They could probably be reverse engineered if need be, but if BFG could be convinced to provide them, that would of course make things exponentially easier. Having those two header files (and any additonal header files those two files include, of course) should make it possible to re-compile (although possibly not before ripping out some stuff relating to Smacker and whatnot). #include "\sb-projekt\TeaklibW\TeakLibW.H" Specifically, they're referenced from the stdafx.h file like so: (Whether they want to is of course a different question.)ĮDIT: Yep, it's missing two headers: TeakLibW.h and sbl.h, which match the names of the other two libraries. Of course we're not going to get any third party stuff like Smacker, but the three added LIB files at least appear to have been developed by Spellbound back in the day, so Black Forest Games *should* have the rights to do so. The ideal, of course, would be actual source code for those. h file for SSE was already there, so that already gave us a lot of information. Therefore, it's also a bit easier to *perform* those binary modifications, but it's still many times more difficult than it would be with plain source. lib does add a bit of information to make it easier to reverse engineer them. Since the SSE library is the one that would need changing to fix this MIDI issue, that means it's still necessary to do binary modification and reverse engineering. lib file makes it possible to re-compile the game (although apparently some header files for the two other libs may also be missing? Haven't had time to try it out yet), but the libraries are still in compiled form - they don't contain source code. JudasIscariot: So even though you have the SSE.lib file now, it's still not all that helpful? The. I don't know if Black Forest Games are allowed (and willing) to add the source code of the SoundEngine, but if they did, that should be enough to allow someone else to fix the MIDI lag without too much trouble (should just be a matter of compiling a new DLL). Don't know why they release the source without the custom library files. Would have loved to get the library files for AT so we can get this game working. This seems to be the code that handles MIDI playback, and there's a matching sse.dll in the game directory which appears to contain the code for the library (so hacking would target the sse.dll file, possibly by reimplementing it entirely?). This includes some program resources, and some documentation that is referenced in the project file, and three libraries which appear to be developed internally at Spellbound (SBL, SSE, TeakLibW).Īccording to the file SSE.h, SSE is short for Spellbound SoundEngine. h) from the main code directory have been included, along with a Visual Studio project file (AT.DSP) everything else, including code in subfolders, is gone. It seems that only the "main" source code has been kept - C++ files (.cpp and. Pidgeot: Smacker is not freely available, so it makes sense that one is missing, but there are definitely other missing files that aren't Smacker-related.
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