Source Code
http://rapidshare.com/files/217302169/CHLDecompiler.zip.html
Remember this outputs the scripts in assembly. But someone with more time should be able to complete this project fairly easily. I'll look for a spreadsheet that has all the identified engine calls in it. But I've also...
Was planning on adding it all to the wiki when I got time.
edit: Removed the duplicates and fixed some Lionhead typos. The typos helped get rid of a few Unknown calls.
call||file||script
engcall 7h SirenSpell.txt //SirenSpell(EnemyWonder,Siren)
VolcanoSpell.txt ...
How did you pull the "value" out? Just use "get platoon" and see what it wanted next?
Also
marker at POSITION //8.7.1
marker at ENUMERATION //8.7.2 This is the one I need. :P
Also also, Those still weren't used in the retail scripts. Now we have more unknowns than commands left. XD...
Statements
//disable VARIABLE visible //3.3.1 // looking for a "[disable][enable] " probably physics or tracking or somesuch
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25 // looking for a "with "
Conditions
//if VARIABLE can view camera end if // Looking for a...
Hunter. These are the functions that are left (ie used in the retail scripts)
engcall 93h Brackets for POSITION
engcall 7h SirenSpell.txt[SirenSpell(EnemyWonder,Siren)] & VolcanoSpell.txt[VolcanoSpell(EnemyWonder,Volcano)] & EarthquakeSpell.txt[EarthquakeSpell(EnemyWonder,Earthquake)] &...
Statements
//disable VARIABLE visible //3.3.1
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
Conditions
//if VARIABLE can view camera end if
//if ENUMERATION music played end if
Expressions...
I was just stating that the floaty didn't accept an icon. :P
If I can get a command to compile it'll tell me all the parameters it wants to pass to the engine.
As for the camera roll. 2 different commands.
3.31.37 set camera roll expression time expression easein expression easeout expression...
Might want to lengthen the edit time Kay. :P
Here is my updated list.
Statements
//disable VARIABLE visible //3.3.1
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
//send random spirit home
//move camera...
Ya. I tried "with 100 men and 0 women" but it didn't like that. :)
Also. Just to mention. The trigger floaty number doesn't accept icons.
20 000015 Source line: trigger floaty number ENUMERATION at {POSITION} importance NUMBER value NUMBER //3.16.22
20 000015 push 4D2h <- ENUM =...
//set VARIABLE anim event probability//3.2.2
//disable VARIABLE visible //3.3.1
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep //3.18.25
//set platoon stat ENUMERATION of VARIABLE to NUMBER //3.18.26
This is all that's left then. That should be good enough. If the decompiler...
Only got a few left.
//set VARIABLE anim event probability //3.2.2
//disable VARIABLE visible //3.3.1
//trigger floaty number ENUMERATION at VARIABLE importance 2 icon ENUMERATION value 17 //3.16.22 //Thought I had this one. :|
//set platoon VARIABLE formation to NUMBER wide by NUMBER deep...
Fixed those. Still have these left and We'll be done with the Script statements. Then I can move onto camera, dialogue, and conditions.
set NewObject anim event probability //3.2.2 //doesn't like anim
//disable VARIABLE visible //3.3.1
//add performance stat called "STRING" //3.13.24
//enable...
Thank you kindly, and still have these to go:
//clear VARIABLE hit VARIABLE //3.1.45
//disable anim events on NewObject //3.2.1 //needs to be state driven
//set NewObject anim event probability //3.2.2 //needs to be state driven
//disable VARIABLE visible //3.3.1 //Spits out a wants T_DISABLE...