Author Topic: Decompilation coordination thread  (Read 24572 times)

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Offline DrazharLn

Re: Decompilation coordination thread
« Reply #75 on: January 14, 2015, 11:56:03 AM »
@PlotinusRedux, Ford_Prefect,

Congratulations!

Offline mmmniple

Re: Decompilation coordination thread
« Reply #76 on: October 27, 2016, 02:30:12 PM »
Hello,i asked a friend to decompile caviar player and caviar web pluggin using hexray for trying to understand this format.

Here goes the results.

http://pastebin.com/LcCxDNhP

and the export files :

http://www.mediafire.com/file/ozt59x16hu69oj1/pluggin.rar

http://www.mediafire.com/file/maiu0tz6qw3ppxv/caviar.rar

I hope this could be usefull.

The original files (i posted on other thread of this forum) :

http://www.mediafire.com/file/1539krs92y9hzj9/CVRPlay.rar

(it included the pdf patent with some info about this technology

and a mini-Faq i have created explaining this files

http://www.mediafire.com/file/td5n52vvdhz99h2/FAQ.txt





Offline scient

Re: Decompilation coordination thread
« Reply #77 on: October 28, 2016, 05:22:44 AM »
It looks like that was decompiled with an older version of x86 plugin. Here is one decompiled with latest version. Might have some improved parsing.

npvox.dll
http://pastebin.com/gYML7K2p

If there is anything else you'd like me to run through latest decompiler (x86/x64/ppc) just let me know.

Offline mmmniple

Re: Decompilation coordination thread
« Reply #78 on: October 28, 2016, 03:36:24 PM »
A lot of thanks!
It is increíble the diference between them:
your code seem almost real c (they init the variables,recover more names,..).
Thanks

I have looking on the code and i have extracted some info,maybe nothing important or they had no included on the past of cvr which is already known .
After some search (i have never created a Netscape pluggin ),and read again the patent,i am understanding better.
I dont know if this is the place to post it,if no please tell me where is it.
With help i think the full format can be understanded.

(I think than The middle part of cvr files ,which is no understanded,is the lookup table,where are saved the vector of increments which are already precomputed .

Offline scient

Re: Decompilation coordination thread
« Reply #79 on: October 29, 2016, 08:49:04 AM »
Glad it helped. Let me know if you find anything else you would like decompiled and I'll give it a go.  :)

Offline mmmniple

Re: Decompilation coordination thread
« Reply #80 on: November 02, 2016, 08:30:37 PM »
Glad it helped. Let me know if you find anything else you would like decompiled and I'll give it a go.  :)


Hello,i have just uploaded more documentation about caviar technology and a diferent tech which i thought was the same until today i found on a magazine which i also have uploaded.

Could you decompile the latest caviar player (v1.6)

http://www.mediafire.com/file/c12do2thm29xdmv/CvrPlay.exe

and the file on the rar http://www.mediafire.com/file/4y12nfoju0zbprt/vssevalw.rar ?

(This latest is no related to caviar,but it seem have a similar tech.Maybe it could give some help.one never knows..)

thanks for all

I hope could advance something with the decompiled files to understand the animation part

Offline scient

Re: Decompilation coordination thread
« Reply #81 on: November 03, 2016, 02:07:03 AM »
Of course! I've attached both decompiled files. Let me know if you come across anything else that would be helpful to decompile.  :)
« Last Edit: November 03, 2016, 04:29:03 PM by scient »

Offline mmmniple

Re: Decompilation coordination thread
« Reply #82 on: November 03, 2016, 10:19:10 AM »
Of course! I've attached both decompiled files. Let me know if you come across anything else that would be helpful to decompile.  :)

Thanks.
The second file was wrong : you have to extract the exe from the rar and dissasm "voxel.exe".i have tried to see it with "PE Explorer",and the functions are 32 bits.

Offline scient

Re: Decompilation coordination thread
« Reply #83 on: November 03, 2016, 04:31:14 PM »
Here you go!

