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#251 score_under

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Posted 19 July 2010 - 07:06 PM

especially since I am on dial up right now. :lol:

I suppose then one of the bigger advantages to this release would be the new .dat filesize in the .zip ;)

Edited by score_under, 19 July 2010 - 07:06 PM.

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#252 Dan1995

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Posted 20 July 2010 - 03:28 AM

Oh cool so it does anti-decompile GM8 games. Great tool, works wonders... NOw if only I had a game someone would wanna steal :lol:
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#253 Big J

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Posted 20 July 2010 - 05:53 AM

There's no decompiler for GM8... but hey... you can make your GM8 game immune to a decompiler anyway and UPX compress it, cutting off about 1 MB from its size. :D

Not that constants should hold sensitive data, but applying AntiDecompiler and/or UPX compression prevents (easily) hacking the constants values by hex-editing the executable, that is, they cannot be found in a search. ;)

Edited by Big J, 20 July 2010 - 05:57 AM.

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#254 Glen

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Posted 28 July 2010 - 07:27 PM

For some odd reason, I can't download it atm. Using the link provided in the first post, I keep getting an error when opening the file. "Sudden end of file". Could you reupload it?
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#255 score_under

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Posted 28 July 2010 - 10:56 PM

For some odd reason, I can't download it atm. Using the link provided in the first post, I keep getting an error when opening the file. "Sudden end of file". Could you reupload it?

Have you tried clearing your browser cache?
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#256 True Valhalla

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Posted 29 July 2010 - 11:57 AM

Nice to see GM8 support.
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#257 B Factory LLC

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Posted 08 August 2010 - 05:40 PM

Nice to see GM8 support.



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#258 score_under

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Posted 09 August 2010 - 01:19 PM

Nice to see GM8 support.

I know, finally!

Even after adding it, I still don't see what the fuss is all about... GM8 doesn't have a decompiler yet and probably never will (as the people working on the decompiler aren't any more). ;)
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#259 benoit.rouleau

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Posted 12 August 2010 - 05:03 PM

Question: Do we still have to use 39ster's DLL to remove scripts from memory with it or the option to "remove code snippets from the error dialogs" does exactly that? Thanks!
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#260 luenardi

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Posted 12 August 2010 - 09:01 PM

Question...
How solid is this?
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#261 score_under

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Posted 14 August 2010 - 06:18 PM

Question: Do we still have to use 39ster's DLL to remove scripts from memory with it or the option to "remove code snippets from the error dialogs" does exactly that? Thanks!

39ster's DLL removes it from memory, while my option only removes it from those dialogs. My code does the equivalent to changing:
show_error("___________________________________________#COMPILATION ERROR in string to be executed#Error in code at line "+string(line)+":#"+code+"#"+indicator+"#at position "+string(pos)+": "+error,0);
(GML syntax used here for clarity)
To this:
show_error("___________________________________________#COMPILATION ERROR in string to be executed#Error in code at line "+string(line)+":#"+indicator+"#at position "+string(pos)+": "+error,0);
It doesn't remove any code from memory, it just prevents it from being displayed.

Question...
How solid is this?

Solid enough. For example, it has a decryptor that decrypts itself in memory, then immediately after executing it destroys itself.
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#262 benoit.rouleau

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Posted 15 August 2010 - 05:33 AM

Thanks! I guess I'll use both then. :)
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#263 Aragon1029

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Posted 17 August 2010 - 01:38 AM

http://i.imgur.com/O9zsc.png, http://i.imgur.com/2I5Kb.png, http://i.imgur.com/RiWTJ.png, http://i.imgur.com/vibhJ.png

So, what now?
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#264 Cup of Joe

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Posted 17 August 2010 - 01:40 AM

http://i.imgur.com/O9zsc.png, http://i.imgur.com/2I5Kb.png, http://i.imgur.com/RiWTJ.png, http://i.imgur.com/vibhJ.png

So, what now?

Anybody can make a simple console program that says it's doing something when it's not. Good try though.

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#265 score_under

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Posted 17 August 2010 - 01:45 AM

Anybody can make a simple console program that says it's doing something when it's not. Good try though.

