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Decompiling custom usecode?

Posted: Wed Oct 26, 2011 12:46 am
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.

Re: Decompiling custom usecode?

Posted: Wed Oct 26, 2011 1:17 am
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.

Re: Decompiling custom usecode?

Posted: Wed Oct 26, 2011 4:41 pm
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).

Re: Decompiling custom usecode?

Posted: Wed Oct 26, 2011 10:55 pm
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.

Re: Decompiling custom usecode?

Posted: Thu Oct 27, 2011 2:26 am
by Dominus
Reread what I wrote ;)