2009-10-03, 02:10 AM
Well it's not like me to make an unqualified declarative statement, but when I hear reverse engineering I imagine disassembling the binary then trying to make heads or tails of the diassembler's output over time. I have no experience with what/how people go about deciphering some translation/etc projects. Usually it seems like a fairly straight forward task, but it seems some types of platforms/programs may handle text etc in very strange ways. I guess I was being facetious (and hoped that was very obvious)
By tracing, I'm thinking you mean debugging the diassembled or assembly code. Still that is something that just makes my eyes roll back into the nether regions of my head. And in my imagination I just don't know when you'd decide you're looking at the MDL handling code. But this is stuff I suck at, so~
I plan to unravel the MDL format of course. But I should start with the MDO files first. If you know how 3d animation works and how files are generally organized, looking at a file can be fairly intuitive. What sections are what fairly obvious. Its something I can't say for sure how long it would take me to work out, but probably not very long. However it's not like I can just drop everything and obsessively broach some task just because someone dared me. I'll get to it when I get to it. I've a long laundry list of crap to do like everyone else. Just like when I got fed up with the Event limitations I sat down and programmed something to work around it in a few hours. I'll do the same with the graphics in my own sweet time. It's easier to do graphics though if you have something visual to test your hypotheses against, or just to comb data in general. So I'm working on finishing up a very sophisticated graphics project of mine I'd prefer to use for doing that, rather than wasting my time/cluttering my space coding something from scratch that would have no other function.
PS: I know how long it takes me to program a game engine like SOM because I've done it before. SOM is nothing sophisticated, it's really like "my first game project" for kids these days. All the art you get with SOM on the otherhand, that would take a while, no matter how you approach it. About SOM's EULA maybe you should translate it for us, but people seem to be sharing SOM games quite freely. Plus in Japan there is a long tradition of selling IP infringing amateur art like anything else. Japan is not a litigating society, so I take SOM at face value.
By tracing, I'm thinking you mean debugging the diassembled or assembly code. Still that is something that just makes my eyes roll back into the nether regions of my head. And in my imagination I just don't know when you'd decide you're looking at the MDL handling code. But this is stuff I suck at, so~
I plan to unravel the MDL format of course. But I should start with the MDO files first. If you know how 3d animation works and how files are generally organized, looking at a file can be fairly intuitive. What sections are what fairly obvious. Its something I can't say for sure how long it would take me to work out, but probably not very long. However it's not like I can just drop everything and obsessively broach some task just because someone dared me. I'll get to it when I get to it. I've a long laundry list of crap to do like everyone else. Just like when I got fed up with the Event limitations I sat down and programmed something to work around it in a few hours. I'll do the same with the graphics in my own sweet time. It's easier to do graphics though if you have something visual to test your hypotheses against, or just to comb data in general. So I'm working on finishing up a very sophisticated graphics project of mine I'd prefer to use for doing that, rather than wasting my time/cluttering my space coding something from scratch that would have no other function.
PS: I know how long it takes me to program a game engine like SOM because I've done it before. SOM is nothing sophisticated, it's really like "my first game project" for kids these days. All the art you get with SOM on the otherhand, that would take a while, no matter how you approach it. About SOM's EULA maybe you should translate it for us, but people seem to be sharing SOM games quite freely. Plus in Japan there is a long tradition of selling IP infringing amateur art like anything else. Japan is not a litigating society, so I take SOM at face value.