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Game Maker Obfuscator - Protect your GM source


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#51 laigonaz

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Posted 02 May 2008 - 12:22 PM

Instead of reporting, we should pin this or do something so it won't get forgotten
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#52 Sindarin

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Posted 02 May 2008 - 12:24 PM

You plan .gmk support, right?

This is a useful tool.
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#53 Somelauw

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Posted 02 May 2008 - 12:31 PM

You can still use functions like variable_local_set(), but you must be consistent.
if not variable_local_exists("foo")
	 variable_local_set("foo", "bar")

Should work.
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#54 anonymouss

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Posted 02 May 2008 - 12:44 PM

You plan .gmk support, right?

This is a useful tool.

That would be illegal, if I am correct. Read the EULA.
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#55 Somelauw

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Posted 02 May 2008 - 12:58 PM

You plan .gmk support, right?

This is a useful tool.

That would be illegal, if I am correct. Read the EULA.

No. The source is your property, so you can do with it whatever you want. The EULA only states that decompiling created games is illegal.

3.3. Neither you nor any third party may modify, adapt, decompile or reverse engineer the Games.

# the Games and all materials accompanying the Games shall include a notice and End User Licence Terms: (i) identifying the rights of YoYo Games and that they include, are based on and made using the Software; (ii) that such end user will have no right to modify, adapt, decompile or reverse engineer the Games or make any use of the Software contained therein nor to permit anyone else to do so; and (iii) that such end user must not remove, disable, modify, add to or tamper with any program code or data, copyright, trademark or other proprietary notices and legends contained within the object (compiled) code of the Software;
# you will not distribute or make avail


Even if the EULA would have said it's illegal, then it would be in conflict with other dominant laws.
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#56 Schreib

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Posted 02 May 2008 - 01:35 PM

I will have to do some rechecks on whether to add GMK support. I will have a talk with IsmAvatar and YoYoGames about it.

The obfuscator ignores all strings now, simply typing them out as they were. This means that indeed, variable_local_exists, execute_string and the like won't work. But you shouldn't use those functions anyway. :medieval: The only bigger problem is when people want to use paul32's excellent mapping scripts.

Anyone interested in suggesting more ideas is welcome to PM me.
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#57 Erik Leppen

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Posted 02 May 2008 - 02:10 PM

By the way, I'm unable to run this thing. I get the following error:

Java Virtual Machine Launcher
Could not find the main class. Program will exit.


Any suggestions?

The exact same error happens here too. Could you (Schreib) provide us a .zip file? This sounds quite useful namely.

Edited by Erik Leppen, 02 May 2008 - 02:10 PM.

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#58 Kyle_Solo

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Posted 02 May 2008 - 02:27 PM

Java Virtual Machine Launcher
Could not find the main class. Program will exit.

I had that error, but after I installed the latest version of Java it went away.
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#59 laigonaz

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Posted 02 May 2008 - 02:28 PM

I think you need the latest version of java
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#60 Schreib

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Posted 02 May 2008 - 02:45 PM

GMC'ers have a tendency to pull away from paragrah V. :medieval:
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#61 OpticalLiam

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Posted 02 May 2008 - 02:59 PM

Excellent work Shreib, I have been waiting for something like this. One thing, I got an error message about the obfuscator being confused and all it said was "At line: 37". Line 37 where?

Also, I just ran the same file through the obfuscator again and this time it is confused at "Line: 1" at only 28% (it got to around 60% the first time).

Edited by OpticalLiam, 02 May 2008 - 03:08 PM.

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#62 Mordi

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Posted 02 May 2008 - 03:03 PM

Excellent. Now, all we need is a GM7 version.
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#63 Schreib

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Posted 02 May 2008 - 03:08 PM

OpticalLiam; Line 37 in the resource it was trying to obfuscate. That could be an object, a timeline or a script. So if it's in an object, you'll have to look through all events to find it. I might considering simplifying this.

Edit; At 28%? Can you please PM me your file? I need to look through this.

Edited by Schreib, 02 May 2008 - 03:08 PM.

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#64 OpticalLiam

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Posted 02 May 2008 - 03:13 PM

OpticalLiam; Line 37 in the resource it was trying to obfuscate. That could be an object, a timeline or a script. So if it's in an object, you'll have to look through all events to find it. I might considering simplifying this.


