Deminified dojo & BGA code?

Game development with Board Game Arena Studio
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BitBlitz
Posts: 45
Joined: 04 November 2020, 02:07

Deminified dojo & BGA code?

Post by BitBlitz »

Is there a way to run my game with de-minified BGA & Dojo libraries?

thanks,
B
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Tisaac
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Joined: 26 August 2014, 21:28

Re: Deminified dojo & BGA code?

Post by Tisaac »

BitBlitz wrote: 10 January 2021, 22:09 Is there a way to run my game with de-minified BGA & Dojo libraries?

thanks,
B
No you cant, it's not open.sourced.
Why would you need that anyway ?
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BitBlitz
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Joined: 04 November 2020, 02:07

Re: Deminified dojo & BGA code?

Post by BitBlitz »

Why: to better understand the APIs, and in this particular case, help me debug a formatting problem with my tooltips (detailed in my other post)

anyway, thanks for confirming.
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RavingWanderer
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Re: Deminified dojo & BGA code?

Post by RavingWanderer »

I find ly_studio.js (which contains a lot of BGA code) to be mostly readable when run through a prettyprinter. The main things that are obfuscated in that setting are local variable names, which I've so far found easy to reverse engineer.
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Tisaac
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Re: Deminified dojo & BGA code?

Post by Tisaac »

RavingWanderer wrote: 11 January 2021, 16:46 I find ly_studio.js (which contains a lot of BGA code) to be mostly readable when run through a prettyprinter. The main things that are obfuscated in that setting are local variable names, which I've so far found easy to reverse engineer.
Sure, you can always reverse engineer, but don't expect to understand how the API works that way, or unless you have looot of free time on your hand.
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RavingWanderer
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Re: Deminified dojo & BGA code?

Post by RavingWanderer »

I had an admittedly tactical objective, which was to better understand the stock component. For this, it was adequate. (I have also worked on software that probably rivals the BGA platform in complexity.)
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