Problem :(((
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@d-healey so i just tried something ^^ I opened my vst3 in notepad. I was able to recover 90% of the code. a little messy and missing stuff but i can build on that in the meantime.
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@yall I'm amazed!
I didn't know we could access the whole scripting this way... I can't believe my eyes :astonished_face:Nice for you!
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@yall when i try that with my plugin i just get garbage...vst2 though ?
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@ustk not the whole. but there are a lot of things to recover
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@lalalandsynth normally you have a lot of lines on the notepad. approach the end you will see clear lines or do ctrl+h . search for example the word Gain. you will find a line that corresponds to your gain.
I use vst3 -
@yall said in Problem :(((:
@d-healey so i just tried something ^^ I opened my vst3 in notepad. I was able to recover 90% of the code. a little messy and missing stuff but i can build on that in the meantime.
Really? Some part of the source code can be viewed with a notepad? WTF
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Are you sure? The script files are not encrypted but they are compressed before being embedded in the binary so they shouldn‘t be readable without some trivial decompression.
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@Christoph-Hart I've tried it myself, I can see my code...
EDIT: Might not be my code in fact, I need to look further... And it looks scambled anyway
/* SETTERS */ inmerTime, timeSigValArray[timeSigEnum] * 1/BPS); tBpm() : internalBPM; BPS = BPM / 60.0; rnEnum = 0; reg bypass = [127, 127]; const var StepNoteList reg internalBPM = 150.0; reg BPM imeSigs = ["1/2", "1/2T", "1/4","1/4T","1/8","1/8Trn; local dataToRemove = ModData.getFromConrce(objToRemove)) { _removeEnvelope(objTo _addFromObject(newObj); modStoata.env1.remove(modToRemove); ModData.env2.remo)) { newMod = modTarget.addStaticGlobalMssage("Invalid mod " + modName, false); dTarget = ModData.getDestinationModule(destinIndnewMod.Hold, HoldKnob2.getValue()); noMode, 32); break; } case 2: { = "Env 1" && tName == "Cutoff 1") ModData.addFilteal modName = "__" + tName + "Env" + envIndex; if(targetName == "Tune 1") { mod.setIntPanel("ModStorage", 0, 0); modStorage.set("sne Shaper", "OSC3 Sine Shaper", "Phaser 1", "Phaser 2", "Phaser 3", "Env 2", "Velocity", "LFO/Seq 3", "Env 3", "Random [Synth.getEffect("OSC1 Polyshaper"), 0], ], // Phase 1 Modulation fined, 2], // Filter 2 Env Dec "OSC3 Synth AHDSR"), 3], // AHDSR 1 Sustain DSR"), 4], // AHDSR 1 Release up"), 2 ], // Tune 3
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WHAT THE ... This is scripting code from Hexeract! How on earth can it end up in your binary? I just checked a current project and it also contains these scripting lines.
But I might have an idea what's going on here: I've "trained" the zstd compressor with some scripting code (you can give it some text and it tries to create a dictionary from the most used words which vastly increases the compression ratio for small files and I might have used some scripts from Hexeract as training data as it will pickup all keywords and API methods). But I had no idea that it just stores the dictionary input so this is really funny...
So it's either that or we're doomed and it's a sign from a higher religious entity that we can't leave the past behind...
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@Christoph-Hart That could be the reason of the Light speed hacking of our software.
So maybe it is time to make everything obfuscated (if it is possible) and prevent this from now on...
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@orange it's often the dumbest people who make great discoveries lol
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I was able to recover all the copy protection codes, saw meter master, various piano note script ....
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@yall eh....wow...copy protection codes ! Seriously , heheh, wow.
I cannot find any codes when I open up my plugin in text.
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@orange the external files are compressed but I won't add any encryption to the scripts as this will increase the loading times for no good reason.
I can't read the script code of my current projects.
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@lalalandsynth only the script. not numbers. they are in a json ^^