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AMotherFreakinBear says:
*especially since you overwrite
*the freaking encryption code
*like ffs man

I'd give it a few years ;)

Edited by score_under, 17 August 2010 - 01:47 AM.

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#266 benoit.rouleau

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Posted 17 August 2010 - 02:52 AM

Who's "AMotherFreakinBear"? :wacko:
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#267 score_under

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Posted 17 August 2010 - 03:09 AM

Who's "AMotherFreakinBear"? :wacko:

That'd be one of Aragon's many names. I've gotten used to searching "paraton" on the WLM search bar if I can't find him.
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#268 benoit.rouleau

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Posted 17 August 2010 - 08:31 PM

And he's known for decompiling GM games? :huh: If I understand, you think he lied about succeeding?
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#269 score_under

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Posted 17 August 2010 - 08:55 PM

And he's known for decompiling GM games?

No.

If I understand, you think he lied about succeeding?

Yes.
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#270 Big J

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Posted 17 August 2010 - 09:07 PM

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That's nice. You just might make a WORKING application that DOES SOMETHING someday. :lol:
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#271 Aragon1029

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Posted 17 August 2010 - 09:44 PM

That's nice. You just might make a WORKING application that DOES SOMETHING someday. :lol:

Ha, actually I was half lying, half telling the truth, I haven't cracked Charlies encryption yet.
However most of the decompiler is finished it's missing a few things when extracting resources and a few things when creating the GMK, that I'm not lying about.
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#272 benoit.rouleau

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Posted 17 August 2010 - 11:20 PM

I haven't cracked Charlies encryption yet.

lol, but that's the important part!
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#273 score_under

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Posted 18 August 2010 - 09:09 PM

Oh, by the way, since Ara is writing a decompiler (hopefully only for personal use, if that), I've decided to take a look at the Game Maker format in more depth - and it's apparent that Mark doesn't realize that compression algorithms are meant to compress low-entropy data into relatively high-entropy data. If you compress a compressed block of data, you're in fact making it larger on the whole.

And as I never hesitate to point out with the file formats that GM uses, Boolean values are meant to take only one bit. Mark's formats make them 32 times the size they need to be.
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#274 Nubcake

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Posted 19 August 2010 - 10:29 PM

Great Job On the A-Decompiler!
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#275 HaRRiKiRi

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Posted 27 August 2010 - 01:00 PM

Great work on this, but I guess the GM8 icon bug isn't fixed yet?
It seems to be a bug with some 32bit icons. I can AD my game with 32x32 icon, but I can't when I include 64bit and 128bit icons.
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#276 score_under

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Posted 27 August 2010 - 05:30 PM

Great work on this, but I guess the GM8 icon bug isn't fixed yet?
It seems to be a bug with some 32bit icons. I can AD my game with 32x32 icon, but I can't when I include 64bit and 128bit icons.

Sorry, but I can't really fix that without changing my current .dat format (again). (I thought that I had more than enough this time...)

If you need to use the large icon for whatever reason, then you can always message me before the release and I'll try to patch the EXE manually. I'm going to France for a week, so I'll try to work on the anti-decompiler after that.
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#277 HaRRiKiRi

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Posted 27 August 2010 - 05:55 PM

I just wanted to use larger icons, because Vista and Win7 use them. So higher quality. But no rush, if you can't fix that in the next week then its ok.
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#278 lucb1e

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Posted 21 September 2010 - 08:31 PM

hmm is it just me, or is this things just half working :/
Just tried encrypting my game, but it errors that it can't find any suitable dat files. Other GM8 games work fine, just my game (client and server) doesn't work. Could it be something with included files or gex'es?

edit: oh and why is the program still running in the task manager while I closed it about 3 hours ago?

Edited by lucb1e, 21 September 2010 - 10:36 PM.

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#279 score_under

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Posted 22 September 2010 - 08:36 PM

hmm is it just me, or is this things just half working :/
Just tried encrypting my game, but it errors that it can't find any suitable dat files. Other GM8 games work fine, just my game (client and server) doesn't work. Could it be something with included files or gex'es?

