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Game Maker 7 Exe Decompiler: A Tool to Restore Your Projects from Exe Files

YoYo Games are expected to use a rewritten runner for Game Maker 9 using knowledge they have gained whilst working on runners for the PSP and iOS. A Game Maker 7 executable decompiler, which also decompiles games made in GM5.3a, 6, 6.1 and instant play versions, was created by a different author and still functions.

Game Maker 7 Exe Decompiler

Hopefully, YoYoGames uses this itself as a motivation for improving the runner. These exploits that the creator of this decompiler hopes to improve in Game Maker should also be viewed by YoYoGames so they can in turn learn themselves. It would better yet if the creator joins YoYoGames as he supposedly knows about the faults of Game Maker.

This morning an update to the GM Decompiler was released, this time with the ability to decompile InstantPlay games and extract GM7 extensions from games. The update also defeats some methods devised for protecting games from the old decompiler (typically using a hex editor to tamper with the PE).

InstantPlay decompiling automatically detects games you have used via InstantPlay, which are stored in a folder under My Documents. Users are presented a list of games detected and the rest is automatic.

Yesterday a complete, cross-platform Game Maker decompiler was released. The tool was authored by several people and published by GearGOD. The Java program takes a Game Maker exe file v5.3A-7.0 and decompiles it to an editable.

Game Maker is a program that allows you to make exciting computer games, without the need to write a single line of code. Making games with Game Maker is a lot of fun. Using easy to learn drag-and-drop actions, you can create professional looking games within very little time. The mail advantage is GML script language (Game Maker Language). Thanks to it Game Maker has many abilities in algorithmic domain. We can create single scripts and developed algorithms.

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You will get the source of .exe game executable of game maker, to the .gmk file, simple so locate the .exe project to desktop, drag the .exe to folder of extracted decompiler, run decompiler and you will get the .gmk file!

It seems that questions about whether (and if so, to what extent) GameMaker: Studioand GameMaker Studio 2 games can be decompiled are being asked at a constant pace, and yet there arestill no resources to clear up these questions. So I've decided to make a small post on the matter.

Older versions of GameMaker stored game data in a way that remains common to Lua game enginesthese days - that is, all game data was compressed and encrypted, but, in the end, storedwithout substantial post-processing.

And thus, eventually someone had the persistence to reverse-engineer the runtime's binaries,and wrote a tool that would reassemble the data from an executable to a largely-valid source file.Needless to say, such a thing was valuable if you were trying to recover lost work, and a bit ofa disaster if you were working on a game with any online features or didn't anticipate a smallchance of your work being stolen outright.

To protect against that, people then made obfuscators(to one of whichI even contributed some methodology) and tools anti-decompilers(tools specifically subverting the expected executable structure),and things were kind of okay... so long as you were aware of possibilities.

Later on, YYC (YoYoCompiler) was introduced.YYC compiles GML to equivalent C++ code and then through an appropriate C++ compiler(most often, Clang), allowing to take advantageof C++ specific optimizations and to have the game code interface with runtime directly,all for great effect on performance and with some pleasant security implications(more on this later).

At this time, the only tool that offers anything resembling adequate VM decompilationis UndertaleModTool.While it isn't going to make you a project file,it is perfectly suitable for recovering lost scripts(though also see Recovering Lost Work)or making mods for games.

While, ultimately, anything that runs on end user's hardware can be reverse-engineeredat some point, having baseline adequate security (through use of YYC)is a good thing for games where this matters.

GameMaker (originally named Game Maker and is often abbreviated to GM) is a Windows and Mac IDE originally developed by Mark Overmars in the Delphi programming language. It is currently developed and published by YoYo Games, a software company in which Overmars is involved. Game Maker allows users to easily develop computer games without the requirement of prior computer programming experience, while allowing advanced users to create complex applications much faster than possible with most other programming languages with its built-in scripting language.

