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Strings shouldnt be hardcoded in the game-engine #7
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That was done the same in the original game. The Virtual Machine is using the exact same bytecode from the DOS version. |
Do you mean the strings were stored in the virtual machine executable? ANOTHER.EXE ? |
I don't remember seeing string ressources in the banks so i assume there Can you be more explicit: Which strings are you referring to ? Can you Fabien Sent from my iPhone On 2013-02-11, at 2:46 PM, felipesanches [email protected] wrote: Do you mean the strings were stored in the virtual machine executable? — |
I'm refering to strings such as "Good evening professor.". But then, we have the demo version, that uses different strings... |
Additionally, there is a copyright issue here. If we ship copies of the strings in the free software game engine, then we're infringing Eric's copyright. To avoid copyright infringement we should load the strings from wherever they are in the original game files. |
Ok I looked into the code but I would appreciate if you do this research In the VM you can see a method: VirtualMachine::op_drawString which calls: Video::drawString which looks for the string in _stringsTableEng Which can be seen here: https://github.com/fabiensanglard/Another-World-Bytecode-Interpreter/blob/master/staticres.cpp All those strings are from the executable. On Mon, Feb 11, 2013 at 2:54 PM, felipesanches [email protected]:
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But I did check all those details you mention in the code before asking. |
Are you sure these strings are stored in ANOTHER.EXE ? If so, have you already discovered the encoding used to store it there? Because I can't find plain strings in ANOTHER.EXE by using the unix "strings" command. |
There's an UNKNOWN resource: R:0x11, RT_UNKNOWN size=25108 (compacted gain=25%) with type=6 I have a hunch that it may contain the game-specific strings as well the font data. |
Same comment here. Did you ever figure it out? The GBA also have the strings hard-coded. |
I haven't yet figured it out, but I stumbled on this question again today: felipesanches/AnotherWorld_VMTools#15 |
The drawstrings opcode receives a string id and then reads it from a list of hardcoded strings in the interpreter. I think that the strings should be fetched as game resources somehow. Any idea how was that done in the original game?
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