I gathered, but how do I know which one it was? The process bar underneath said it was processing some crazilly named (obfuscated) script. So I had no idea where to look. The thing is this game contains a collosal amount of scripts and code.
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#65 Schreib

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Posted 02 May 2008 - 04:17 PM

We've looked through the script in question and found that a /* comment in his code was not concluded with a */. I'll fix this for the next version.

Edit; This is a list of things or fixes of which I plan to have in the new version.

  • Fix bug above
  • Add the "default" statement as non-permitted replacement
  • Add warning to overwriting original file
  • Add GMK support. This is ONLY done with YoYoGames' consent, which I have PM:ed for.
  • Add a list of variables, functions, resources and the like which the obfuscator will not replace
  • FileChooser remembers old location

Edited by Schreib, 02 May 2008 - 07:12 PM.

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#66 jsmithLMSL

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Posted 02 May 2008 - 07:24 PM

Add GMK support. This is ONLY done with YoYoGames' consent, which I have PM:ed for.


(I read through from page 1) Very cool little program. Provided you recieve approval to move forth with the above statement, I'll be looking forward to running this on my own creations though I doubt anyone would ever want to decompile them for anything. Regardless, as mentioned a lot through the posts of this string, this is a nice change of pace to the normal discussion on decompiling and it's neat to see an offered solution supported by all including mods. Bravo.

Edited by jsmithLMSL, 02 May 2008 - 07:27 PM.

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#67 Tahnok

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Posted 02 May 2008 - 08:20 PM

You may want to have a look over this post, Schreib:
http://ismavatar.pro...i...&thread=483

It makes some good points regarding the legality of using GMK files. Of course, I respect that you want to actually get formal permission first.

Also, as long as you're adding a list of variables that should not be changed, would it be possible to add a list of variables that should be changed (whether they are within a string or not)? In my current project I mostly use variable_local_exists when creating certain objects. The idea is that objects' variables can go to a default value (which is what happens if they don't exist) or they get set after creation from the creating object. Without the check to see if they exist or not the default values always override the ones passed in. Finding all occurrences of the variables within a string should be easy, because all the variable names are already there in one piece.
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#68 HiroLord

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Posted 02 May 2008 - 09:56 PM

Meh, stupid IE. It makes it download as a .zip file. Anyway, it looks great. I got it from a friend, and its awesome. i hope you can make a gmk version :D

BTW, opening the ZIP, this made me laugh:
Posted Image
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#69 drazzke

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Posted 02 May 2008 - 10:57 PM

This will be very useful, although sadly I will not be using it until there is a release for .gmk files, as I no longer use GM6.
Nice job :D
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#70 Pie Person!

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Posted 02 May 2008 - 11:53 PM

Umm... Why do you want to release the source of code in the first place?
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#71 Dmaster270

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Posted 02 May 2008 - 11:57 PM

Umm... Why do you want to release the source of code in the first place?

You don't. This is incase someone Decompiles it. They'll get confused.
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#72 skinnyeddy

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Posted 03 May 2008 - 12:52 AM

I fully support this and the (possible) GM7 version. Anything that helps people to protect their games. Keep up the Good work! :D
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#73 Jay Da Master

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Posted 03 May 2008 - 02:39 AM

This looks really good and useful, great work. It's probably the closest we'll get to making gm games un-decompilable. I hope to see gm7 support in the near future.
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#74 mme

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Posted 03 May 2008 - 02:57 AM

This is very nice, just waiting for a .gmk one now :D
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#75 David Dark

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Posted 03 May 2008 - 08:07 AM

woohoo! \o/ we are safe!
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#76 Bob 11500k

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Posted 03 May 2008 - 09:25 AM

Maybe after you've obfuscatored your own game, you could try decompiling it. But if it's illeagal to decompile your own game, then never mind what I just said.

I can't download due to a something that's wrong with my computer (I know it's my computer) but reading what everybody else has posted it looks like it's going well.

Keep up the good (obfuscured) work :D .