The latest stable release of Game Maker for Windows is version 8.1 as of June 2011, and version 7 on Mac as of 11 August 2010. Since its initial release in 1999, Game Maker gained many new features, notably 3D graphics support, as well as a significant user base, with YoYo Games providing free hosting for user-created games.

Game Maker was originally titled Animo,[1] a program specializing in 2D animation. Overmars released the first public version (version 1.1) on November 15, 1999. While this version of Game Maker had a built-in scripting language, which was not as complex as in more recent versions, it and the next few versions of Game Maker did not have DirectX support, a separate runner to run games independently from Game Maker, or the ability to compile games into executable files.[1]

Each major release of Game Maker added substantial new features and improved stability, while gaining steadily in popularity. In 2001, version 3.0 implemented DirectX for the first time,[2] while version 4.0 (released July 2001) was rewritten from scratch, changing the interface significantly. Version 5.0 was released in April 2003, adding support for external data files and time lines.[3] In version 6.0, released October 2004, Game Maker's graphics engine was rewritten using Direct3D as a base, allowing for more complex operations such as easier alpha transparency and sprite rotation, as well as introducing 3D graphics functions.[4] Overmars began work on version 7.0, which introduced the ability to extend its functionality, around the summer of 2006,[5] and released it on February 28, 2007, through YoYo Games.[6] Game Maker 8 was released on December 22, 2009,[7] adding new features such as a revamped script editor window, improved image editor, and the ability to import and export resources from game source files.[8]

Game Maker's primary development interface uses a drag-and-drop system, allowing users unfamiliar with traditional programming to intuitively create games by visually organizing icons on the screen. These icons represent actions that would occur in a game, such as movement, basic drawing, and simple control structures. Users also have the ability to create their own "action libraries" using the Library Maker.

For experienced users or those with computer programming experience, Game Maker contains a built-in scripting programming language called the Game Maker Language (GML), allowing more complex games to be made with the program.

Game Maker allows the creation of many types of games, including platform games, first-person shooters, third-person shooters, massively multiplayer online games and construction and management simulation games.

On Windows, the Lite version contains most of the functionality that allows users to create games and share them either by creating stand-alone Windows executable files, or publishing them on YoYo Games' website. Games created with the Lite version display a small Game Maker advertisement during the loading of the game, while games made with the Standard version remove this.

On the original Game Maker for Mac, a trial version with all features unlocked could be used for ten hours before it required activation; there was no Lite. However, as of December 8, 2010, Game Maker for Mac Lite was released as a free download. The Mac Lite utility contains most of the Mac Standard version's functionality, but it prevents users from creating stand-alone Mac executables. (Therefore, in order to share games for free, a user would need to give the openable GMK source file to other users who have downloaded and installed Game Maker for Mac.)

The renaming from "Pro" to "Standard", which occurred with the release of GM version 8.1, has caused a lot of discussion about whether or not Yoyo is releasing another tier. This hypothesis is backed up with Yoyo's 2011 "easter egg", showing the possibility to export games to multiple different platforms, including Apple's iPhone and HTML5.

Game Maker primarily runs games that use 2D graphics. Game Maker's graphics capabilities underwent significant improvements with each major release version, allowing for additional functionality including more efficient alpha adjustments and blending settings for sprites and other shapes. By version 6.0 (Windows), Game Maker incorporated DirectX, allowing more advanced graphics functions. Version 7.0 (Macintosh) uses OpenGL to render sprites.

Main article: Game Maker LanguageGame Maker Language (GML) is the primary scripting language used in Game Maker. It allows users to further enhance and control the design of their game through conventional programming, as opposed to the drag-and-drop system. The syntax of GML borrows aspects from other languages such as C, C++ and Java, effectively making use of Object-oriented programming.

Originally, GML was designed to supplement the drag-and-drop interface, allowing advanced users to add greater functionality to their games or programs. Newer versions of Game Maker actually use GML as their base, with all drag-and-drop functions as pre-written GML scripts.


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