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Legend of Grimlock [.dat file]

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momo
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Re: Legend of Grimlock [.dat file]

Post by momo »

Code: Select all

assets/animations/monsters/guardian/guardian_attack_right.animation
assets/animations/monsters/guardian/guardian_attack_left.animation
assets/animations/monsters/herder/herder_small_top_attack.animation
assets/animations/monsters/tunnel_ogre/tunnel_ogre_get_hit.animation
assets/particles/cube_hit_wall.psys
/* jpmod */
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Re: Legend of Grimlock [.dat file]

Post by lostprophet »

Great work :D I've been working the last three days and I come home for this :D
Hungarian translator | Previous translations: http://lostprophet.hu
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Re: Legend of Grimlock [.dat file]

Post by lostprophet »

So how many lua files are left for decompiling?
Hungarian translator | Previous translations: http://lostprophet.hu
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

I decompiled last 2 lua's : animation_events.lua and samples.lua it's not for translate, just for modify or adding new animations and sounds.
For translate puzzle descriptions need decompile all levels. In decompiling many people are not interested.
I do not want just do it alone :scaredy: . Anyway I do not know very well the Lua language. :)
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Re: Legend of Grimlock [.dat file]

Post by dogkarl »

Ekey wrote:I decompiled last 2 lua's : animation_events.lua and samples.lua it's not for translate, just for modify or adding new animations and sounds.
For translate puzzle descriptions need decompile all levels. In decompiling many people are not interested.
I do not want just do it alone :scaredy: . Anyway I do not know very well the Lua language. :)
Well, I am interested in translation. I have a lot of experience of C++ and reverse engineering, but I have no knowledge of lua before I encounter this game. Downloaded your video, now trying to decompile mainmenu.lua. If success, will share the decompiled files. Maybe we can work together?
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Re: Legend of Grimlock [.dat file]

Post by XRaptor »

Added files from last patch + some found filenames.
75 to go.
Last edited by XRaptor on Tue May 08, 2012 3:05 pm, edited 1 time in total.
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

X you forgot adding 1 filename

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assets/particles/cube_hit_wall.psys
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Re: Legend of Grimlock [.dat file]

Post by XRaptor »

ups, yeah, you are right. Added for future publish.
I just added all reported files, but somehow this one is missing now in list, sorry :-)
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

Here last decompiled lua's
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Re: Legend of Grimlock [.dat file]

Post by sch0t3 »

Hello guys,
i am interested in decompiling too, but i dont understand the lua language well.
When i tried to decompile the tutorial.lua and the first lines are
0001 KNUM 0 0 ; 0.1
0002 GGET 1 0 ; "enableUserInput"
0003 KPRI 2 2
0004 CALL 1 1 2

and i dont know how to write the first function....
kind of disapointing... i only came up with this
[0.1]=(enableUserInput(true))
but i know thats not going to work

i am from germany so i need a better tutorial for this lua-language.
Only the bytecode description doesnt help at all. Maybe someone know a good tutorial-site?

sry for my bad english, but i realy want to help and translate this into german :)
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

Like this :)

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local x = 0.1
x=enableUserInput(true)
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Re: Legend of Grimlock [.dat file]

Post by sch0t3 »

Ekey wrote:Like this :)

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local x = 0.1
x=enableUserInput(true)
thx a lot works like this
---
---
---
local x = 0.1
enableUserInput(true)
showImage("assets/textures/cinematic/intro/page01.tga")
drawElements()
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

Nope my fail. after

0004 CALL 1 2 2 is
0005 MOV 0 1

Code: Select all

0001    KNUM     0   0      ; 0.1
0002    GGET     1   0      ; "enableUserInput"
0003    KPRI     2   2
0004    CALL     1   2   2
0005    MOV      0   1
0006    GGET     1   1      ; "showImage"
original

Code: Select all

0001    KNUM     0   0      ; 0.1
0002    GGET     1   0      ; "enableUserInput"
0003    KPRI     2   2
0004    CALL     1   1   2
0005    GGET     1   1      ; "showImage"
here valid :)

Code: Select all

local x = 0.1
enableUserInput(true)
drawElements it's table and begin like

Code: Select all

drawElements({
some table 1,
some table 2,
some table 3,
})
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Re: Legend of Grimlock [.dat file]

Post by sch0t3 »

Ekey wrote:Nope my fail. after...

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drawElements({
some table 1,
some table 2,
some table 3,
})
hehe u scare me xD
that would became my next question because i tried this
drawElements(lj_tab_new{x,0,0})
but it always put out a GGET instead of TNEW

Code: Select all

0002    GGET     1   0
0003    KPRI     2   2
0004    CALL     1   1
0005    GGET     1   1
0006    KSTR     2   2
0007    CALL     1   1
0008    GGET     1   3
[b][u]0009    GGET     2   4[/u][/b]
0010    TDUP     3   5
0011    TSETB    0   3
0012    CALL     2   0
0013    CALLM    1   1
0014    RET0     0   1
this isnt going to work too
drawElements({lj_tab_new(x,0,0)})
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Re: Legend of Grimlock [.dat file]

Post by sch0t3 »

By the way for all other decompiler here is a batch-file to convert the lua to dec(can be opened with all txteditors like notepad++)
by drop the lua file on to it

and a batch to see the bytecode by dropping the dec on the batch - very helpful because u dont have to rename the files like in the tutorial
Cheers!
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