Mark,

Thank you for your prompt and reasoned reply. I didn't know the issue was 
about reverse-engineering.

I *appreciate* your response.

Regards,
Joe

----- Original Message ----- 
From: "Mark Winterhalder" <[EMAIL PROTECTED]>
To: <swfmill@osflash.org>
Sent: Sunday, March 04, 2007 11:19 AM
Subject: Re: [swfmill] Question about swfmil output


> On 3/4/07, Joseph Donth <[EMAIL PROTECTED]> wrote:
>> Pardon the question but as a newcomer to this list I'm not sure what the
>> "rules" are yet.
>>
>> Mark's comment "...you won't get any meaningful help here unless you come 
>> up
>> with a convincing story that explains why you need to do it." prompted me
>> want to ask what did Mark (and perhaps Bob?) mean? What kind of 
>> assistance
>> falls into each category?
>
> There are two big problems Flash developers face, particularly with
> online games, that are connected to decompiling/reverse engineering.
> One is "ripping" of online content (i.e., taking somebody else's SWF
> and using it on your own site) and the other is cheating at online
> competitions to gain prices. There are mechanisms to make both
> difficult, and "PlayerTracker", as it appeared in the decompile in the
> thread on the OSFlash list, points into the direction of the latter
> (tracking the player's progress on the server).
>
> That said, there are of course many legitimate reasons for reverse
> engineering an SWF, and Swfmill can be very helpful in some of them.
> If somebody has such a reason, it helps to explain it, otherwise most
> will think they might help to break a mechanism a fellow developer
> intentionally put in place.
>
> But I'm not aware of any particular rules -- you're free to ask or
> reply in any manner you like. Reverse engineering is OK, I,
> personally, don't even have a problem with somebody trying to make #1
> on a highscore list. I just think such an honour should be deserved by
> either scoring high or having the 1337 skillz to manipulate the SWF on
> one's own. :)
>
> Mark
>
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>
>
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