X = address to the memory reallocated earlier If ptr: // maybe safe to assume that this always happens Ptr = ? // pointer to some interface or something? Uint32 count = 4 // not equal to the number of quests seen in-game, nor the amount of "tasks" or "steps" Please note that I also don't guarantee that the info here is correct. It's just an attempt to explain kind of how this works. My "code" here isn't in any specific language, and doesn't include all the logic. Question marks in the code just means that I don't know what they are and/or where the values come from. Just to call them at least something that is somewhat meaningful, but without nesting them deeply. I'm going to name the main function readQuests, and the functions inside readQuestX, and some in there, readQuestsX_, etc. The current values being read will have this color while subsequent reads will have different colors. The parts being read will be highlighted. Maybe it'll even help me understand it better just by posting this and looking at it again. I'm going to show you some of my work, in case you get interested and you're up for helping. I don't expect to receive any help from anyone, but I would appreciate it if you can and if you're willing. I could however use all the help I can get if you're familiar with x86 assembly code and using a debugger/disassembler. It has proven to be a bit difficult for me, but I haven't given up. Update Jun 2 2012: Source code: Reading quest data from saves (you can help!)įor the last few days, I've been trying hard to figure out exactly how the quests are read by the game, for several reasons: This post is a bit technical, so here's the GEEK ALERT.
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