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Yea I did. I kinda just copied it here from there lol. I'm not too smart with computers so I was more trying to spark interest in one of you smarter people so I could leach off of you lol
mainly i know about entertainment, how to have a good time and trying to make people happy.
What I learned:
1: The game was programmed in Visual Studio in C++ using DirectDraw and DirectPlay. These are fairly well documented so wouldn’t be too hard to reverse engineer.
2: The game uses a slew of ancient third party libraries that do various functions throughout the game. While strictly reverse engineering them is possible, you will end up in a legal mine field pretty fast unless open source replacements can be found. Some examples would be the .mpq compression used for game data, and .lbm files used for texture data.
3: There are large chunks of the mpq data files that are poorly documented or are completely unknown what they do. This poses an issue as large chunks of the game logic are in .gs script files, and some may be inaccessible.
4: There is a massive amount of debug information contained in the lomse.exe. If you open up the executable in a text editor you can find debug logs that seem to be a complete/ mostly-complete list of game methods and variables. While no actual code is contained, if you know old school C++ conventions you can figure out what a lot of it represents.
That is about as much as I was able to gleam from a couple of days of experimenting. If there are any experienced decompillers out there interested in picking up this project, message me.