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Hey!I apologize for my absence from the community. You are correct, I have been extremely busy. Various things in life have kept me occupied. I still do have the patch stored with a large number of changes I never released. I forget if I ported all changes over to SMAC.Even though I have been absent, I have be actively working on SMAC/X project. I have shifted from fixing bugs to complete decompilation of the game. There are just too many things I'd like to change and resolve that patching at the assembly level is no longer an option. This will take a number of years, at least if I work on it solo in my free time, however I have made a lot of progress. I have identified almost all the major functions inside the binary which makes stepping through the code and looking at logic a lot easier. Also, I have decompiled a few of the base internal classes back into C++. I've been doing them in blocks and building upon each other with subclasses.Perhaps in a couple weeks when I have some time off I will make a post on forums about my work along with the unreleased patch. If I don't have time, then I will email you everything and let Yitzi sort it out.I hope all is well. If you don't hear back from me on boards or by email in a few weeks, feel free to remind me.Brendan (scient)
I just had a quick look and it seems like I pretty much finished the patch entirely. I don't know why I never released it. The text files were being cleaned up for typos and mistakes by James Ó Nuanáin (Guv'ner). I'm not sure if he ever released his work, so I'll have to see if he posted a final version. I know I do have a few more revisions that I never included up until ~6/2013.I took a few screenshots of everything. Since it looks like all the work is pretty much done, I will definitely post a public draft the installer for people to test in about two weeks. Then troubleshoot any problems.
That's awesome! I will have to touch base with PlotinusRedux. I too am decompiling the asm back into c++ source code more or less 1-1. I've been optimizing the code and updating it as I see fit. So far, I've mainly been working on start up code to parse the initial files. While I have identified all the major game logic, I wanted to have a working engine shell first.As for code analysis, I first started identifying functions on my own about two years ago. Then I realized a nice trick. The mac binary, due to how gcc (I think that was compiler used) and macosx works, contains all the ORIGINAL function names. As in, what the SMAC/X devs used. This makes identifying the logic of what a function is suppose to do a lot easier. Granted, it has taken a lot of time and effort to match the PPC code up with the intel code (mac code base vs win code base). There are also a number functions not referenced directly which do not have this information. However, I have almost the entire binary mapped out in IDA. I still have much work to do, I've started going through and cleaning it up. This analysis has taken up the bulk of my time, countless hours have gone into my database. I would be happy to sync up work with whoever.Overall, it would be great to set up a git (not necessarily on github) to help with working on this project. My goal is to have an open source version of SMAC/X in the end, similar to OpenXCom and Riven X.I will see about getting myself on the boards sometime around 12/20 when I'll have some time off. I look forward to chatting with everyone, it's been too long!
Contact successful!QuoteHey!I apologize for my absence from the community. You are correct, I have been extremely busy. Various things in life have kept me occupied. I still do have the patch stored with a large number of changes I never released. I forget if I ported all changes over to SMAC.Even though I have been absent, I have be actively working on SMAC/X project. I have shifted from fixing bugs to complete decompilation of the game. There are just too many things I'd like to change and resolve that patching at the assembly level is no longer an option. This will take a number of years, at least if I work on it solo in my free time, however I have made a lot of progress. I have identified almost all the major functions inside the binary which makes stepping through the code and looking at logic a lot easier. Also, I have decompiled a few of the base internal classes back into C++. I've been doing them in blocks and building upon each other with subclasses.Perhaps in a couple weeks when I have some time off I will make a post on forums about my work along with the unreleased patch. If I don't have time, then I will email you everything and let Yitzi sort it out.I hope all is well. If you don't hear back from me on boards or by email in a few weeks, feel free to remind me.Brendan (scient)QuoteI just had a quick look and it seems like I pretty much finished the patch entirely. I don't know why I never released it. The text files were being cleaned up for typos and mistakes by James Ó Nuanáin (Guv'ner). I'm not sure if he ever released his work, so I'll have to see if he posted a final version. I know I do have a few more revisions that I never included up until ~6/2013.I took a few screenshots of everything. Since it looks like all the work is pretty much done, I will definitely post a public draft the installer for people to test in about two weeks. Then troubleshoot any problems.Good news .I would *really* like to get the active decompilers sharing data with each other, since otherwise there's just massive duplication of effort which could instead be directed towards more improvements to AC. The initial work of merging discovered functions would be significant, but I suspect would be quickly payed back by having three times as many people working on the project.Yitzi, PlotuxRedux, Dio, and scient when you get here:Would you be willing to share your data if it was frictionless to sync?What form is your decompiling work stored in, and what program do you use?Are you willing to help merge everyone's information?I want to see this happen because I like it when things get fixed and improved and think this would be a major step forward. I don't know exactly what I can do to help as a non-programmer, but if there's anything I can do to make it more likely I'm in (e.g. teaching people github, talking to people, organizing things).
...While I have identified all the major game logic, I wanted to have a working engine shell first.
I haven't used github much, pretty indifferent. I liked the idea of launchpad because it also included the ability to track bugs in a more robust way than github. Something I had wanted to have set up for SMAC/X project as well.For example, see here: https://launchpad.net/rivenxRiven X project doesn't have bug tracking but if you look into launchpad vs github there is some discussion about it.From what I looked into, legally decompiling it isn't an issue. However, resources it might get hazy.I agree, I will wait to make a test release until after they are merged.I've attached the installer script. It's a very easy scripting language to create the installer.