MoroseTroll on 3/7/2009 at 07:47
There are lots of hackers exist all over the world. They create game trainers, NoCD/NoDVD-cracks, tiny but beautiful demos and so on. I dream to involve some of them to help Open Dark Engine's Team in the reconstructon of T1&T2. All we need is to infect them with Thief:ebil:. Any idea?
P.S. 755 signs so far.
Displacer on 3/7/2009 at 11:52
Quote Posted by Volca
I meant mainly decompilation to high level language (C++), I didn't forget about you and your valued work ;)
I know, just fooling around ;) By the way I finally finished up work for the year so I'll be back to it very soon.
As for Dromed being source code, its not. It was just compiled with debug info. This means that the functions and a few of the variables still have their original names intact which just makes it easier to know where to look for your information.
I liken it to knowing a persons name just makes it easier to find them, but doesn't help a whole lot to figure out their DNA sequence.
*Zaccheus* on 3/7/2009 at 15:25
Just to give an idea of what we are talking about, here's a snippet of code from one of my own applications:
Code:
_GravelScene_createSceneWithData:
10001650: 53 push ebx
10001651: 55 push ebp
10001652: 8B 6C 24 10 mov ebp,dword ptr [esp+10h]
10001656: 57 push edi
10001657: 8B F8 mov edi,eax
10001659: 8B 44 24 18 mov eax,dword ptr [esp+18h]
1000165D: 33 DB xor ebx,ebx
1000165F: 3B C3 cmp eax,ebx
10001661: 75 09 jne 1000166C
10001663: 5F pop edi
10001664: 5D pop ebp
10001665: B8 02 01 00 00 mov eax,102h
1000166A: 5B pop ebx
1000166B: C3 ret
1000166C: 56 push esi
1000166D: 6A 30 push 30h
1000166F: 89 18 mov dword ptr [eax],ebx
10001671: E8 72 06 00 00 call _malloc
10001676: 8B F0 mov esi,eax
10001678: 83 C4 04 add esp,4
1000167B: 3B F3 cmp esi,ebx
1000167D: 0F 84 8C 00 00 00 je 1000170F
...
The debug info tells us the name of the function which the code represents. It also gives us the names of the functions we are calling (malloc is a function which allocates memory, for example).
The above is just what the disassembler spits out automatically. The full debug info should also tell us things like what the local variables are.
Quote Posted by Displacer
Err *ahem*
You are working on something like this?
Displacer on 3/7/2009 at 15:59
Quote Posted by *Zaccheus*
You are working on something like this?
Been working on it for quite some time now
miguel on 3/7/2009 at 16:14
Signed.
I did not quite understand, what do you need the code for?
jtr7 on 3/7/2009 at 19:12
Thanks for signing!
Do you know about the 700+ fan-made missions created with the editors? :)
It's brought so much pleasure and led to many friendships over the years, and with the source code, many ten-year-old limitations can be removed or worked around to unhinder creativity. The editor is known much more intimately than anything else, so it would not only be easier to work with, but retain a lot of the games' cherished unique characteristics like a comfortable pair of shoes, but every couple of months, someone's making a breakthrough or doing something with it never seen before!:cool:
Displacer on 3/7/2009 at 19:35
You know, I've offered before to track down and remove limits, give exact details about the errors that are spit out, etc. but have never been taken up on it. Most of the limits could probably be changed without the source code, but screw it. I give up.
*Zaccheus* on 3/7/2009 at 20:36
Displacer, am I right in thinking that the reason why your offers were rejected was because it involves reverse engineering?
Displacer on 3/7/2009 at 21:31
Nope, all I asked for was error codes, specific limits and what happened when they were exceeded. I've already hacked several parts of SS2 and its been incorporated into a release (ss2 tool I believe). Besides I'm the one doing the reverse engineering and I have no problem with it, or shouting to the rafters that I am doing it. I've done several games, and have several in the works and post all my results for the world to see and have yet to have any company threaten me. Heck on my (
http://wasteland.wikispaces.com/) wasteland project I even got help from the team that made the game.
Its no big deal, just a mystery to me why all the complaints about limits and errors and such but when a possible solution to these comes up nobody cares.
jtr7 on 3/7/2009 at 21:34
You were told nobody cared? :weird: