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#cesars-challenge

overfloyd
like code documentation
overfloyd
also idk if I have to register somewhere lo
pegperegogaucho
At least for the editor we have a wiki on how to use it
pegperegogaucho
but not any code for the Wiki
pegperegogaucho
except like templates and stuff like that
overfloyd
I thought like documentation for the game, like idk for example: enemy types, characteristics, variables n stuff
overfloyd
if the game has been decompiled but these info should be common knowledge since we have xxl inspector
pegperegogaucho
That would be the dream... A decompilation of XXL :Pooga:
pegperegogaucho
We have tools to modify the game, but I think apart from Adrien there is no knowledge how stuff works and variables etc.
pegperegogaucho
But to be honest the XXL-Editor is fine, you can make crazy stuff with it
overfloyd
yup yup very true
adrientd
The XXL Editor already contains a lot of serialization code to load/save class instances from the engine, so this can tell already a lot on how the engine works.
thewitheredstriker
Decompilation is a lot harder than many people think it is. Especially when it comes to custom-built engines used in-house by game studios.
thewitheredstriker
The OG XXL games use RenderWare (just checked), which used to be publicly available; the newer ones use a proprietary engine though
overfloyd
didn't say it was easy, I guess I'm just used to coding Minecraft which is kids play basically
overfloyd
yea since EA bought it
thewitheredstriker
didn't mean to imply you did, sorry if it looked that way
overfloyd
it's oke :^
adrientd
Yes, but RenderWare is only part of it, it is put on top of a custom proprietary engine.
adrientd
RenderWare is only for graphics rendering, and also sound.