Closed pulsejet closed 7 years ago
Not saying this is a good idea to encrypt game data at all, but if I had to do it...
One way to do it for mkxp (reading the src/rgssad.*
files) would be to add your own archive format to physfs to apply some XOR key to each archive it opens/reads, like it is done for the normal encrypted rgssad archives. This should not need further changes to mkxp and you only have to encrypt your archive with the new secret key.
The above two are mutually exclusive.
I don't believe PhysFS comes with support for any encrypted formats by default (reading of password protected zips could probably be added, not sure about the complexity of that task). So the only "encryption" available in vanilla mkxp is rgssad
. I have a small bash utility to create rgssad
/ rgss3a
archives that I can give you. If you change the XOR keys in both mkxp and the utility, it'd even be "safe" from conventional rgssad
unpackers.
I'll close this then, since its a bit unrealistic
@Ancurio
Do you still have this bash script? I'm packing my rgssad with another tool currently ( with a different key set also in the mkxp source ) but I'm getting Marshal version errors which I'm guessing is due to the utility generating a ruby 1.8 compatible format
In creating a custom build, what would be the best practice for mounting an encrypted archive as an RTP without performance losses? I just mean simple encryption, with the key hard coded into the binaries (the reason being to protect the audio files).