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[documented] Functions decompiled
#1
[] 
Required knowledge

Please see this tutorial first: Learn lf2.exe from C

Syntax of decompiled code

I use c-liked syntax to explain what lf2.exe does.
Let me show me some simple syntax:

There is a function called 'foo', and accept two arguments: 'x' and 'y'.
The function returns x + y.
Code:
def foo(x, y)
 return x + y
end

You can emit the return keyword, the last statement will be returned automatically.
Code:
def foo(x, y)
 x + y
end

Call the function called 'foo' with two arguments 'x' and 'y', like 'foo(x, y)', but omit the parentheses.
Code:
foo x, y

Set the local variable 'foo' of stack frame to 1.
Code:
@foo = 1
[Image: rbO2TdU.png]
The assembly look likes 'mov dword ptr ss:[esp+123],1'

So this code:
Code:
int func_417400(struct global * global, uint32_t object_index) {
   struct object * a_object = global->objects[object_index];
   uint32_t frame_id = a_object->frame_id;
   struct file * a_file = a_object->file;
   struct frame * a_frame = &a_file->frames[frame_id];
}
will be translated to:
Code:
def func_417400(global, object_index)
 object = global->objects[object_index]
 frame_id = object->frame_id
 file = object->file
 frame = &file->frames[frame_id]
end
More readable, isn't it ;)

Function decompiled

Because the code is too long,
please click here to see full screen: func_42E100/attack_process
Code:
# 0x0042E100
def func_42E100_attack_process(global, attacker_id)
 attacker = global->objects[attacker_id]
 frame_id = attacker->frame_id
 file = attacker->file
 frame = &file->frames[frame_id]
 attack_id = 0
 @attacker_frame = frame
 @attack_id = attack_id
 # the condition of the loop below
 $fpu_st0 = 0

 # 00431A9B
 for (; @attack_id < attacker->succuessful_attacks; @attack_id++)
   ...
I have decompiled 0x42E100 to 0x43033B(about thousand lines of assembly code), there are a lot of interesting things in it.:)
I have added some comments into code to explain what it does and means.
You can skip some code to find what you're interested in.;)

You can click here to see full screen: func_417400/does_attack_success
Code:
# 0x00417400
def func_417400_does_attack_success(global, attacker_id, injured_id, mode)
 attacker = global->objects[attacker_id]
 frame_id = attacker->frame_id
 file = attacker->file
 @attacker_frame = &file->frames[frame_id]
 injured = global->objects[injured_id]
 frame_id = injured->frame_id
 file = injured->file
 @injured_frame = &file->frames[frame_id]

 # the condition of the loop
 # 00417F59
 for (@itr_id = 0; @itr_id < @attacker_frame->itrs_size; @itr_id++)
   # 00417465
   @itr = &@attacker_frame->itrs[@itr_id]

   # the condition of the loop
   # 00417F3E
   for (@bdy_id = 0; @bdy_id < @injured_frame->bdys_size; @bdy_id++)
     # 00417492
     attacker = global->objects[attacker_id]
     @attacker_file = attacker->file
     @attacker_file_id = @attacker_file->id

     # 004174E2
     injured = global->objects[injured_id]
     file = injured->file
     injured_file_id = file->id

     # freeze ball can't be attack by the other balls.
     if ((@attacker_file_id == john_ball_dat or
          @attacker_file_id == deep_ball_dat or
          @attacker_file_id == dennis_ball_dat or
          @attacker_file_id == woody_ball_dat or
          @attacker_file_id == davis_ball_dat or
          @attacker_file_id == dennis_chase_dat or
          @attacker_file_id == jack_ball_dat
         ) and
         injured_file_id == freeze_ball_dat and
         # forcefield is in john_ball.dat, but it can attack freeze ball.
         @itr->kind != itr_forcefield)
       break
     end
     # 0041750C

     # 00417510
     @itr_kind = @itr->kind
     injured = global->objects[injured_id]
     file = injured->file
     injured_type = file->type

