I've just recovered an old install file I made with TGF 1, there is the .gam but when I try to open it under TGF 2 it says that it's protected. I don't have the sources anymore, it's a game I made 5 years ago and it doesn't not run properly under windows XP, but with TGF2, i've tested an old source version and it worked great.
So my question is, how can I open a protected TGF1 .gam in TGF2 ? Or just be able to play my TGF1 file with TGF2 runtime.
I recall some clever guy cracked the protected .gam format. However, he wouldn't release details cause he didn't want people to hack eachothers games. Also, for a time Clickteam would "unprotect" people's games if they supplied proof that you were the creator. However, they have now lost their software for doing so.
- Ok, you must admit that was the most creative cussing this site have ever seen -
I've succesfully gotten a protected game to display the game title in the little "game name" box on the TGF1 load screen. It sees that it's a game (doesn't give the "this ain't a game bish!" warning) and when it finishes loading it craszhores. I've gotten "pick object from another game" working on [ommitted game name] but once I place the object it crashes usually.
Have a chat with Joshtek on the Clickteam Forums, he may have some apps to help you.
I worked with him for a time on the .GAM file format (we were trying to build a spec). I quit after some time, but i think he continued his research and got quite a bit further. He actually managed to make quite a detailed .gam editor as I recall - not sure how far he got with PAPPs (Protected games).
It could be interesting for someone with a Hex Editor and some time to try copying the game chunks from a PAPP to a GAPP (unprotected game) and see what happens.
I'd personally have been really fascinated to see how Events are stored in GAPPS and PAPPS, since we never really looked into it. Potentially, you could build an app which scans GAM files and returns a text version of the event list.
You may have to make do with simply ripping what you can. Wavs are rippable as shown above, and music is extracted to the temp folder in-game. Look in the temp folder, and search for .mid files whilst the music is playing in the game. You'll find the MIDI has been extracted by TGF, because TGF's runtime can't play music internally. This is why you sometimes get a lag when starting a MIDI.
I don't remember much about the Image Bank in a PAPP. I think it was kind of encrypted, but more like Run Length Encoding (RLE) which isn't that hard. It may be simpler to print-screen the sprites.
I ran a hex compare on an identical .gam file, one unprotected, and one protected.
The main difference is some sort of header, but there are a few differences. Things like comments, for example, are ommitted, and I think maybe some unused events or something. They are very similar, though, and with some copy-pastement, it is possible to extract a few objects; expect it to crash though.