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Legend of Grimlock [.dat file]
- lostprophet
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Re: Legend of Grimlock [.dat file]
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
Hungarian translator | Previous translations: http://lostprophet.hu
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Re: Legend of Grimlock [.dat file]
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.
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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- lostprophet
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Re: Legend of Grimlock [.dat file]
I still have the tutorial video, I can upload it todaySmash15195 wrote:No one knows ?
Hungarian translator | Previous translations: http://lostprophet.hu
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Re: Legend of Grimlock [.dat file]
It is better to wait for the official release Level Editor with Lua API.Smash15195 wrote:pls thanks
Do you have the decompiled *.lua ?
My Github repo
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Re: Legend of Grimlock [.dat file]
Thank you. I'm waiting for you. I really want to translate this game.lostprophet wrote:I still have the tutorial video, I can upload it todaySmash15195 wrote:No one knows ?
- lostprophet
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Re: Legend of Grimlock [.dat file]
Yeah, my bad, here you go, sorry for the delayKDraka wrote:Thank you. I'm waiting for you. I really want to translate this game.lostprophet wrote:I still have the tutorial video, I can upload it todaySmash15195 wrote:No one knows ?
Code: Select all
http://www20.zippyshare.com/v/34753967/file.html
Hungarian translator | Previous translations: http://lostprophet.hu
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Re: Legend of Grimlock [.dat file]
Does anyone know what this is converted back to luajit?
The closest I can get for the first part is
which translates to:
which is missing a MOV.
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
Code: Select all
Managers.perfhud:update()
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
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Re: Legend of Grimlock [.dat file]
Byte Code MOV added after you write next code which begins command Boot
Code: Select all
Managers.perfhud:update()
Boot bla bla bla
My Github repo
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Re: Legend of Grimlock [.dat file]
Still missing a MOV
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"
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
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]
Obviously invalid decompiled code. Anyway i decompiling only basic scripts and can't help u.
My Github repo