     # can only catch character
     if (@itr_kind == itr_catch and
         injured_file != character_type)
       break
     end
     # 0041753D
     if @itr_kind == itr_normal_attack
       effect = @itr->effect
       injured = global->objects[injured_id]
       file = injured->file
       injured_type = file->type
       if (effect == shrafe_effect and
           injured_type == character_type)
         break
       end
       # 0041756E
       injured = global->objects[injured_id]
       file = injured->file
       injured_type = file->type
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id].state
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id].state
       if (effect == fire_effect and
           (injured_type != character_type or
            injured_state == fire_state or
            injured_state == burn_run_state))
         break
       end
       # 004175E1
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id].state
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id].state
       if (effect == burn_effect and
           (injured_state == fire_state or
            injured_state == burn_run_state))
         break
       end
       # 00417636
       injured = global->objects[injured_id]
       injured_frame_id = injured->frame_id

       # freeze column can't attack the one is freezed.
       if (effect == column_effect and
           injured_frame_id >= freeze_frame_start and
           injured_frame_id <= freeze_frame_end)
         break
       end
       # 0041765B
       attacker = global->objects[attacker_id]
       frame_id = attacker->frame_id
       file = attacker->file
       attacker_state = file->frames[frame_id].state
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id]

       # burn run skill can't attack the one is burning.
       if (effect == fire_effect and
           attacker_state == burn_run_state and
           injured_state == fire_state)
         break
       end
     end
     # 004176AC
     injured = global->objects[injured_id]
     file = injured->file
     injured_type = file->type
     if (@itr_kind == itr_heal and
         injured_type != character_type)
       break
     end
     # 004176CB
     injured = global->objects[injured_id]

     # only healball, stone, and box can attack the one is invincible
     if (injured->invincible_time != 0 and
         @itr_kind != itr_heal and
         @itr_kind != itr_stop)
       break
     end
     # 004176EE
     file = injured->file
     injured_type = file->type

     # 0041770C

     # thrown team can attack the one on same team.
     # character can pick again the light weapon picked before when rowing.
     # healball can attack the one on same team.
     # stone and box can stop character from moving.
     if (@itr_kind < itr_thrown or
         @itr_kind == itr_super_punch or
         (@itr_kind == itr_forcefield and injured_type == character_type) or
         @itr_kind == itr_flute or
         @itr_kind == itr_float or
         @itr_kind == itr_fly or
         @itr_kind == itr_freeze)
       # 00417724
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id].state
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id].state
       file = injured->file
       injured_file_id = file->id
       attacker = global->objects[attacker_id]

       # 004177B5

       # attacker can attack freezed character on same team.
       # attacker can attack picked caught character on same team.
       # attacker can attack freeze column on same team.
       # freeze column can't attack another one in same time.
       if (injured_state != ice_state and
           injured_state != picked_caught_state and
           (injured_file_id != freeze_column_dat or
            (@attacker_file_id == freeze_column_dat and
             (injured->frame_id % 10 != 5 or
              attacker->frame_id % 10 != 0))))
         # 004177B9
         attacker = global->objects[attacker_id]
         attacker = global->objects[attacker_id]
         frame_id = attacker->frame_id
         file = attacker->file
         attacker_state = file->frames[frame_id]
         effect = @itr->effect