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#77 Schreib

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Posted 03 May 2008 - 03:32 PM

Meh, stupid IE. It makes it download as a .zip file. Anyway, it looks great. I got it from a friend, and its awesome. i hope you can make a gmk version -_-

BTW, opening the ZIP, this made me laugh:
Posted Image

Hahah, I forgot that I hade created the manifest file inside the JAR and chose a rather unsuitable name.
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#78 Schreib

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Posted 03 May 2008 - 10:45 PM

Here is a screenshot of the upcoming version;

Posted Image
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#79 name

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Posted 03 May 2008 - 11:24 PM

Lookin good.
-_-
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#80 Tahnok

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Posted 04 May 2008 - 02:39 AM

Very cool. I'm so glad to see that GMK radio button.

One thing I noticed is that I don't see any way to load a text file full of variable names. It's going to get rather old having to reenter the entire list every time a new version of a game is released and the source has to be run through the program.
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#81 IsmAvatar

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Posted 04 May 2008 - 06:50 AM

You can easily determine if a file is a GM6 or a GMK file by viewing bytes 4 through 7 of the file (with initial offset of 0). Thus, the user should not have to manually choose if it's a GMK or a GM6, the program should automatically detect it.
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#82 HiroLord

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Posted 04 May 2008 - 11:48 AM

Here is a screenshot of the upcoming version;

Posted Image


I see that GMK part... Does this mean there WILL be gmk support? Or is it just for show?
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#83 Schreib

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Posted 04 May 2008 - 12:05 PM

Very cool. I'm so glad to see that GMK radio button.

One thing I noticed is that I don't see any way to load a text file full of variable names. It's going to get rather old having to reenter the entire list every time a new version of a game is released and the source has to be run through the program.

Another thing added to the list, I suppose.

I'm definately going to work on GMK support, but I'm still waiting for YoYo's consent. Meaning that if they don't like it, I've worked for nothing, but whatehell.

Ism, you're right, really. What it does now is read through the first bytes determining if it's a GM6 file. If it is, it sets the radio button automatically to GM6, otherwise GMK. But it's probably superfluous.

Edited by Schreib, 04 May 2008 - 12:06 PM.

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#84 Blijbol

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Posted 04 May 2008 - 01:08 PM

Maybe you can also make the program output an HTML file with a table of the obfuscated names and the original names, so we can still decipher error messages after the release.

Meaning that if they don't like it, I've worked for nothing, but whatehell.

If they don't like this project, then we don't like YoYo Games. They've not released any patch yet to protect against the decompiler, if they do not support you then it actually looks like they support that the decompiler is being used.

Edited by Blijbol, 04 May 2008 - 01:08 PM.

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#85 HiroLord

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Posted 04 May 2008 - 01:30 PM

Maybe you can also make the program output an HTML file with a table of the obfuscated names and the original names, so we can still decipher error messages after the release.

Meaning that if they don't like it, I've worked for nothing, but whatehell.

If they don't like this project, then we don't like YoYo Games. They've not released any patch yet to protect against the decompiler, if they do not support you then it actually looks like they support that the decompiler is being used.


Very true. Since there is no actual way to prevent it from being decompiled (well, no software or update) then this is the only solution. Sadly, I use GM7 for all my games, so it wouldn't be useful to me and many many others if there is no released GMK support. YoYoGames must give consent, and we all hope they do!

EDIT:
Sorry :D

Edited by HiroLord, 04 May 2008 - 04:45 PM.

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#86 Schreib

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Posted 04 May 2008 - 03:11 PM

Thanks for all your support, people.

Tahnok, your wish is my command.
Posted Image

I replaced the radio buttons with little symbols.
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#87 Blijbol

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Posted 04 May 2008 - 04:32 PM

Tahnok, your wish is my command.
Posted Image

Can we also save the list so we have something to load? :D That doesn't look like a list of variables by the way, does this also apply to strings now?

Edited by Blijbol, 04 May 2008 - 04:34 PM.

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#88 GrayAvocado

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Posted 04 May 2008 - 04:39 PM

Edit..


Well, i can't test it but i think it is great :D

Edited by -wolfprograming-, 04 May 2008 - 04:54 PM.

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#89 Schreib

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Posted 04 May 2008 - 04:39 PM

It's IsmAvatar's text file with the GM7 raw documentation.

