Quote: "Why would you want to mess with the player? It's probably not allowed anyway"
I think it might be... After all we have the Visual Studio project for the player to compile ourselves.
In fact just thinking about that... It's a possible solution to Cybermind's problem. Just modify your bytecode (add a single character to the start or something) to make it corrupted, and modify your own version of the player to load your corrupted bytecode file properly
No idea if it'll work but it's worth a shot
You should find the interpreter code here: C:\Program Files (x86)\Steam\steamapps\common\App Game Kit 2\Tier 2\apps\interpreter
In interpreter.cpp you have the following code:
if ( agk::GetFileExists( "bytecode.byc" ) == 1 )
{
agk::SetWindowAllowResize(0);
m_iStandAlone = 1;
m_iDebugMode = 0;
m_iStepMode = 0;
m_iAppControlStage = APP_RUNNING;
// load stand alone app
if ( !m_sProgram.LoadBytecode( "bytecode.byc" ) )
{
AppQuit();
}
}
ProgramData.cpp contains the LoadBytecode function which you could modfy to load your custom code.
Obviously this won't stop any dedicated crackers from getting to your software, but it will mean they can't just replace your AGK.exe with their own version