         # 0041781C
         attacker_type = @attacker_file->type
         injured_type = file->type

         # 00417840
         injured_type = file->type

         # 00417862

         # attacker can't attack the one on same team.
         if (attacker->team == injured->team and
             attacker->team != no_team and
             @itr_kind != itr_heal and
             # burning object can attack the one on same team except
             # flame and firen explosion.
             (attacker_state != fire_state or
              effect == flame_effect or
              effect == firen_explosion_effect
             ) and
             # weapons and balls and drinks can attack the balls in
             # opposite directions.
             (attacker_type != character_type or
              injured_type != attack_type or
              attacker->facing == injured->facing
             ) and
             # attacker can attack weapons and drinks on same team.
             injured_type != lignt_weapon_type and
             injured_type != heavy_weapon_type and
             injured_type != throw_weapon_type and
             injured_type != drink_type)
           break
         end
       end
     end
     # 00417866
     attacker = global->objects[attacker_id]
     holder_id = attacker->holder_id
     holder = global->objects[holder_id]
     injured = global->objects[injured_id]
     frame_id = injured->frame_id
     file = injured->file
     injured_state = file->frames[frame_id].state
     file = injured->file
     injured_type = file->type
     injured_file_id = file->id
     if (@itr_kind == itr_strength_list and
         # character can't use weapon to attack the one on same team.
         holder->team == injured->team and
         holder->team != no_team and
         # character can use weapon to attack freezed character on same team.
         injured_state != ice_state and
         # character can use weapon to attack weapons and drinks on same team.
         injured_type != lignt_weapon_type and
         injured_type != heavy_weapon_type and
         injured_type != throw_weapon_type and
         injured_type != drink_type and
         # character can use weapon to attack freeze column on same team.
         # character can't use freeze column to attack another one in same time.
         (injured_file_id != freeze_column_dat or
          (@attacker_file_id == freeze_column_dat and
           (injured->frame_id % 10 != 5 or
            holder->frame_id % 10 != 0))))
       break
     end
     # 00417919
     bdys = @injured_frame->bdys
     bdy_x = bdys[@bdy_id].x
     bdy = &bdys[@bdy_id]
     itr_x = @itr->x
     itr_y = @itr->y
     @bdy_kind = bdy->kind
     @bdy_y = bdy->y
     @bdy_w = bdy->w
     @bdy_h = bdy->h
     if injured->facing == facing_right
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       @frame = &file->frames[frame_id]
       injured_centerx = @frame->centerx
       bdy_left_boundary = injured->x - injured_centerx + bdy_x
     else
       # 00417988
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       @frame = &file->frames[frame_id]
       injured_centerx = @frame->centerx
       bdy_left_boundary = injured->x + injured_centerx - @bdy_w - bdy_x
     end
     # 004179BD
     injured_centery = @frame->centery
     @bdy_top_boundary = injured->y - injured_centery + @bdy_y
     attacker = global->objects[attacker_id]
     frame_id = attacker->frame_id
     file = attacker->file
     frame = &file->frames[frame_id]
     attacker_x = attacker->x
     attacker_y = attacker->y
     if attacker->facing == facing_right
       attacker_centerx = frame->centerx
       itr_left_boundary = attacker_x - attacker_centerx + itr_x
     else
       # 004179FF
       attacker_centerx = frame->centerx
       @frame = frame
       itr_left_boundary = attacker_x + attacker_centerx - @itr->w - itr_x
     end
     # 00417A18
     @in_z_boundary = false
     attacker_centery = frame->centery
     itr_top_boundary = attacker_y - attacker_centery + itr_y
     itr_zwidth = @itr->zwidth
     if itr_zwidth == 0
       # 00417A38
       itr_zwidth = 15
     end
     # 00417A38
     attacker = global->objects[attacker_id]
     @injured = global->objects[injured_id]
     z_distance = attacker->z - @injured->z
     if (z_distance < itr_zwidth and
         z_distance > - itr_zwidth)
       in_z_boundary = true
     else
       # 00417A67
       in_z_boundary = @in_z_boundary
     end
     # 00417A6B
     is_overlap = func_4171C0_is_itr_bdy_overlap(
       bdy_left_boundary, @bdy_top_boundary, @bdy_w, @bdy_h,
       itr_left_boundary, itr_top_boundary, @itr->w, @itr->h
     )
     if !is_overlap or !in_z_boundary
       next
     end
     injured = global->objects[injured_id]
     frame_id = injured->frame_id
     file = injured->file
     injured_state = file->frames[frame_id].state
     is_attack_success = bool_initial
     itr_fall = @itr->fall
     itr_kind = @itr->kind
     if (injured_state == falling_state and
         itr_fall <= 40 and
         itr_kind != itr_flute and
         itr_kind != itr_float)
       is_attack_success = bool_false
     end
     # 00417AE2
     attacker_file = @attacker_file
     if mode == stage_mode
       can_rescue_criminal = false
       attacker_type = attacker_file->type
       attacker_file_id = attacker_file->id

       # 00417B0F
       attacker = global->objects[attacker_id]

       # 00417B2A
       if (attacker_type == character_type or
           attacker_file_id == henry_arrow1_dat or
           attacker_file_id == rudolf_weapon_dat) and
           attacker->team != stage_enemy_team
         can_rescue_criminal = true
       end
       # 00417B2E
       attacker = global->objects[attacker_id]
       holder_id = attacker->holder_id
       is_holder_exists = global->is_object_exists[holder_id]
       holder = global->objects[holder_id]
       file = holder->file
       holder_type = file->type
       if (attacker->weapon_type < 0 and
           is_holder_exists and
           holder_type == character_type and
           holder->team != stage_enemy_team)
         can_rescue_criminal = true
       end
       # 00417B6F
       if (@bdy_kind >= 1000 and
           !can_rescue_criminal)
         is_attack_success = bool_false
       end
     else
       # 00417B82
     end
     # 00417B86
     itr_vrest = @itr->vrest
     itr_kind = @itr->kind
     injured = global->objects[injured_id]
     frame_id = injured->frame_id
     file = injured->file
     injured_state = file->frames[frame_id].state
     attacker_type = attacker_file->type
     attacker = global->objects[attacker_id]

