SM64O Classic v10 – compiled-code(.cs.so64, .j64.so64, etc.)
Tarek701 | December 1, 2011Compiled code, is something that everyone wanted, but this could cause alot of problems:
- Users could insert damaging code and releasing it to public, without knowing damaging content is included.
- Impossible to revert, edit or read it.
- Hard-core coding ALOT!
It could really hurt everyone’s feelings… Yes i forgive everyone, i said i have added the feature of lock your add-ons via the advanced MIO0 Compression format. The Format got really extended and way more stable as before, but i decided to not include the feature of locking your add-ons, maybe some people are knowing it now. Even with Passwords on your add-ons, you could still add damaging content into it.
So after a while, i was thinking how i could done this, i didn’t want to hurt everyone again. I had a great Idea.
How about a reviewing system? You will send your .cs code etc. to one of the reviewing team, they check if any damaging content is included in. If everything is right and checked you get your compiled-code send back, now you are able to release it.
Now you may ask: “But what if the reviewing team leaks my mod, as source code?” Easy. The reviewing team will not be able to compile the code, i will do it myself. Yes, this means your add-on cannot be compiled directly, since other add-ons must be compiled. The new compiled format will be .extension of file.so64. This means, you cannot edit the compiled code again, also reading is impossible too. So, before sending a add-on to us CHECK EVERYTHING! If you found a bug after we compiled your code, then this would be a waste of time.
Another idea though, would be if i create a .so64 compiled code file as password system. the same goes with checking etc. but you can only edit your script file in-game and if you try to change your password your script will be sent to the reviewing team, and then update your add-on.






Recent Comments