James Isaac Posted May 27, 2003 Share Posted May 27, 2003 I was just wandering if it was possible to see what the variable names in the code of CMI are (you can see the ones in EMI using EMI Resource Viewer). If it is could someone please upload the tool that allows you to see them. It would be much better than having to look at: pushVar 00 00 00 74! Link to comment Share on other sites More sharing options...
john_doe Posted May 27, 2003 Share Posted May 27, 2003 No, it's impossible. In the CMI scripts there are no symbol names stored, just plain numbers. In EMI and Grim Fandango you can see all function and variable names because they use the open-source Lua scripting language (http://www.lua.org) which stores all symbol names in the script files. Link to comment Share on other sites More sharing options...
James Isaac Posted May 27, 2003 Author Share Posted May 27, 2003 OK Link to comment Share on other sites More sharing options...
Ender Posted May 29, 2003 Share Posted May 29, 2003 Of course it's not a total loss - you can see what the major ones are by looking at scumm/vars.cpp in the ScummVM source (search for Scumm_v8::setupScummVars). Of course if you were using ScummVM's descumm utilities, it should automatically label these variables anyway. Stuff thats strictly game puzzle related, you'd have to guess, or try and bug Serge for his personal varnames.ini Link to comment Share on other sites More sharing options...
Benny Posted May 29, 2003 Share Posted May 29, 2003 VarNames.ini that rings a bell. Heh the one I have looks like this: [Vars] 30 = override_hit 31 = current_room 130 = sputm_debug Something tells me thats not quite the full one.... Link to comment Share on other sites More sharing options...
Ender Posted May 29, 2003 Share Posted May 29, 2003 Originally posted by bgbennyboy VarNames.ini that rings a bell. Something tells me thats not quite the full one.... Yeah, VarNames.ini is the mapping file for CMIDec (of course)... but the only ones I've seen are very incomplete. I know Serge must have a slightly larger version, because I've seen decompiled scripts from him with named variables. Unless he didn't use his own programs feature, and added them in by hand for posting Link to comment Share on other sites More sharing options...
Serge Posted May 30, 2003 Share Posted May 30, 2003 I did. I think I had a list of about 20-30 varnames and guesses at varnames. Didn't add the rest, since they were non-engine variables and I wasn't sure if they were used for different purposes in different scripts. Never got down to checking, so... - Serge Link to comment Share on other sites More sharing options...
Benny Posted June 15, 2003 Share Posted June 15, 2003 I've just dug up a longer varnames.ini on my hd 1 = room_width? 2 = room_height? 3 = cursor_x? 4 = cursor_y? 5 = cursor_screen_x? 6 = cursor_screen_y? 7 = cursor_state? 8 = userface_state? 9 = camera_x 10 = camera_y 11 = camera_dest_x 12 = camera_dest_y 15 = message_stuff? 24 = timedate_year? 25 = timedate_month? 26 = timedate_day? 27 = timedate_hour? 28 = timedate_minute? 29 = timedate_second? 30 = override_hit 31 = current_room 39 = voice_text_mode 42 = current_disk_number 51 = script_before_roomentry 52 = script_after_roomentry 53 = script_before_roomexit 54 = script_after_roomexit 56 = sentence_script 57 = pickup_script 58 = cutscene_script 59 = endcutscene_script 64 = pause_key? 65 = saveload_key? 126 = default_actor 129 = text_delay? 130 = sputm_debug 221 = text_speed 625 = ambient_sounds Link to comment Share on other sites More sharing options...
James Isaac Posted June 15, 2003 Author Share Posted June 15, 2003 Great! Thanks! Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.