- Joined
- Aug 28, 2005
- Messages
- 206
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 refered to in Lionhead's documentation, so that is:
I've also figured out the section after the functions section is a data section. Strings are stored in here in null terminated form and whenever you use a string in the scripting language it's inserted into the data section and a integer with an address relative to the data section is put in it's place.[br][br]Added: [time]1393044445[/time]Oh and I'm looking into the model files (BWM) too. I think I've identified the face list and vertex list.
Also I've documented engine calls up to 3.5 as refered to in Lionhead's documentation, so that is:
- 3.1 Statements using generic objects
- 3.2 Statements involving state driven objects
- 3.2.3 Controlling Villagers
- 3.3 Statements involving visual effects
- 3.4 Statements involving migrations
- 3.5 Statements affecting players
I've also figured out the section after the functions section is a data section. Strings are stored in here in null terminated form and whenever you use a string in the scripting language it's inserted into the data section and a integer with an address relative to the data section is put in it's place.[br][br]Added: [time]1393044445[/time]Oh and I'm looking into the model files (BWM) too. I think I've identified the face list and vertex list.