Yeah I'm not your creative type, I'm more for working on tools that will help Daxter out. Been on vacation with the girlfriend for the past week so no progress :P
Binary: https://dl.dropboxusercontent.com/u/3659637/bw2tools.zip
Source: https://github.com/HandsomeMatt/bw2-tools
Right now it outputs into a very simple pseudo-asm format, hopefully this'll allow me to make a parser that'll then allow compilation back into CHL files. A lot like the CHLEX and...
Easter break is coming up, I'll have 2 weeks to try and finish this then. The only issue of right now is there's a lot of engine calls that aren't documented in Lionhead's documentation but still used in the retail scripts..
Here's some assembly and function/variable names from the default epic wonders whilst I work on a translator to LHVM scripting language and the rest of the engine calls.
Assembly scripts are attached. You'll find some of the engine calls here...
That's the end goal. Although getting something that compiles perfectly into Lionhead's pseudo scripting language will be very tough. I should be able to get something translatable into it. We'll finally be able to replicate the vanilla wonders and AI.
You're right Willy, the last section seems to be assigning initial values to global variables, below is how I've read them. The unknown value is always 2, it might be suggesting what data type the value is, so 2 might mean to read a float for instance.
chlFile.SavedGlobalTable = new...
Ah thanks for the help Willy. Knowing the number of instructions should help map them on output and I think the auto incrementing number is the script ID used in the run script commands. And the LHVMA being arrays is a good to know too thanks. C:
Also I've documented engine calls up to 3.5 as...
The instruction sets were the only thing I could find documented through an archive of an old page Keshire posted. Everything else related to this subject are just dead links so I've had to start investigating the file format from scratch.
I finished up the instruction sets page and have...
There's a file called ./Data/Balance/PlacementData.xml within this you can edit the <basevalue impressiveness="??.00" />. Changing this to a lower number reduces the amount of impressiveness you get for that object.
Working on a low level dissembler. I know I'm almost 7 years late with this stuff but hey maybe we can get this game popular again.
Here's some documentation on the file format I've been reverse engineering for the past few days:
http://handsomematt.co.uk/bwdocs/fileformat/chl/general
It'd be...