From: "Alec A. Burkhardt" <[EMAIL PROTECTED]>
> I don't know if that's what I'm assuming, since I'm not a programmer.
Not much. You're on the ball.
> The OGC content must be identified in the program so that anyone who can
> and does examine the program (itself, not what it outputs) can tell what
> is OGC.
So here's an interesting thing and a pretty skewed way of looking at the
problem. The OGL says that the OGC must be clearly identified. It doesn't
say that the OGC must itself be human-readable.
I believe that a programmer could provide a function that would produce
instructions for identifying those portions of the code that are OGC - even
if they're just machine language or JIT bytecodes. In other words, the user
could be told "bytes 50325 through 1439402 are Open Game Content". That
would clearly identify the OGC - even though doing so won't be very usable
to the end-user. That's a bit tricky because most modern compilers don't
provide much information to the programmer about what bits of the code went
where in the final executable, but I suspect that with a little clever
programming it could be done.
This is essentially the same thing as saying "this product contains Open
Game Content in chapters 3, 4 and 5", except that instead of human-readable
chapters of text, you'd be referring to a chunk of binary data.
As an experienced programmer, I could probably load that section of the
executable into a debugger or analyzer and start to make some sense of it if
I wanted to take the time to do so, but that's a non-trivial task at best.
Ryan
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