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Legend of Grimlock [.dat file]

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lostprophet
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Re: Legend of Grimlock [.dat file]

Post by lostprophet »

Any news, any hope on the missing .lua files to be reversed? :) (Hopefully) No one will answer, because everyone's on the beach by now :D
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Re: Legend of Grimlock [.dat file]

Post by Smash15195 »

Someone can explain how to decompiling ?

I use luajit to get a bytecode file it's ok but after ? How to get a editable *.lua with it.

Video posted by Ekey not work anymore :(

Thanks.
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Re: Legend of Grimlock [.dat file]

Post by Smash15195 »

No one knows ?
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Re: Legend of Grimlock [.dat file]

Post by lostprophet »

Smash15195 wrote:No one knows ?
I still have the tutorial video, I can upload it today :)
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Re: Legend of Grimlock [.dat file]

Post by Smash15195 »

pls thanks

Do you have the decompiled *.lua ?
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

Smash15195 wrote:pls thanks

Do you have the decompiled *.lua ?
It is better to wait for the official release Level Editor with Lua API.
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Re: Legend of Grimlock [.dat file]

Post by Smash15195 »

you think we can translate the game with it ?
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

Maybe
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Re: Legend of Grimlock [.dat file]

Post by KDraka »

lostprophet wrote:
Smash15195 wrote:No one knows ?
I still have the tutorial video, I can upload it today :)
Thank you. I'm waiting for you. I really want to translate this game. (: :]
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Re: Legend of Grimlock [.dat file]

Post by lostprophet »

KDraka wrote:
lostprophet wrote:
Smash15195 wrote:No one knows ?
I still have the tutorial video, I can upload it today :)
Thank you. I'm waiting for you. I really want to translate this game. (: :]
Yeah, my bad, here you go, sorry for the delay :)

Code: Select all

http://www20.zippyshare.com/v/34753967/file.html
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Re: Legend of Grimlock [.dat file]

Post by Smash15195 »

i gonna watch that, thx.
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Re: Legend of Grimlock [.dat file]

Post by twisted »

Does anyone know what this is converted back to luajit?

Code: Select all

-- BYTECODE -- script1.luac:0-0
0001    GGET     2   0      ; "Managers"
0002    TGETS    2   2   1  ; "perfhud"
0003    MOV      3   2
0004    TGETS    2   2   2  ; "update"
0005    MOV      4   1
0006    CALL     2   1   3
0007    GGET     2   3      ; "Boot"
0008    MOV      3   2
0009    TGETS    2   2   4  ; "foundation_update"
0010    MOV      4   1
0011    CALL     2   1   3
0012    GGET     2   0      ; "Managers"
0013    TGETS    2   2   5  ; "transition"
0014    MOV      3   2
0015    TGETS    2   2   2  ; "update"
0016    MOV      4   1
0017    CALL     2   1   3
0018    GGET     2   0      ; "Managers"
0019    TGETS    2   2   6  ; "changelog"
0020    MOV      3   2
0021    TGETS    2   2   2  ; "update"
0022    MOV      4   1
0023    CALL     2   1   3
0024    RET0     0   1
The closest I can get for the first part is

Code: Select all

Managers.perfhud:update()
which translates to:

Code: Select all

0001    GGET     0   0      ; "Managers"
0002    TGETS    0   0   1  ; "perfhud"
0003    MOV      1   0
0004    TGETS    0   0   2  ; "update"
0005    CALL     0   1   2
0006    RET0     0   1
which is missing a MOV.
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

Byte Code MOV added after you write next code which begins command Boot

Code: Select all

Managers.perfhud:update()
Boot bla bla bla
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Re: Legend of Grimlock [.dat file]

Post by twisted »

Still missing a MOV

Code: Select all

0001    GGET     0   0      ; "Managers"
0002    TGETS    0   0   1  ; "perfhud"
0003    MOV      1   0
0004    TGETS    0   0   2  ; "update"
0005    CALL     0   1   2
0006    GGET     0   3      ; "Boot"
0007    TGETS    0   0   4  ; "foundation_update"
0008    CALL     0   1   1
0009    RET0     0   1
also the bytecode values appear to be very different eg

Original:

0001 GGET 2 0 ; "Managers"
0002 TGETS 2 2 1 ; "perfhud"

New:

0001 GGET 0 0 ; "Managers"
0002 TGETS 0 0 1 ; "perfhud"
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Re: Legend of Grimlock [.dat file]

Post by Ekey »

Obviously invalid decompiled code. Anyway i decompiling only basic scripts and can't help u.
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