Offline mmmniple

Re: Decompilation coordination thread
« Reply #84 on: November 03, 2016, 07:40:41 PM »

Offline mmmniple

Freeciv engine?
« Reply #85 on: November 16, 2016, 04:02:28 PM »
Hello again.I would love propouse something :
as the engine is the same as civilization 2 + voxel render,why doesnt use as base the
freeciv engine for the reimplementation you are doing based on your dissasmbly code.

i know you had decided use directx9 as base,but i think it could help both comunities (being more easy the proyect could be finished plenty ).Also it would be hightly portable.

if the code for use the same asset is implement there were no need to transformation it,and in the case it doesnt ,they have the tools for creating modpacks.

http://tecfa.unige.ch/guides/games/freeciv/manual/game-21.html



Offline Yitzi

Re: Freeciv engine?
« Reply #86 on: November 18, 2016, 07:08:10 PM »
Hello again.I would love propouse something :
as the engine is the same as civilization 2 + voxel render,why doesnt use as base the
freeciv engine for the reimplementation you are doing based on your dissasmbly code.

I would be wary of that.  From a legal and ethical perspective, what we do with disassembling SMAC/X is ok based on ideas of fair use...and if we start using it significantly for something like freeciv (which is competing with the original in a way that probably precludes fair use), it seems to me that that could be an issue.

Offline mmmniple

Re: Freeciv engine?
« Reply #87 on: November 18, 2016, 09:33:56 PM »
Hello again.I would love propouse something :
as the engine is the same as civilization 2 + voxel render,why doesnt use as base the
freeciv engine for the reimplementation you are doing based on your dissasmbly code.

I would be wary of that.  From a legal and ethical perspective, what we do with disassembling SMAC/X is ok based on ideas of fair use...and if we start using it significantly for something like freeciv (which is competing with the original in a way that probably precludes fair use), it seems to me that that could be an issue.

Hello Yitzi.There are several ways of see this.I would try explain my view,but of course it is only my way of see the matter .

As far i know there are no legal issues if you dont use the assembly code as if ;
it means if you create your code ,based on what you are learning there are no problem.
You can add the use of this assets on something as freeciv without any problem BUT you would never share the assets with it : the person who wanna play it need have the oficial game which can bought on gog,...(GOG version doesnt create new code,they use often fans code-patch and/or dosbox emulators for let user play on new machines)

About competing i think there are no problem for lots of reasons,is more i think it is the opposite :
you are helping to spread the game ,letting new users discover this great game (many of this recreation late are ported as homebrew on videoconsoles as Psp,nds..)
which could help to the company to see there are interest on its game and create a remake or secuel with today technology ( the original 3d version proposed at the begining is what could be a problem)

They are plenty examples of that from another world , ScummVM
 ( Monkey Island Special Edition Collection,Day of Tentacle,Grim Fandando,Full Throttle..) to X-COM 1 and 2.

Some of them make use of the fan remade's open source code for his own use : lots of times the code was lost or maybe need more efford to create something which work on actual machines (when most part is asm code) and they use when wanna let the user play the classic version with the remake ,as happen on Monkey Island where you have the "new game" or press a key and play the classic version.

Here are a list with lots of examples of this kind of proyects

https://en.wikipedia.org/wiki/Game_engine_recreation

https://en.wikipedia.org/wiki/List_of_game_engine_recreations




Offline Yitzi

Re: Freeciv engine?
« Reply #88 on: November 19, 2016, 11:28:18 PM »
Hello again.I would love propouse something :
as the engine is the same as civilization 2 + voxel render,why doesnt use as base the
freeciv engine for the reimplementation you are doing based on your dissasmbly code.

I would be wary of that.  From a legal and ethical perspective, what we do with disassembling SMAC/X is ok based on ideas of fair use...and if we start using it significantly for something like freeciv (which is competing with the original in a way that probably precludes fair use), it seems to me that that could be an issue.

Hello Yitzi.There are several ways of see this.I would try explain my view,but of course it is only my way of see the matter .

As far i know there are no legal issues if you dont use the assembly code as if ;

Ok, that makes sense.

Offline mmmniple

Re: Decompilation coordination thread
« Reply #89 on: November 27, 2016, 06:58:48 PM »
hi,i have seen there was a first try for something similar (a fork from freeciv):

http://freecivac.sourceforge.net/


 

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