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Spy

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  1. Hello, I'm currently working on the map format. I do C++ / reverse engenering ^^ The map files are compressed (after the header, the author: Firefly thing)?I have made a little tool to export maps into a decompressed format https://www.filehosting.org/file/details/824510/SiegeExporter.zip I can't always post link. (SHA-1 : 1A351DB2C2D2B428D3A2820FF6A1D759D8D60557) In the menu => Go to "Dezip" and 4 files will be created: the header, and data that I don't know what it's. I named it A, B, and C. If you do any modification, you can "recompress" if you didn't rename the files by clicking on "Zip" and choose A, B or C file (any of them).
  2. Hello ^^ I try to reverse engineering Stronghold map format for same goals: changes rules/use firefly scripts in campaigns or cutscenes, customize the games, generate maps, ...., and understand how maps are saved. I was trying to understand how it works. You can find what I have actually found here. Nothing big, it's principally metadata. For now its not ad its just really in form on a tutorial, what I actually achieved to parse. It would be really good to parse (not all, i have no big experience in reverse engineering, but I learn), and maybe we can find some of "redondancy" like the begin will be hard, and then a bit easier (maybe? i can go wrong it's just assumptions that can be unfounded) I don't know if much of the data can be get and how much we can alter it outside the rule of the game, because some things may be hardcoded into the executable. Can be interesting ^^ EDITED by @Mathew Steel Reason: formatting and updated with correct link.
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