     # 00417BF9
     if (itr_vrest == 0 and
         itr_kind != itr_catch_injured and
         itr_kind != itr_pick_up_weapon and
         itr_kind != itr_rowing_pick and
         (injured_state != on_ground_state_1 or
          (attacker_type > character_type and
           attacker->weapon_type >= 0)
         ) and
         is_attack_success == bool_initial)
       attacker = global->objects[attacker_id]
       x_distance = attacker->x - @injured->x
       if (attacker->weapon_type < 0 and
           attacker->holder_id == injured_id)
         x_distance = 2000
       else
         # 00417C2F
         holder = global->objects[holder_id]
         x_distance = holder->x - @injured->x
       end
       # 00417C3B
       if x_distance < 0
         x_distance = - x_distance
       end
       # 00417C41
       attacker = global->objects[attacker_id]
       if (x_distance > attacker->attackable_distance or
           (x_distance == attacker->attackable_distance and
           func_417170_random(2) != 0))
         next
       end
       # 00417C6F
       attacker = global->objects[attacker_id]
       attacker = global->objects[attacker_id]
       attacker = global->objects[attacker_id]
       attacker = global->objects[attacker_id]
       attacker->attackable_distance = x_distance
       attacker->injured_of_attack[0] = injured_id
       attacker->itr_of_attack[0] = @itr_id
       attacker->successful_attacks = 1
       next
     end
     # 00417CB4
     attacker = global->objects[attacker_id]
     if (attacker->successful_attacks >= 20 or
         is_attack_success != bool_initial)
       next
     end
     injured = global->objects[injured_id]
     frame_id = injured->frame_id
     file = injured->file
     injured_state = file->frames[frame_id].state
     attacker_type = attacker_file->type

     # 00417D07
     itr_kind = @itr->kind
     if (injured_state == on_ground_state_1 and
         (attacker_type > character_type or
          attacker->weapon_type < 0
         ) and
         itr_kind != itr_pick_up_weapon and
         itr_kind != itr_rowing_pick and
         itr_kind != itr_flute)
       is_attack_success = bool_false
     end
     # 00417D21
     if @itr->kind == itr_catch_injured
       # jns short 00417D38
       x_distance = attacker->x - @injured->x
       if x_distance > 0
         x_distance = - x_distance
       end
       # 00417D38
       if (x_distance < @injured->vulnerable_distance or
           (x_distance == @injured->vulnerable_distance and
            func_417170_random(2) == 0))
         # 00417D5E
         injured = global->objects[injured_id]
         injured->vulnerable_distance = x_distance
       else
         # 00417D57
         is_attack_success = bool_false
       end
     end
     # 00417D6F
     itr_kind = @itr->kind
     attacker = global->objects[attacker_id]
     if (itr_kind == itr_thrown and
         attacker->thrown_injury != 0 and
         is_attack_success != bool_false)
       is_attack_success = bool_true
     end
     # 00417D92