They are strings. Simply add a string to the list, and variables and resource names with the string's name will not be renamed.
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#90 HiroLord

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Posted 04 May 2008 - 04:46 PM

then we don't like YoYo Games.

Why should we like them now? Almost every post that has the word Decompiler is deleted. This thread is rare. If we cant post about it, how can we post against it? I have a secret to beat the decompiler. But every time I post it, my post gets deleted.

So I ask you. Why should we like them now?

Ehhh?

YoYo is NOT the gmc. The moderators and admins here has no connection to the YoYo staff.


Sorry, edited post :D

Anyway, any news from YoYo Games?
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#91 Blijbol

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Posted 04 May 2008 - 04:46 PM

They are strings. Simply add a string to the list, and variables and resource names with the string's name will not be renamed.

So these are variable/resource names? I thought for a moment you were now also obfuscating the strings of the game, because the examples you typed in the screenshot are quite uncommon variable/resource names.
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#92 Schreib

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Posted 04 May 2008 - 05:00 PM

I had no better text file :D

Sorry that I'm confusing. This is what happens. If the obfuscator finds a certain resource or variable name in a piece of code, it checks to see if that variable name or resource is in the list. If it is, it leaves it intact. Stuff in the list does not contribute in any way to in-code strings. So if you had:

sprite_index = execute_string("return sprTree"+string(random(3)));
if (sprite_index == sprTree3) instance_destroy();

then you would need to enter all the sprTree resources in order for the game to still function.

You could also uncheck the "rename resources" option, but that sort of destroys much of what the obfuscator does.
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#93 Tahnok

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Posted 04 May 2008 - 08:22 PM

Thank you Schreib, it's great to see someone paying attention to suggestions with something like this. Looks like you've got a top notch version 2 in the works there.
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#94 Schreib

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Posted 04 May 2008 - 08:43 PM

Before I retire to my chambers, I wish to tell you that with much, much help from IsmAvatar's gmkrypt documentation I have written a few functions going parallell with those already set in place that decode a GMK into it's "raw" format. This means it won't take long until you see a GMK version.
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#95 Bill23

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Posted 04 May 2008 - 09:50 PM

Before I retire to my chambers, I wish to tell you that with much, much help from IsmAvatar's gmkrypt documentation I have written a few functions going parallell with those already set in place that decode a GMK into it's "raw" format. This means it won't take long until you see a GMK version.

Does this mean you have permission from Yyg?
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#96 Schreib

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Posted 05 May 2008 - 05:21 PM

No, but it does not violate their EULA in any way, since those rules are targeted against the GAMES created by Game Maker or GAME MAKER itself. It says nothing about the source. It's like a company creating pencils. While someone may write the scetch to a good story, only the pencil and the final book will be copyrighted in any way. And as long as I don't screw around and clearly state that this is a 3rd party utility, this program is perfectly legal.

A saving list feature has been added. The progress is going great on all fronts, but I need to study for the next two days which means no progress under that period.

I suspect the GMK version will be out this week.
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#97 anonymouss

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Posted 05 May 2008 - 07:51 PM

I always thought it was against the EULA to write a GM7 version of this. Guess I have to reread it, huh?

Anyways, I just realized (was told,) that I'm quoted in the first post :ph34r:
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#98 erthgy

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Posted 05 May 2008 - 08:45 PM

I always thought it was against the EULA to write a GM7 version of this. Guess I have to reread it, huh?

Anyways, I just realized (was told,) that I'm quoted in the first post :ph34r:

Considering it's not that long--it won't be that hard...
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#99 Lukearentz

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Posted 05 May 2008 - 10:13 PM

Now this may sounds like a stupid question. But technically there is nothing to prevent someone from reversing the obfuscator?
Say for example. Variable bob = 1 is changed so it is now fht = 1 or anything else.
There is nothing to say that someone couldn't go and one by one replace all the fht with bob, and eventually get back to where it should be? Although it is time consuming to do so, I just wished to find out/say that so others would remember it is possible. If you know what I mean? Even though no noob would do it
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#100 skinnyeddy

skinnyeddy

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Posted 05 May 2008 - 10:17 PM

how would the 'reverser' know to change 'tht' back into 'bob'?
For all they know, variable = tht could have been variable = monsterman but shortened and changed?
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