Quasar Posted May 4, 2009 Thought I'd post an update about my progress with Strife. Almost all that's left is determining the rest of the codepointer functions (about a third of them have been matched up to their known purpose so far, and all of them have been worked on to some degree). There are also a few "corner case" functions in various modules that are difficult to crack. I'm trying to chip away at them bit by bit. The mobj_t structure has been mapped completely (and contained basically no surprises), but the player_t struct remains to be done and is six times larger than mobj_t x_x Here's a complete list of the functions from IDA Pro. Those named "sub_#####" are ones that have yet to be positively identified. Names of all original Strife functions are naturally speculative, but most that are named I am at least 90% certain of their function. All functions after the dashed line are part of DMX, libc, or Watcom's crt0 and are therefore not important and won't be worked on any further. http://eternity.mancubus.net/text/strifefuncs20090504.txt * I probably better mention the helpfulness of Kaiser here, who has identified many of the functions, including most of the codepointers ;) We have been pleased to a see a nearly line-to-line match with the source of svStrife repeatedly. 0 Quote Share this post Link to post
Gez Posted May 4, 2009 Quasar said:Names of all original Strife functions are naturally speculative I bet they weren't named A_HideDecepticons, A_ItBurnsItBurns or A_PlayerExtraCrispy. 0 Quote Share this post Link to post
Graf Zahl Posted May 4, 2009 Gez said:A_PlayerExtraCrispy. You mean A_CrispyPlayer, don't you? ;) 0 Quote Share this post Link to post
Csonicgo Posted May 6, 2009 Graf Zahl said:You mean A_CrispyPlayer, don't you? ;) A_KentuckyGrilled 0 Quote Share this post Link to post
Quasar Posted May 6, 2009 Kaiser and I have figured out all but four of the codepointers now ^_^ 0 Quote Share this post Link to post
Kaiser Posted May 6, 2009 Quasar said:Kaiser and I have figured out all but four of the codepointers now ^_^ When I get on IRC, show me the remaining four codepointers. 0 Quote Share this post Link to post
printz Posted May 7, 2009 Will they be supported for Doom maps in the next release? :D 0 Quote Share this post Link to post
Kaiser Posted May 7, 2009 Quasar said:Kaiser and I have figured out all but four of the codepointers now ^_^ Okay, now we got all the codepointers, excluding the unused ones. 0 Quote Share this post Link to post
Quasar Posted May 7, 2009 As far as I know, only one is now unknown, and it is unused ;) EDIT: It wasn't a codepointer after all. It is a P_ThrustMobj function which appears to have been inlined, and thus has no xrefs. I now count a mere 33 functions in the entire program that have not been identified. This is not implying that we know all the specifics in the functions that HAVE been identified, but this is true for a vast majority of them at least :) 0 Quote Share this post Link to post
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