If not, I will create a blog this weekend and start posting my progress. In a couple of years when all those DLL's are decoded we'll have an offical ScummVM release party!

Moderator: ScummVM Team
You make that sound like moving something over to ResidualVM is some kind of punishment.whoozle wrote:OMG IT'S 3D NO NO NO, SCUMMVM IS 2D GO RESIDUAL
Many people in the ScummVM team believe that a RE job on an engine has to be done "properly". The resulting code should look like native C++ code; it should be readable and understandable like real native C++ code.whoozle wrote:Then, if you will try to automate something, because there's dozens of similar c++ "scripts" in those dlls
I want to stress this point by DrMcCoy again: We are not against using tools like HexRays, etc. (or even custom ones) to aid reverse engineering. However, the end result should be ("native") understandable C++ code. Thus, if one wants to use such automation tools as an intermediate step, that's really fine with us.DrMcCoy wrote:Many people in the ScummVM team believe that a RE job on an engine has to be done "properly". The resulting code should look like native C++ code; it should be readable and understandable like real native C++ code.whoozle wrote:Then, if you will try to automate something, because there's dozens of similar c++ "scripts" in those dlls
What the code should not look like is assembly, or even some high-level assembly dialect. Just taking the code, throwing it through a disassembler and pasting the result verbatim into a .cpp file is, in my opinion, not what ScummVM stands for.
Ok, could you please clear the things up, what tool was used to recreate dreamweb code exactly? HexRays? IDA? Has anyone ever used raw HexRays code dumps to rewrite games? Did you ever reverse-engineered any game?LordHoto wrote:...
I want to stress this point by DrMcCoy again: We are not against using tools like HexRays, etc. (or even custom ones) to aid reverse engineering. However, the end result should be ("native") understandable C++ code. Thus, if one wants to use such automation tools as an intermediate step, that's really fine with us.
Wow. More flamebait. I can't believe it. You either choose to ignore whatever has been mentioned, or you're doing this on purpose, just to piss people off. Re-read the replies, and you'll see that we are saying that Blade Runner can be included in ScummVM, if it doesn't need changes to the graphics pipeline. Now stop trollingwhoozle wrote:That's exactly what I'm talking about. Noone would ever consider your arguments, like "voxels could be rendered in one pass, cost you as much as every colorkey routine". They have spent man-year rewriting and fixing bugs in stable code, just because it was "high level assembly". this is "<f-word> you that's why" kind of the argument, I'd prefer
That's exactly what I'm talking about #2. Think twice, it seems clear to me that BladeRunner will never be merged in scummvm, judging by this thread, so you have no reason to waste your time for it.
Dreamweb's original source code was in Assembly. ScummVM is written in C++. We want actual C++, not Assembly masqueraded as C. Therefore, your argument is invalid.whoozle wrote:Ok, could you please clear the things up, what tool was used to recreate dreamweb code exactly? HexRays? IDA? Has anyone ever used raw HexRays code dumps to rewrite games? Did you ever reverse-engineered any game?LordHoto wrote:...
I want to stress this point by DrMcCoy again: We are not against using tools like HexRays, etc. (or even custom ones) to aid reverse engineering. However, the end result should be ("native") understandable C++ code. Thus, if one wants to use such automation tools as an intermediate step, that's really fine with us.
The answer to this questions is obvious.