[Scummvm-cvs-logs] SF.net SVN: scummvm:[51925] tools/branches/gsoc2010-decompiler/decompiler/ doc

pidgeot at users.sourceforge.net pidgeot at users.sourceforge.net
Sun Aug 8 04:01:42 CEST 2010


Revision: 51925
          http://scummvm.svn.sourceforge.net/scummvm/?rev=51925&view=rev
Author:   pidgeot
Date:     2010-08-08 02:01:41 +0000 (Sun, 08 Aug 2010)

Log Message:
-----------
DECOMPILER: Add a few more details to LaTeX docs

Modified Paths:
--------------
    tools/branches/gsoc2010-decompiler/decompiler/doc/doc.tex
    tools/branches/gsoc2010-decompiler/decompiler/doc/engine.tex

Added Paths:
-----------
    tools/branches/gsoc2010-decompiler/decompiler/doc/restrictions.tex

Modified: tools/branches/gsoc2010-decompiler/decompiler/doc/doc.tex
===================================================================
--- tools/branches/gsoc2010-decompiler/decompiler/doc/doc.tex	2010-08-08 01:09:45 UTC (rev 51924)
+++ tools/branches/gsoc2010-decompiler/decompiler/doc/doc.tex	2010-08-08 02:01:41 UTC (rev 51925)
@@ -13,6 +13,7 @@
 \input{disassembler}
 \input{cfg}
 \input{codegen}
+\input{restrictions}
 \newpage\listoffixmes
 
 \end{document}

Modified: tools/branches/gsoc2010-decompiler/decompiler/doc/engine.tex
===================================================================
--- tools/branches/gsoc2010-decompiler/decompiler/doc/engine.tex	2010-08-08 01:09:45 UTC (rev 51924)
+++ tools/branches/gsoc2010-decompiler/decompiler/doc/engine.tex	2010-08-08 02:01:41 UTC (rev 51925)
@@ -24,6 +24,8 @@
 \item \verb+postCFG+, which is a post-processing step called after control flow analysis. If you override \verb+detectMoreFuncs+ to return true, you must also override this function to process any newly found functions. A default implementation which does nothing is already provided in case you don't need to do any post-processing.
 \end{itemize}
 
+It's important to realize that you don't necessarily need to implement a completely new code generator and disassembler for every engine; for variations on the same engine, you can reuse the existing classes and simply send in any extra information required. In particular, code generators are likely to be reusable without change for different versions of the same engine - e.g., the Kyra2 code generator will likely work for all Kyra games.
+
 \subsection{Game information}
 For some engines, it's not enough to know the engine; some instructions may differ in behavior between talkie or non-talkie versions, while others may require different behavior for different platforms.
 

Added: tools/branches/gsoc2010-decompiler/decompiler/doc/restrictions.tex
===================================================================
--- tools/branches/gsoc2010-decompiler/decompiler/doc/restrictions.tex	                        (rev 0)
+++ tools/branches/gsoc2010-decompiler/decompiler/doc/restrictions.tex	2010-08-08 02:01:41 UTC (rev 51925)
@@ -0,0 +1,10 @@
+\section{Current restrictions}
+This section describes restrictions and limitations that are currently placed on the individual engines that have been implemented.
+
+\subsection{SCUMMv6}
+roomObj scripts have a header specifying offsets for various verbs. This is currently ignored, and the script is treated as a single piece of code.
+
+\subsection{KYRA2}
+I have only tested the decompiler with English scripts (.EMC files) from the Kyra 2 demo. It is possible that some scripts from the full version misbehave somehow; as I do not own the game, I cannot be sure of this.
+
+Only "regular" scripts are supported; animation scripts are not supported. It looks like the file names of animation scripts all start with either \_Z or \_IDL, but this is not necessarily an exhaustive list.


Property changes on: tools/branches/gsoc2010-decompiler/decompiler/doc/restrictions.tex
___________________________________________________________________
Added: svn:mime-type
   + text/plain
Added: svn:keywords
   + Date Rev Author URL Id
Added: svn:eol-style
   + native


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