segra Posted September 3, 2011 Share Posted September 3, 2011 After a couple of years, DST has finally been updated https://sourceforge.net/projects/dst/files/ 1.3 Fixes a few bugs, and renames all the executed unit / structure / team functions to match those of Open Dune. 1 Quote Link to comment Share on other sites More sharing options...
MrFlibble Posted September 3, 2011 Share Posted September 3, 2011 Nice! I haven't checked out those, but I remember messing around with BUILD.EMC using Minniatian's decompiler. Can you tell what UNIT.EMC does except drawing different unit animations (I guess, based on what BUILD.EMC does)? Quote Link to comment Share on other sites More sharing options...
segra Posted September 3, 2011 Author Share Posted September 3, 2011 in unit.emc, each unit has a main script[bullet]PushWord 6000Execute Delay AddSP 1Execute Die Pop (Return)[sonicBlast]PushWord 1800Execute Delay AddSP 1Execute Die Pop (Return)That code just delays script execution for the specified amount (6000 and 1800), then the unit diesMCV has this piece of code, which i assume var 0 is the "action" button that was pushed, and 12 is ACTION_DEPLOYl2257:PushVar 0PushByte 12Evaluate EqualIfNotGoto l2266Execute MCVDeploy 1 Quote Link to comment Share on other sites More sharing options...
segra Posted September 3, 2011 Author Share Posted September 3, 2011 i can verify that actually, from OpenDunevoid Unit_SetAction(Unit *u, ActionType action)<snip>u->o.script.variables[0] = action;(setaction is called from a number of places, one of them is the GUI) Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted September 5, 2011 Share Posted September 5, 2011 That pseudo-asm they used in those scripts is pretty odd choice, imo. I wonder why they chose to do something like that. Quote Link to comment Share on other sites More sharing options...
segra Posted September 6, 2011 Author Share Posted September 6, 2011 its possible the original scripts looked like moreUnits { Bullet { Delay(6000); Die(); Return; }}it would just require more work on the decompiler and the compiler to get it to that state Quote Link to comment Share on other sites More sharing options...
XTF Posted September 7, 2011 Share Posted September 7, 2011 That pseudo-asm they used in those scripts is pretty odd choice, imo. I wonder why they chose to do something like that.In what way is it an odd choice? Quote Link to comment Share on other sites More sharing options...
Nyerguds Posted September 7, 2011 Share Posted September 7, 2011 well, just the fact that they're compiled scripts, but not part of the actual game code. Quote Link to comment Share on other sites More sharing options...
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