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Old 03-27-13, 02:36 PM   #6
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
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Quote:
Originally Posted by finchOU View Post
I don't necessarily need to hit every switch....but I want the option to do so.

What limitations are there with the code? What kind of copy write does Ubisoft still have? I remember with SH3..the Modders were upset because they were initially very limited in what they could MOD. Is this the same with SH5??
There are no limitations. That's the beauty of assembly. Whatever you can dream you can make happen (if you can code it). The hardest part is REing the software decoding all of it's data structures, pointers, etc. Once that is done it's all up to your coding skill I'm still in the decoding data structures and pointers stage. I probably have 10% decoded but it's the 10% that matters - units, engines, waypoints, zones, boxes, etc. Haven't found the damages or sensors yet (I found where it checks all the unit's sensors to see if they detected a contact but haven't gone any further in it). The more you decode the easier it is to decode the rest because things stand out and are obvious what they point to or do.

I stumbled onto the code that updates the unit's engines and am just about done decoding it. That 'stumble' just unlocked a HUGE amount of other things I was looking for (the code to switch engine types when surfacing/submerging for one!) and unfortunately means more decoding work to do Such is the nature of the beast.

Will I ever have this game 100% decoded? No way. I'm only looking for the things I want to change/add. And there are MANY things to be added related to realism and content

Ubisoft's copyright doesn't mean diddly squat to me. That's the whole reason I wrote the Generic Patcher. You, the end user, update YOUR licensed copy of the game with my patcher. No laws broken, no one can complain. If I were to release a modified exe (or act file) then I would be in violation of the law.
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