     # 00417DA3
     attacker = global->objects[attacker_id]
     injured = global->objects[injured_id]

     # 00417DC6
     injured = global->objects[injured_id]

     # 00417DE2
     injured = global->objects[injured_id]
     frame_id = injured->frame_id
     file = injured->file
     injured_state = file->frames[frame_id]
     if (itr_kind == itr_catch_injured and
         ((attacker->click_right and attacker->x <  injured->x) or
          (attacker->click_left  and attacker->x >= injured->x)
         ) and
         injured_state == picked_caught_state and
         is_attack_success != bool_false)
       is_attack_success = bool_true
     end
     if (itr_kind != itr_catch_injured and
         itr_kind != itr_pick_up_weapon and
         itr_kind != itr_rowing_pick and
         is_attack_success != bool_false)
       is_attack_success = bool_true
     end
     # 00417E10
     if itr_kind == itr_pick_up_weapon
       # 00417E19
       attacker = global->objects[attacker_id]
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id]
       if (attacker->weapon_type == null and
           attacker->click_attack and
           !attacker->holding_attack and
           injured_state == on_ground_state_1 and
           is_attack_success != bool_false)
         is_attack_success = bool_true
       end
       # 00417E70
       injured = global->objects[injured_id]
       frame_id = injured->frame_id
       file = injured->file
       injured_state = file->frames[frame_id]
       if (attacker->click_attack and
           !attacker->holding_attack and
           injured_state == on_ground_state_2 and
           is_attack_success != bool_false)
         is_attack_success = bool_true
       end
     end
     # 00417EB5

     # 00417EB9
     attacker = global->objects[attacker_id]
     injured = global->objects[injured_id]
     frame_id = injured->frame_id
     file = injured->file
     injured_state = file->frames[frame_id]

     # 00417EFF
     if ((itr_kind == itr_rowing_pick and
          attacker->click_attack and
          !attacker->holding_attack and
          injured_state == on_ground_state_1 and
          is_attack_success != bool_false
         ) or
         is_attack_success == bool_true)
       # 00417F04
       attacker = global->objects[attacker_id]
       attacker = global->objects[attacker_id]
       attacker = global->objects[attacker_id]
       attacks_size = attacker->successful_attacks
       attacks_size = attacker->successful_attacks
       attacker->injured_of_attack[attacks_size] = injured_id
       attacker->itr_of_attack[attacks_size] = @itr_id
       attacker->successful_attacks += 1
     end
   end
 end
end

You can click here to see full screen: func_417170/random
Code:
# 0x00417170
def func_417170_random(unused, range)
 if range <= 0
   return 0
 end
 # 0041717D
 next_i = (* _450C34 + 1) % 1234
 next_j = (* _450BCC + 1) % 3000
 * _450C34 = next_i
 * _450BCC = next_j
 (next_i + _44FF90[next_j]) % range
end

You can click here to see full screen: func_403270/teleport
Code:
# 0x00403270
def func_403270_teleport(global, teleported_id, teleport_to)
 @closest_object_id = -1
 @farthest_object_id = -1
 case teleport_to
 when teleport_to_enemy
   @min_distance = 10000
   @object_ptr = &global->objects

   # the condition of the loop
   # 0040330E
   for (object_id = 0;
        object_id < max_objects_size;
        object_id++, @object_ptr++)
     # 004032A3
     object_exists = global->is_object_exists[object_id]
     object = * @object_ptr
     teleported = global->objects[teleported_id]
     distance =
       abs(object->z - teleported->z) +
       abs(object->x - teleported->x)
     if (object_id != teleported_id and
         object_exists and
         object->file->type == character_type and
         object->team != teleported->team and
         object->hp > 0 and
         distance < @min_distance)
       @closest_object_id = object_id
       @min_distance = distance
     end
   end
   if @closest_object_id == -1
     # 00403327
     teleported = global->objects[teleported_id]
     teleported->y = 0
     teleported = global->objects[teleported_id]
     teleported->y_position = teleported->y.to_f
   else
     # 00403347
     teleported = global->objects[teleported_id]
     teleported->y = 0
     closest_object = global->objects[@closest_object_id]
     teleported = global->objects[teleported_id]
     teleported->z = closest_object->z + 1
     teleported = global->objects[teleported_id]
     closest_object = global->objects[@closest_object_id]
     closest_object_x = closest_object->x

     # confront to enemy
     if teleported->facing == facing_right
       closest_object_x -= 120
     else
       # 0040338E
       closest_object_x += 120
     end
     # 00403482
     teleported->x = closest_object_x
     teleported = global->objects[teleported_id]
     teleported = global->objects[teleported_id]
     teleported = global->objects[teleported_id]
     teleported->x_position = teleported->x.to_f
     teleported->y_position = teleported->y.to_f
     teleported->z_position = teleported->z.to_f
   end
 when teleport_to_team
   # 00403396
   @max_distance = -1
   @object_ptr = &global->objects

