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#editor

schmeling65
ah XXL2, kk
adrientd
Not to be confused with the corridor turtle, this one is used, but the unused turtle enemy would be something like the ones in XXL1.
schmeling65
goptcha
adrientd
So the XXL1 turtles were about to appear in XXL2 as well, but the devs didn't use them at the end.
adrientd
Bunch of enums
pegperegogaucho
Wow, I have to look at this some time :Pogelix:
deathhound246
Lucky you guys have something. Alice doesn't have dwarf, pdb or symbol map :PepeHands:
deathhound246
Saying that, there's probs stuff that can be ~~stolen~~ borrowed from XXL2 or 3 :KEKW:
pegperegogaucho
Something that I notice is that the enums are all in perfect English. I remember there were some strings of enum values (or maybe the enum value was English but it would print out a french translation) left in XXL1 and they were all french.
pegperegogaucho
Definitely all the graphics stuff would be useful!
pegperegogaucho
Nodes Geometries, etc.
deathhound246
I think enum keys have to be english to match with c/c++ syntax, since the keys aren't strings
deathhound246
True. Tho i know CMaterial has pretty big changes :/
deathhound246
Still trying to figure out how alice deserialises it
pegperegogaucho
They are still in XXL2 Remaster:
pegperegogaucho
The spears are also still in there and split into two parts
adrientd
It's kind of possible to use the dwarf file in Ghidra; here the serialization of CKDisplayPictureCinematicBloc:
adrientd
The only problem is that the dwarf does not load automatically when disassembling the mac executable, so what I had to do was load the dwarf file separately as if it was an executable project, then copy-paste all structure/enum/class definition from the dwarf project to the executable project, and replace each "placeholder" type to the imported one.
deathhound246
Adrien, are the bass IK[Thing] classes usually the same between games?
deathhound246
Base*