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Protect your work!!!

Xander Silva

New member
Hi guys, I've been doing a little research and I'm posting a possible discussion of how to protect your work against violations of development rights. See this conversation with GPT chat here - ChatGPT - I've seen a Mugen author do this, which in this case was what made Castlevania fighter if not I remember. Thus creating an executable file with the work and engine inside this file. At the time I was studying his game files and saw the impossibility of making any changes to the game, as it cannot extract anything, only to run as if it were any ordinary game. Maybe this could avoid certain hassles in the future. Hugs to everyone in the community...
 
Hi guys, I've been doing a little research and I'm posting a possible discussion of how to protect your work against violations of development rights. See this conversation with GPT chat here - ChatGPT - I've seen a Mugen author do this, which in this case was what made Castlevania fighter if not I remember. Thus creating an executable file with the work and engine inside this file. At the time I was studying his game files and saw the impossibility of making any changes to the game, as it cannot extract anything, only to run as if it were any ordinary game. Maybe this could avoid certain hassles in the future. Hugs to everyone in the community...
I've tested almost all the steps in the ChatGPT instructions, currently the most effective for me is the virtualization process using Virtual Box. With this app you can put the data folder entirely into a custom file format like .dat and the app will repack the executable in order to read the custom file.

The only drawback is a small chance of having some false-positive warnings due to most security apps programmed to block executables with embedded files insides, other than that it works fine.
 
to me if its not original stuff made by you? no way... this would kill the scene imho.. youre literally claiming stuff you didnt create but only modify as your own... makes no sense to me.. again original work youve created from scratch? hell yeah why not... but edited stuff from capcom and the likes? lol okay
sorry i dont see this being beneficial just my 2 tax free cents
 
@AlexDC22, I'm afraid your information is a little outdated. The community is no longer a fly by night kind of place where we rely on open everything to grow. There's a middle ground now.

First, it's true that fan games don't have any copyright over the IP, but you have to remember much of a fan game IS original work, and very much protected under US copyright law. For example, @Kratus obviously has no claim over Streets of Rage or any of its characters, stage, design, etc., but all of the code he wrote to power SORX is his. Sega can tell him to stop distributing anything SOR related, but if they try to take the code, he can not only tell them to get bent, he could counter sue if they use it without his permission.

The second thing is that most quality creators lock their stuff in good faith - meaning anyone who actually wants to learn and use samples are more than welcome to do it, and the creator will provide them if asked. The problem is once any creator reaches a level of notoriety (again using @Kratus as an example), the bad actors out number the good by far. For every would be creator wanting to learn how this or that script works for legitimate projects, there's a dozen or more idiots who want to make freaky alternates with dartboard edits, porn, rape, and other deleterious editions. I only wish I was being hypothetical about any of that, and when it happens, that reflects poorly on all of us.

Unwanted hacks also cause us to loose good, talented people. As one example, in the years you were gone, we had a fantastic creator @Pierwolf who pushed out a lot of cool stuff, but every time he did, someone was right there to copy + paste it into trash. The last straw and by far most infamous being the Las Noches Skyperas group, whose Final Fight LNS prompted him to leave the community for good. @O Ilusionista and @Kratus could tell you all about those people.

I had to take my own stuff private for similar reasons. I had a lot of my WIPs public on GitHUB, but despite my continued warnings not to take the materials out of context - that's EXACTLY what people kept doing, and then complaining to me about it not working. Even better, someone would use the code (which is what it was there for), but then another person would accuse me of stealing it from the creator who copied from me. So, I had enough and took it all down. Now I only provide specific samples as needed.

TLDR - we can't attract and keep talent with a free for all attitude. In any case, I do not, and will not enforce sharing/no sharing polices. That's up to the creator.

DC
 
@AlexDC22, I'm afraid your information is a little outdated. The community is no longer a fly by night kind of place where we rely on open everything to grow. There's a middle ground now.

First, it's true that fan games don't have any copyright over the IP, but you have to remember much of a fan game IS original work, and very much protected under US copyright law. For example, @Kratus obviously has no claim over Streets of Rage or any of its characters, stage, design, etc., but all of the code he wrote to power the game is his. Sega can tell him to stop distributing anything SOR related, but if they try to take the code, he can not only tell them to get bent, he could counter sue if they use it without his permission.

The second thing is that most quality creators lock their stuff in good faith - meaning anyone who actually wants to learn and use samples are more than welcome to do it, and the creator will provide them if asked. The problem is once any creator reaches a level of notoriety (again using @Kratus as an example), the bad actors out number the good by far. For every would be creator wanting to learn how this or that script works for legitimate projects, there's a dozen or more idiots who want to make freaky alternates with dartboard edits, porn, rape, and other deleterious editions. I only wish I was being hypothetical about any of that, and when it happens, that reflects poorly on all of us.

It also causes us to loose good, talented people. As one example, in the years you were gone, we had a fantastic creator @Pierwolf who pushed out a lot of cool stuff, but every time he did, someone was right there to copy + paste it into trash. The last straw and by far most infamous being the Las Noches Skyperas group, whose Final Fight LNS prompted him to leave the community for good. @O Ilusionista and @Kratus could tell you all about those people.

I had to take my own stuff private for similar reasons. I had a lot of my WIPs public on GitHUB, but despite my continued warnings not to take the materials out of context - that's EXACTLY what people kept doing, and then complaining to me about it not working. Even better, someone would use the code (which is what it was there for), but then another person would accuse me of stealing it from the creator who copied from me. So, I had enough and took it all down. Now I only provide specific samples as needed.

TLDR - we can't attract and keep talent with a free for all attitude. In any case, I do not, and will not enforce sharing/no sharing polices. That's up to the creator.

