Are we there yet? hehe|
I've been lurking since the first "When will it be done" topic was posted, but figured I'd let all of you sort it out for me :)
Anyway, I decided to give you guys some decompiled scripts to keep you happy for a few days or so, heh.
http://www.bripro.com/scistudio <-- updated
Great news. I was wondering how long it would be before you posted again. :)|
p.s. my ftp server was changed... so if you still want to use ftp you need to use the username firstname.lastname@example.org instead of just scistudio... sorry about this didn't have any choice in the matter as my host messed around with it.
|Eero R||Nice... Are you planning to release this as a separate tool (like SCI Disassembler is), or do we have to wait for SCI Studio 4?|
|Brian_Provinciano||It's a separate tool right now. I'll might sourceforge it, or just release the code. Not sure yet. But I plan on migrating it into SCI Studio as well.|
Always good to see an update from you :) Thanks for all your efforts!|
Your webpage update had a small error -> the 'dissasembler' link had too many /scistudio 's in it.
Brian Provinciano wrote:
For research purposes, a separate tool would be nice; for game reverse engineering, SCI-Studio integrated tool would be best.
Seeing the decompiled scripts, it would be most beneficial to have a refactoring tool, which would allow the user to change a single label to something new - and all referencing sites would be changed as well. This would allow incremental reverse engineering of game semantics: once the purpose of a specific loop has been understood (by the reverse engineer), he can change the surrounding labels and constants to something that better describe the functionality the code in question implements.
Any timing estimate for this decompilation tool? It seems really useful on its own; ie. without full release of next studio version.
I agree with NaksuApina |
Make sci decompiler to available to us. This way, I'll make sci0 games better using a decompiler.