jacob. Posted June 24, 2005 Share Posted June 24, 2005 Is it possible to make a mission script impossible to decompile? I'd imagine in some form that would crash the compiler when trying to decompile it.. Cheers Link to comment Share on other sites More sharing options...
Opius Posted June 24, 2005 Share Posted June 24, 2005 Barton's editor can't decompile variables with jump instructions. 0008: $var+= ££label Even if it's not run by the game, it still won't be able to be decompiled. Link to comment Share on other sites More sharing options...
aad Posted June 24, 2005 Share Posted June 24, 2005 He wants a scm that cant be edited by anyone with bartons editor so when people open it up they cant decompile. And its possible wit hex editing you need to change some variables i did not found out yett which ones but if u change 1 upcode or something the thing wont compiule. Dont imitate, recreate or copy just get your own ideas. Simplicity makes difficulty easy Just for dev's of the myriad team http://www.aadblaauw.6x.to/ Link to comment Share on other sites More sharing options...
jacob. Posted June 24, 2005 Author Share Posted June 24, 2005 He wants a scm that cant be edited by anyone with bartons editor so when people open it up they cant decompile. And its possible wit hex editing you need to change some variables i did not found out yett which ones but if u change 1 upcode or something the thing wont compiule. Opius answered my question. Thanks. Link to comment Share on other sites More sharing options...
Y_Less Posted June 24, 2005 Share Posted June 24, 2005 There are quite a number of ways to make scripts undecompilable, but it is against the opensource community, so many people will not like it. Link to comment Share on other sites More sharing options...
aad Posted June 24, 2005 Share Posted June 24, 2005 K i see Jacob and good luck with your mission coding and seeing what you are possible of you are really good at coding stuff ( I mean SA 2P ) Dont asume this as spam its just a compliment Dont imitate, recreate or copy just get your own ideas. Simplicity makes difficulty easy Just for dev's of the myriad team http://www.aadblaauw.6x.to/ Link to comment Share on other sites More sharing options...
PatrickW Posted June 24, 2005 Share Posted June 24, 2005 Jacob, I really don't see the point in creating an SCM file that can't be compiled by Barton's mission builder. SA Builder will be obsolete soon, as there will be better tools available shortly (JonC's point). And there is no point (pun intended) in trying to trick a decompiler that is still maintained, as the next-version will probably be having a solution for the trick. Link to comment Share on other sites More sharing options...
jacob. Posted June 24, 2005 Author Share Posted June 24, 2005 Y-Less and PatrickW: I have no problem with open-source, but think of it in the case of a multiplayer mod. Decompiling the SCM could bring unneeded exploits/hacks/etc from anyone with barton's builder (and soon to be Point). Link to comment Share on other sites More sharing options...
random_download Posted June 24, 2005 Share Posted June 24, 2005 Y-Less and PatrickW: I have no problem with open-source, but think of it in the case of a multiplayer mod. Decompiling the SCM could bring unneeded exploits/hacks/etc from anyone with barton's builder (and soon to be Point). It is not possible to make it completely un-decompilable. If somebody really wanted to they could edit the scm with a hex editor or write their own complier/decompiler that for example does not use labels or vars and so cannot be tricked. Link to comment Share on other sites More sharing options...
jacob. Posted June 25, 2005 Author Share Posted June 25, 2005 Y-Less and PatrickW: I have no problem with open-source, but think of it in the case of a multiplayer mod. Decompiling the SCM could bring unneeded exploits/hacks/etc from anyone with barton's builder (and soon to be Point). It is not possible to make it completely un-decompilable. If somebody really wanted to they could edit the scm with a hex editor or write their own complier/decompiler that for example does not use labels or vars and so cannot be tricked. Its not like your every-day newcomer can just make a decompiler. Link to comment Share on other sites More sharing options...
jonc Posted June 25, 2005 Share Posted June 25, 2005 Well, anything compiled by Point is undecompilable by Point (or SADisAsm for that matter). It overlaps variables left-and-right which completely confuse those two. I'm sure MB would be able to disassemble them... but I don't see the point in trying to block it; if people want to torture themselves, I say let them. Link to comment Share on other sites More sharing options...
Opius Posted June 25, 2005 Share Posted June 25, 2005 Security through obscurity will never work. Leave the SCM as a normal format and do checks through the client to ensure it's the same file the server has. Link to comment Share on other sites More sharing options...
jacob. Posted June 25, 2005 Author Share Posted June 25, 2005 Security through obscurity will never work. Leave the SCM as a normal format and do checks through the client to ensure it's the same file the server has. Nah, that's not the problem. If they can see how the SCM interacts with the client, they can do horrid things through basic memory editing in the SCM block. But I spose jonc is right. It's not so much of a problem between a two player game. Link to comment Share on other sites More sharing options...
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