear to be some raw sound source which
> gets loaded in to the SOD engine and reconstructed at runtime.
> All you are doing with Soundforge or Goldwave is reconstructing the
> sounds from that raw state.
> A C++ programmer does have the advantage of packing all sounds in to a
> dll, but there are tools out there that can pick icons and sounds out of
> compiled dlls.
> I have heard one of the ways to secure sounds is to include them
> directly in to your exe file, and then use a binary encryption tool to
> scramble the exe file so it can not be decompiled and other hacking
> tools can not steel the sounds or images from it. Down side as with
> Molebox you have a file several hundred megs large or at least 20 or 30
> MB, or whatever size it ends up being.
>
>
> Ken the Crazy wrote:
>> Yeah, look at GMA games's sounds--gsf sounds, but you can easily load em 
>> up
>> in gold wave.
>> Ken Downey
>> President
>> DreamTechInteractive!
>>
>
>
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