Try using a smaller icon - I haven't got the anti-decompiler working with larger icons yet (and have lost most motivation to rewrite it again).

edit: oh and why is the program still running in the task manager while I closed it about 3 hours ago?

No idea, I haven't ever seen that before.
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#280 PwnageMage

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Posted 26 September 2010 - 02:23 AM

I'm being forced against my will to tell you guys that the decompiler is released and I'm bumping this topic so people see it.
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#281 epicCreations

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Posted 26 September 2010 - 02:56 AM

I'm being forced against my will to tell you guys that the decompiler is released and I'm bumping this topic so people see it.

You too, huh?
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#282 iluvfuz

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Posted 29 September 2010 - 12:13 AM

I'm just curious, although I don't really mind the new decompiler floating around, does the anti-decompiled EXE uploaded to YYG would affect its Instant Play capabilities? I'm not sure if YYG needs to recompile the given Game Maker EXE to create a Play Now enabled file, or if it's essentially the same file.
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#283 lucb1e

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Posted 30 September 2010 - 04:29 PM

I'm just curious, although I don't really mind the new decompiler floating around, does the anti-decompiled EXE uploaded to YYG would affect its Instant Play capabilities? I'm not sure if YYG needs to recompile the given Game Maker EXE to create a Play Now enabled file, or if it's essentially the same file.

From starting post:

Q: Can I upload the protected game to InstantPlay?
A: No, InstantPlay can't read the game data.

I think it's because the virusscan it runs on the file, and it probably isn't recognised as a gamemaker game. Or, that are my theories at least (didn't really ask anyone or read about it).
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#284 Shadowrend

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Posted 30 September 2010 - 05:08 PM

Okay, ppl! I wasted 10 minutes of my time to do these tests.
I've picked some random games. I won't tell what due to the authors having accounts on these forums.


The not-compiled game took about 2 sec to decompile. The GMK was readable and I had the source. DELETED.
The compiled game took about 3-4 sec's to decompile. It said successful, but there was no GMK.
The YYG game could not be decompiled. It seems it only decompiles exe's.

I also did some checking on my program ImageStudio, and I could not decompile it cuz it was compiled with the score_under's compiler :) GJ!

PS: The compiler throws an error if you are using icons larger than 32pix.
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#285 benoit.rouleau

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Posted 30 September 2010 - 07:09 PM

Shadowrend: you seem to mistake "compile" for "encrypt". Score_under didn't make a compiler, he made an anti-decompiler which somehow encrypts executables so they can't be decompiled. There's only one GM compiler as far as I know, and it's GM. :P Also you can't decompile a not-compiled game, lol.

Edited by benetonmovie, 30 September 2010 - 07:09 PM.

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#286 Shadowrend

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Posted 30 September 2010 - 07:18 PM

Shadowrend: you seem to mistake "compile" for "encrypt". Score_under didn't make a compiler, he made an anti-decompiler which somehow encrypts executables so they can't be decompiled. There's only one GM compiler as far as I know, and it's GM. :P Also you can't decompile a not-compiled game, lol.


-.-
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#287 TheMagicNumber

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Posted 30 September 2010 - 08:17 PM

There's only one GM compiler as far as I know, and it's GM. :P

Not quite. There are no GM compilers that work completely.

But yes, we all know this works. score_under also said he wouldn't fix icons as he'd have to redo his dat format (if I remember correctly).
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#288 benoit.rouleau

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Posted 30 September 2010 - 10:27 PM


Shadowrend: you seem to mistake "compile" for "encrypt". Score_under didn't make a compiler, he made an anti-decompiler which somehow encrypts executables so they can't be decompiled. There's only one GM compiler as far as I know, and it's GM. :P Also you can't decompile a not-compiled game, lol.


-.-

What? :huh:
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#289 Aragon1029

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Posted 30 September 2010 - 11:44 PM

<Snip>

1. I've linked to the anti-decompiler on the decompiler's page. I want people to use this to protect their game. Of course it works against the decompiler.
2. You sound familiar
3. Thanks for the bug report. trollface.jpg
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#290 Shadowrend

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Posted 01 October 2010 - 02:34 PM


<Snip>

1. I've linked to the anti-decompiler on the decompiler's page. I want people to use this to protect their game. Of course it works against the decompiler.
2. You sound familiar
3. Thanks for the bug report. trollface.jpg


2. What? Who? Me? What for?
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#291 halo7568

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Posted 02 October 2010 - 04:31 PM

Well, it seems that I might have gotten around the GM7 encryption about 16-20 hours after I decided to do it (I noticed a compressor was there as well, did not try doing anything with it).

