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> Audio through calling Marshal.load, I want to encrypt audio
sapphireluna
post Sep 16 2011, 04:19 PM
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I read a couple of places saying the XP encryption was "weak" but I will assume it's enough to deter the average person. But I want to encrypt my audio as well. A google search told me to put the audio inside the data folder and call it via Marshall.load before playing them. What does this mean? How do I do this?

Another google search says to use DREAM . Which is better? Which is easier? Is there something else that's better? How do you guys encrypt your games?
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Night5h4d3
post Sep 16 2011, 04:54 PM
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Marshal.load: Fat, slow, and will make your encrypted rgssad file HUGE. This is done only with scripts, and the audio has to be loaded into memory before it can be played. Usage is rather difficult for the non-scripter. Running a decryptor tool will also decrypt the audio.

DREAM: Same thing basically, BUT DREAM on the other hand uses a third-party encryption. Usage is easier to use for the non-scripter, but if you run a decryptor tool on the game, it will still decrypt everything, and then you can access the script which could be used to then export the audio back into .mp3's

Basically, DREAM is marshal.load but with encryption prior to packing into .rgssad, somewhat more deterrent to the potential resource thief, but if someone really wants to get it, they'll find a way.


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sapphireluna
post Sep 16 2011, 05:25 PM
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Ok, I'm trying Dream right now and I've having trouble. I set the script to true, copied the 2 files needed in the Data folder and included my file names in the script, but I don't understand WHEN and HOW the music files gets transformed into a .dea file.
Right now there are no .dea files and I'm getting a "no such file exists" when trying to run the game.

This post has been edited by sapphireluna: Sep 16 2011, 05:26 PM
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Night5h4d3
post Sep 16 2011, 06:01 PM
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Did you add which files need to be encrypted to the "AUDIO_FOR_ENCRYPTION " array? and did you already download the DREAM dll and .rb?


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Redd
post Sep 16 2011, 06:07 PM
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Moving to RGSS Script Support for cleanliness.


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sapphireluna
post Sep 16 2011, 06:15 PM
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Yes, and yes.
I tried with just one file, just for testing it.

# turn on to create .dea files
ENCRYPT_AUDIO = true
# include audio file names WITH extension
AUDIO_FOR_ENCRYPTION = ['Cave.mp3']

And when I try to play the game I get:

What am I missing?
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Night5h4d3
post Sep 16 2011, 06:39 PM
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I assume you have already
QUOTE
Put all the files in the main game folder if you want to encrypt them.

?


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sapphireluna
post Sep 16 2011, 06:58 PM
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Oups. I misunderstood that part.
But it's working now. Thank you very much!
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Atoa
post Sep 16 2011, 10:19 PM
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You should really try the RMSusano'o encryption system. It's really good, it's fast and with great security (you will be 100% safe from noob stealing thing, only a good hacker would be able to break the encryption)

It also encrypt everything: data, audio and graphics.

http://www.4shared.com/file/6_s1CKs-/RMSusano_o.html


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sapphireluna
post Sep 17 2011, 06:52 AM
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Thanks for that. I tried it and it encrypted correctly, but I can't play the game. The title screen appears fine, but as soon as I press a button I get this :


What does this mean?
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Night5h4d3
post Sep 17 2011, 10:16 AM
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its possible that RGSS doesn't have access to the folder, try running the game as an administrator. Other than that, I cant really say.


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sapphireluna
post Sep 17 2011, 12:54 PM
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I tried it on windows xp and 7 and I get the exact same error sad.gif
Thanks anyways.
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Atoa
post Sep 17 2011, 07:54 PM
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I just noticed that some specific sound effects cause this, i don't know WHAT cause this exaclty.
I've played a full demo with this encryption and nothing happened. But on another test a single sound effect caused that to me.


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sapphireluna
post Sep 18 2011, 07:27 AM
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You're right. Using no SE makes it work. But if I replace the SE with others, it still gives the error. I tried with different file type, but it's the same. It's a bit boring with no SE so I guess I won't be able to use this sad.gif
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Atoa
post Sep 18 2011, 12:56 PM
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the problem isn't with the SE file itself, but when the file is played. I cound't find an routine for this to happen.

It happened on an event with me, i copied and pasted the same event in another map and didn't get the error.

The creator of the system still active so i hope he fix that soon.


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