Wrong List!  Sorry Guys!
----- Original Message ----- 
From: "Sylvester Thomas" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, November 13, 2006 5:53 PM
Subject: Re: [Audyssey] ESP Pinball Extreme Files


> Hi Sharon!  It was me, Sly who asked  for it.  Thanks for putting it up 
> for
> me.  Later
> ----- Original Message ----- 
> From: "x-sight interactive" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Monday, November 13, 2006 12:07 AM
> Subject: Re: [Audyssey] ESP Pinball Extreme Files
>
>
>> no, it wasn't, i don't use it for that purpose, but i do use it for
>> changing
>> the version numbers of programs that i write and release, as it always
>> comes
>> up with the autoit version being used.
>> because i use it for this, i just happen to know that it can retrieve
>> sounds
>> and midi files within the program should you want to.
>>
>> regards,
>>
>> damien
>>
>>
>>
>>
>> ----- Original Message -----
>> From: "david" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" <[email protected]>
>> Sent: Monday, November 13, 2006 12:56 AM
>> Subject: Re: [Audyssey] ESP Pinball Extreme Files
>>
>>
>>> 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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>>
>>
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>
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