Re: Harsher action for copy paste

@27-28, very valid points. See post 25 for the code issue; there is no definitive way to determine if code has been stolen. The only way to determine that (and even then that's not foolproof) is to employ all the items I listed in post 12. And even then you'll miss some. Code theft is so ridiculously hard to prove because everyone will compile the code into machine language, rendering most comparison methods impractical, impossible to employ or completely invalid. If I disassemble two BGT games and compare the first 131072 lines of asm and they match, that doesn't mean that the code was stolen by any stretch of the imagination; it just means that both of those games happen to have the same code up to that point in the sections that those 131072 lines happen to cover. Add to that the fact that every modern compiler will include files in the compilation process that hardcodes strings that are not from your application in there (which are from other libraries or from the OS) and you've got yourself a downright mess. The only way to do that is to compare, side-by-side, asm diffs, but who wants to sit and do that? Your source code may be 20-100 pages of source code alone, but the asm output would be 8-10 times that length. As an example, lets say you have a BGT program that's 15000 lines long. Your looking at a disassembly output of about 120000-150000 lines long, if not longer. Do you really think any programmer is going to sift through all of that disassembly just to determine if a game was stolen? Yeah, if your willing to pay a CSA to do it for you. But you'll be spending a shit ton of money because CSAs don't come cheap. And no amount of action by the community will change this fact -- if you want to determine if your code is stolen, be ready to pay a computer software analyst well over $5000.00 for it, if not more. And be ready to open your computer up to their scans and other analytic techniques. Then just hope to god that the other person who you believe stole your code is willing to do the same.
As for the sounds issue, this gets a bit easier since there are tools explicitly designed to analyze audio streams. If your able to access the sounds of the target game and you have the sounds of your game, run an audio analysis tool over both and compare the two. If they match, there's a pretty good chance that the sound was taken either from your game or from the same sound library you use. (Don't compare the checksum, that is no indicator here.) You could, of course, listen to the audio file as well, which may be an indicator as well.

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