   # the condition of the loop
   # 0040341E
   for (object_id = 0;
        object_id < max_objects_size;
        object_id++, @object_ptr++)
     # 004033B3
     object_exists = global->is_object_exists[object_id]
     object = * @object_ptr
     teleported = global->objects[teleported_id]
     distance =
       abs(object->z - teleported->z) +
       abs(object->x - teleported->x)
     if (object_id != teleported_id and
         object_exists and
         object->file->type == character_type and
         object->team == teleported->team and
         object->hp > 0 and
         distance > @max_distance)
       @farthest_object_id = object_id
     end
   end
   if @farthest_object_id == -1
     # 00403327
     teleported = global->objects[teleported_id]
     teleported->y = 0
     teleported = global->objects[teleported_id]
     teleported->y_position = teleported->y.to_f
   else
     teleported = global->objects[teleported_id]
     teleported->y = 0
     farthest_object = global->objects[@farthest_object_id]
     teleported = global->objects[teleported_id]
     teleported->z = farthest_object->z + 1
     teleported = global->objects[teleported_id]
     farthest_object = global->objects[@farthest_object_id]
     farthest_object_x = farthest_object->x

     # confront to team
     if teleported->facing == facing_right
       farthest_object_x -= 60
     else
       # 0040347F
       farthest_object_x += 60
     end
     # 00403482
     teleported->x = farthest_object_x
     teleported = global->objects[teleported_id]
     teleported = global->objects[teleported_id]
     teleported = global->objects[teleported_id]
     teleported->x = teleported->x_position
     teleported->y = teleported->y_position
     teleported->z = teleported->z_position
   end
 else
   return
 end
 # 004034AC
 teleported = global->objects[teleported_id]
 teleported->z_velocity = 0
 teleported = global->objects[teleported_id]
 teleported = global->objects[teleported_id]
 teleported->x_velocity = teleported->y_velocity

 # 004034CC
end

You can click here to see full screen: func_41BC90
Code:
# 0x0041BC90
def func_41BC90(...)
 # 0041E339
 object_id = 0
 @object_id = object_id
 object_ptr = &global->objects

 # 0041E395
 object = * object_ptr
 frame_id = object->frame_id
 file = object->file
 state = file->frames[frame_id].state
 if (state == teleport_to_team_state and _450BD8 == 0)
   func_403270_teleport object_id, teleport_to_team
 end
 # 0041E3C6

 # 0041F5DF
 object = global->objects[object_id]
 frame_id = object->frame_id
 file = object->file
 state = file->frames[frame_id].state
 if state == 8000
 else
 end
end

Patch/Contribute Welcome !
Reply to me or fork one and sending pull request to github !
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Thanks given by: zort , A-Man , MangaD
#2
That's great! I've only skimmed the code, but do you think it can explain why in the following GIF, different Rudolfs get hit by the flute at different times?:
[Image: lazyflute.gif]
If so I'm totally reading it.
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Thanks given by:
#3
I have tested, but they get hit at same time.
My LF2 version is 2.0a.
Decompiled functions: [documented] Functions decompiled
Decompile lf2.exe project for documentation: https://github.com/xsoameix/lf2
Decompile lf2.exe project for implementation: https://github.com/xsoameix/openlf2
Once any function fully engineer reversed in documentation project, then we implement it in implementation project.

lf2 data structure: Updated spreadsheet, many changes made by o_g349/xsoameix, I have two different nick names.

A old project: lf2-MS
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#4
I can definitely reproduce it. You need at least 10 Rudolfs.
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#5
This function has no detail about that.
There is a judgment if zwidth is out of range. Maybe the judgment is critical.
I have no idea.
Decompiled functions: [documented] Functions decompiled
Decompile lf2.exe project for documentation: https://github.com/xsoameix/lf2
Decompile lf2.exe project for implementation: https://github.com/xsoameix/openlf2
Once any function fully engineer reversed in documentation project, then we implement it in implementation project.

lf2 data structure: Updated spreadsheet, many changes made by o_g349/xsoameix, I have two different nick names.

A old project: lf2-MS
Reply
Thanks given by:
#6
(08-05-2012, 01:25 AM)zort Wrote:  I can definitely reproduce it. You need at least 10 Rudolfs.