DC
wow never thought about it in that regard... and porn? jesus wtf is wrong with people smfh... i understand what you mean tho and i never looked at it like that to be honest, and it makes sense since a lot of this stuff now a days is kinda complex( least for me xD)
but i understand now and i do agree, why when it comes to emulation artwork i always did my own, 1 my anaality kept getting triggered lol, and no one can come at me saying i took their stuff. its sad tho cus ive been doing artwork for 20 years and most likely if you emulate stuff youve seen my work lol... rather sad xD

but thanks for the response, kinda put things in a cleaner picture for me :)
i just come from the old hyperspin days where the name of the game was sharing, and till this day i havent changed... if i make it i will share , is in my nature by now lol...
again thanks for clearing that up, i appreciate it :)
 
I think biggest issue with this method is it wont keep saved games when you close the game, and wont keep even changed controls, saves folder gets trashed after quitting.
Eeverytime it unpacks the game its to new hidden temp folder.
Unless its not whats happening, but im pretty sue it is how it works.

I attached a file with gui that will pack your game and pak file into new exe file, just run the bat file inside this zip
this gui requires python.retr.jpg
 

Attachments

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I think biggest issue with this method is it wont keep saved games when you close the game, and wont keep even changed controls, saves folder gets trashed after quitting.
Eeverytime it unpacks the game its to new hidden temp folder.
Unless its not whats happening, but im pretty sue it is how it works.
Not exactly, at least with the Virtual Box method everything works like the normal pak format except for the hidden data folder. As an example, in the video below you can see my custom *.sor file extension method in practice, the .exe will create all necessary file/folders normally and the empty pak file is embedded into the executable.

The data folder is entirely packed inside the Data.sor file, the engine will act like if the game is working from the data folder instead of a pak file. This method is safer because there's no app that can extract the custom file extension you create, however there's tons of apps that are programmed to extract files embedded into .exe files due to the Molebox popularity.

As I said before, the only drawback is some possible false warnings, other than that it works fine. And one more thing I consider a drawback too is the absence of an Android version, currently it works only for Windows.

 
Not exactly, at least with the Virtual Box method everything works like the normal pak format except for the hidden data folder. As an example, in the video below you can see my custom *.sor file extension method in practice, the .exe will create all necessary file/folders normally and the empty pak file is embedded into the executable.

The data folder is entirely packed inside the Data.sor file, the engine will act like if the game is working from the data folder instead of a pak file. This method is safer because there's no app that can extract the custom file extension you create, however there's tons of apps that are programmed to extract files embedded into .exe files due to the Molebox popularity.

As I said before, the only drawback is some possible false warnings, other than that it works fine. And one more thing I consider a drawback too is the absence of an Android version, currently it works only for Windows.

i kinda like this idea, only thing that worries me is the loading tme at the onset.... i remember ghosts and demons lol... nice tho
 
The taking of peoples work without consent and modding it into oblivion is off putting, but to claim it as your own is even worse.
I got the go ahead from authors and will give them credit where due.
I recall DC saying that OpenBOR 4.0 would support these ffeatures to encrypt the files.
Which is good to know base off the past losses.
 
I recall DC saying that OpenBOR 4.0 would support these ffeatures to encrypt the files.

I never said any such thing.

I said it was a possible addition in the future, and would need a lot of catch-22 solves first.

At the moment, there is no native locking mechanism in any version of OpenBOR.

DC
 
I never said any such thing.

I said it was a possible addition in the future, and would need a lot of catch-22 solves first.

At the moment, there is no native locking mechanism in any version of OpenBOR.

DC
My mistake, apologies sir.
 
Hello everyone.
In summary, what is the tool that you could recommend to protect our work from hacks?
I'm interested in it since I've had some titles that have taken my edits and without even any questions or mentions and that's annoying.
Thank you in advance for your answer
 
hello again
I downloaded VirtuaBox and I couldn't get the compilation to work.
Is there a tutorial to use this program or any other that can package our work?
Greetings and sorry for the inconvenience.
I will record a video showing more details, but for now here's some tips based on how I'm using it:

Create a Paks folder and put an empty pak, you can reduce the program window and drag files to it from the explorer.
1725912488146.png

Now go to the package builder and define which custom data file extension the new executable must read (you can use any extension you want, plus multiple files too).
1725912534945.png

Now click on the package builder button, add a Data folder and drag all the game files to it. After that, click on the save package button in order to compile.
1725912649137.png

After the package builder is done, back to the main window and click on the process button in order to compile the customized executable.
1725912488146.png

After both custom executable and data file are created, just run the game.
 
to me if its not original stuff made by you? no way... this would kill the scene imho.. youre literally claiming stuff you didnt create but only modify as your own... makes no sense to me.. again original work youve created from scratch? hell yeah why not... but edited stuff from capcom and the likes? lol okay
sorry i dont see this being beneficial just my 2 tax free cents
Agree with him. I very much enjoy fangames, but sorry guys, I find this pretentious and hypocritical. You all get up in arms when nintendo sends C&D to fangames. Total nonsense.
 
You all get up in arms when nintendo sends C&D to fangames. Total nonsense.

Agreed in principal, but that's not at all what we're talking about here friend. Obviously fan games don't own jack spit when it comes to IP. And fan games themselves are, by definition, a hack of someone else's work, whether or not they use assets from it. Everyone here knows that.

Essentially, it's a debate over protecting quality fan works that actually try and respect the IP from the second tier who have no clue what they're doing, or the third tier who just want to draw dicks on everything. If nothing else, because fan works of fan works are a lot like making a copy of a copy. Each one a little more degraded than the last.

The idea is having a stronger incentive for quality creators to stay, and possibly move on to their own IP in time. Where do you think professional creators come from?

Quality is of course, very subjective, and why I as admin staff, do not, and will not take a policy stance.

DC
 
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