SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Radical_Pi on August 22, 2009, 12:30:53 PM

Title: SWBF hashes
Post by: Radical_Pi on August 22, 2009, 12:30:53 PM
I've been looking at the format of post-munge files in SWBF in the hope of eventually building a true decompiler. The one thing I can't figure out, though, is how SWBF encodes property names. In all of the formats I've looked at, I find the same thing. 4-byte codes of what the property is, but no dictionary for what each code stands for. I know they can't be hard-coded because 1) after hex-searching the munge executables I find no trace of a dictionary, and 2) on some of these, the codes can't be pre-set (like on localization files where anybody can set the names to anything)

So, that means there must be some sort of code that defines this hash (it must be that since it is always 4 bytes). What I need now is help to figure out how these hashes are generated.
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