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Thread: Question on compression

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    Question on compression

    My project has many many images, ranging from enemies, items, inventories and UI's, map tiles, ect. It has amassed my EXE to be very large, when, without all the images, it's very tiny. I don't want to have the image files as external files, as people will be able to very easily edit the images (which will effect certain aspects of the game).
    Most games usually have a basic compression for their images, and they keep them in separate files to make sure files don't go so large (For example, they'd have Clothing.lol, Items.lol, GUI.lol, Sound.lol)
    How could I compress images like so? And then, how can I make MMF2 read them?
    I have standard knowledge on hex editing, so I kind of understand the idea that MMF2 would need to know the offset for where an image starts, and when it ends, but thats...pretty much all I can figure out.

    Sorry that I ask the most awkward questions on here :whistle:

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    Clicker Multimedia Fusion 2 DeveloperAndroid Export ModuleSWF Export Module
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    Re: Question on compression

    Why not use the "Directory Packer" object and have folders called images items gui sound and pack them into files, when the client runs the app it unpacks to a temp directory and loads all items then deletes the temp directory leaving all your files packaged for the next use.

    This is not a 100% hackproof design but you could also encrypt the file and decrypt it using the client if you have the needed extensions

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    Re: Question on compression

    Heh...I have too many extensions lying around. I have directory packer, along with loads of encryption stuff. I'll give it a try. Thanks!

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    Re: Question on compression

    You could also verify the hash of the unpacked graphic files using the quickhash object to detect any tampering of the files prior to loading them (shouldn't happen unless they decrypt your packed directory).
    This will, however, increase the load time of your game, and every time you update the graphics files, you will need to update the hashes in the program

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