Decompiling custom usecode?

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Crowley
Posts: 459
Joined: Thu May 14, 2020 1:34 pm

Decompiling custom usecode?

Post by Crowley »

Is there currently any handy way to decompile custom usecode from mods? UCXT can only be pointed towards the "official" four usecode files from the games and expansions. To be precise, I'm trying to take a look at the source code of Marzo's keyring mod to see an example of how to integrate new dialogue with old from Mariah.
Dominus
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Posts: 5656
Joined: Thu May 14, 2020 1:34 pm

Re: Decompiling custom usecode?

Post by Dominus »

Why don't you just look at the source of the keyring mod? I think the mod comes with uncompiled sources (usually these are *.uc files) in the /src subfolder. If it doesn't come with the source, it's in Exult's source which can be downloaded from the download page. It's in the /content subfolder.


Edit: it doesn't come with the source, you need to download the exult source snapshot.
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marzo
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Re: Decompiling custom usecode?

Post by marzo »

Just to add another tidbit of information: I have even gone out of my way to make the code readable with the use of symbolic constants and copious comments; trying to disassemble the compiled usecode is not only unnecessary (as the source if freely available), it is worse (because you miss the comments and stuff).
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Marzo Sette Torres Junior
aka Geometrodynamic Dragon
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Crowley
Posts: 459
Joined: Thu May 14, 2020 1:34 pm

Re: Decompiling custom usecode?

Post by Crowley »

Cool. Now, where might I see your usecode? I haven't been able to find that on your site, and it's not within the downloadable mod. Maybe I am just being oblivious.
Dominus
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Re: Decompiling custom usecode?

Post by Dominus »

Reread what I wrote ;)
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We do not support Piracy/Abandonware/Warez!
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