About:DeAMX (Decompiler)
#10

Quote:
Originally Posted by Lordz™
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Well Decompiled script won't output as the original .pwn is. Even though if it decompiles not as original .pwn, our script is leaked(If decompiled doesn't gives well, some of the script could be leaked).
So I want to know if DeAMX doesn't decompile includes, couldn't we create our script as an include and then include it to a pawn file and compile?
So it gets protected, right?


pawn Code:
#include <myscript>
//Inside 'myscript' include, I've my necessary script codes.
public OnPlayerConnect(playerid)
{
   GivePlayerMoney(playerid, 10);
   return 1;
}
If DeAMX doesn't decompile includes, couldn't we protect our script by using it as an include in case of giving our .amx file for a test?
Includes have that name because they are scripts which get included in the main script file during the preprocessing .



So, they can be decompiled with the rest of the binary file .



If someone has the .amx file, that person is able to understand its code through a hex editor.



I hope that I have helped .
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Messages In This Thread
About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 04:19
Re: About:DeAMX (Decompiler) - by Romel - 28.10.2012, 04:27
Re: About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 04:30
Re: About:DeAMX (Decompiler) - by XtremeR - 28.10.2012, 04:54
Re: About:DeAMX (Decompiler) - by [HK]Ryder[AN] - 28.10.2012, 05:14
Re: About:DeAMX (Decompiler) - by Mark™ - 28.10.2012, 05:20
Re: About:DeAMX (Decompiler) - by Jarnu - 28.10.2012, 05:21
Re: About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 05:29
Re: About:DeAMX (Decompiler) - by Emmet_ - 28.10.2012, 05:52
Re: About:DeAMX (Decompiler) - by rjjj - 28.10.2012, 05:53
Re: About:DeAMX (Decompiler) - by AndreT - 28.10.2012, 10:02
Re: About:DeAMX (Decompiler) - by Mauzen - 28.10.2012, 11:45
Re: About:DeAMX (Decompiler) - by Y_Less - 28.10.2012, 12:39
Re: About:DeAMX (Decompiler) - by [GF]Sasino97 - 06.01.2013, 10:25

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