Most of the time was spent staring at GM7 executables in hex editors and in multiple windows of ollydbg, and using Cheat Engine the odd time or two to verify my suspicions.

Would have been helpful to know at least a little bit about GM7's inner workings before starting (such as where the game data starts in an executable and what it looks like; and why the hell the entire game file (for normal executables) is read into memory (actually, I still do not know why)), would have saved hours of staring at code and eventually inferring things.

Also, no idea how well my method is working since I only tested it on three simple GM7 executables I made on the fly for testing (which I used with the Java GM7 decompiler that only goes up to version 7 I think). The fun thing is that the executables my program creates are not even playable. I stopped working on my program the moment I noticed the decompiler I was using could decompile the executables.





I was assuming no one had gotten through the encryption yet, but I guess now that I check, someone (or a "friend" of someone) has already done so.

In any case, I am not going to distribute the program I made to anyone. I probably will not even use it myself (aside from testing that it works, probably only on my own stuff, which is nonexistent). Just so, you know, people do not hate me. Though it is maybe just as likely they will not believe me, which is fine.

Just posting in case the original poster wants to know.

Edited by halo7568, 02 October 2010 - 08:41 PM.

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#292 Shadowrend

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Posted 02 October 2010 - 07:52 PM

So then quit Game Maker. Every protection gets hacked sooner or later... Even the infamous DRM and Sony Playstation 3 ...
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#293 halo7568

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Posted 02 October 2010 - 08:52 PM

So then quit Game Maker. Every protection gets hacked sooner or later... Even the infamous DRM and Sony Playstation 3 ...


If that was directed at me, I probably have not actually used GM for 5-6 or more years. I would not be such a stranger to the GM format if I had been using it all this time.

A few times a year I come by the GMC and look at random things, which is how I discovered this thread and decided randomly to try it out.

Also, I was not complaining about GM or anything. So, even if I was using it, I do not see why I would want to quit.

Edited by halo7568, 02 October 2010 - 09:31 PM.

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#294 piluke

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Posted 23 October 2010 - 02:57 PM

Do you want me to give credit?
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#295 score_under

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Posted 23 October 2010 - 10:03 PM

Do you want me to give credit?

You can if you want to, but I don't really ask for credit. Besides, if someone was trying to decompile it, they'd find out soon enough ;)
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#296 van0014

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Posted 24 November 2010 - 03:15 PM

I found the process of anti decompiling an .exe and compressing it a bit annoying for anyone protecting a few games at once, with lots of things to click and .exe renaming to go through, so i made this program to make the process more straightforward. It does it all in one go and deletes the temporary .exes. You just pick an exe to protect and pick a place to save it and its all done. Hope its helpful for someone!

Edited by van0014, 30 November 2010 - 04:11 AM.

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#297 piluke

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Posted 25 November 2010 - 01:19 AM

I think that anti-decompiling is quite easy. All you have to do is browse for it and copy it. But for me, I can never get the compressor working. :o

Edited by piluke, 25 November 2010 - 01:23 AM.

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#298 piluke

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Posted 25 November 2010 - 01:21 AM

~~~Oops double post~~~

Edited by piluke, 25 November 2010 - 01:22 AM.

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#299 van0014

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Posted 25 November 2010 - 04:32 AM

If that didn't work have you tried using the program i made? It includes the compressor and runs it from a temporary folder. If the .exe compressor doesn't work from the program, it may not work at all.

There are probably a lot of good .exe compressors out there, you just have to look for them. An exe compressor should work for game maker .exes without a problem, i dont think game maker exes need a special compressor or anything.
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#300 piluke

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Posted 25 November 2010 - 01:43 PM

Hmm... I guess I'll try your program. The only problem is that I'll have to boot into Windows. <_<
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