Are you sure it's 10 and not 20? If it's 20 then I might have an explanation for it.
[Image: doty7Xn.gif]

10 ʏᴇᴀʀs sɪɴᴄᴇ ɪʀᴄ ɢᴏᴏᴅ.ɪ ᴡᴀʟᴋ ᴛʜʀᴏᴜɢʜ ᴛʜᴇ ᴇᴍᴘᴛʏ sᴛʀᴇᴇᴛs ᴛʀʏɪɴɢ ᴛᴏ ᴛʜɪɴᴋ ᴏғ sᴏᴍᴇᴛʜɪɴɢ ᴇʟsᴇ ʙᴜᴛ ᴍʏ ᴘᴀᴛʜ ᴀʟᴡᴀʏs ʟᴇᴀᴅs ᴛᴏ ᴛʜᴇ ɪʀᴄ. ɪ sᴛᴀʀᴇ ᴀᴛ ᴛʜᴇ sᴄʀᴇᴇɴ ғᴏʀ ʜᴏᴜʀs ᴀɴᴅ ᴛʀʏ ᴛᴏ sᴜᴍᴍᴏɴ ᴛʜᴇ ɢᴏᴏᴅ ɪʀᴄ. ɪ ᴡᴀᴛᴄʜ ᴏᴛʜᴇʀ ɪʀᴄ ᴄʜᴀɴɴᴇʟs ʙᴜᴛ ɪᴛ ɪs ɴᴏ ɢᴏᴏᴅ. ɪ ᴘᴇsᴛᴇʀ ᴢᴏʀᴛ ᴀɴᴅ ᴛʀʏ ᴛᴏ ʀᴇsɪsᴛ ʜɪs sᴇxɪɴᴇss ʙᴜᴛ ɪᴛ ɪs ᴀʟʟ ᴍᴇᴀɴɪɴɢʟᴇss. ᴛʜᴇ ᴇɴᴅ ɪs ɴᴇᴀʀ.ɪ ᴛʜᴇɴ ᴜsᴜᴀʟʟʏ ʀᴇᴀᴅ sᴏᴍᴇ ᴏʟᴅ ɪʀᴄ ʟᴏɢs ᴀɴᴅ ᴄʀʏ ᴍʏsᴇʟғ ᴛᴏ sʟᴇᴇᴘ.


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#7
(08-05-2012, 08:44 AM)o_g349 Wrote:  This function has no detail about that.
There is a judgment if zwidth is out of range. Maybe the judgment is critical.
I have no idea.
I don't think it's about zwidth because I seem to remember using Flute in stage 4 and a Mark using this glitch to walk up to me and punch me ._. (I stood far from the Rudolfs so that they wouldn't run away from me.) I'm sad to hear that this function cannot shed any light on the matter. Oh well.

(08-08-2012, 02:30 AM)Lord Silva Wrote:  
(08-05-2012, 01:25 AM)zort Wrote:  I can definitely reproduce it. You need at least 10 Rudolfs.

Are you sure it's 10 and not 20? If it's 20 then I might have an explanation for it.
Definitely 10.
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#8
Shouldn't this part:
    C-Code:
if ( invincible != 0 && itr_kind != 8 )
      {
        if ( itr_kind != 14 )
          goto Itr_Loop;//only itr_kind: 14 can attack the one being invincible
          //eg, you still be attacked by stone though you're invincible
        //hit_1 = hit;
      }

have the test itr_kind != 14 && itr_kind != 8 inside? Or else itr_kind 8 (healing orb) could not hit invincible guys, and I checked, it can.
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#9
Yes, you're right. I fixed the description.
Decompiled functions: [documented] Functions decompiled
Decompile lf2.exe project for documentation: https://github.com/xsoameix/lf2
Decompile lf2.exe project for implementation: https://github.com/xsoameix/openlf2
Once any function fully engineer reversed in documentation project, then we implement it in implementation project.

lf2 data structure: Updated spreadsheet, many changes made by o_g349/xsoameix, I have two different nick names.

A old project: lf2-MS
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Thanks given by:
#10
Added func_417400/does_attack_success.
Decompiled functions: [documented] Functions decompiled
Decompile lf2.exe project for documentation: https://github.com/xsoameix/lf2
Decompile lf2.exe project for implementation: https://github.com/xsoameix/openlf2
Once any function fully engineer reversed in documentation project, then we implement it in implementation project.

lf2 data structure: Updated spreadsheet, many changes made by o_g349/xsoameix, I have two different nick names.

A old project: lf2-MS
Reply
Thanks given by: A-Man




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