Issues decompiling F1 scripts

Nimrod

It Wandered In From the Wastes
Apologize if this has already been addressed. Search didn't turn up anything helpful.

In working with scripts from Fallout 1, most decompile perfectly while others consistently give unreferenced imported variable errors. I've worked with Noid's tools, int2ssl, DScript, IPP decompiler, and a couple others.

Question is: Is this even a real problem? If so, is there some kind of workaround or a tool that's better suited to F1?

Thanks!
~N
 
I don't know about the other decompilers, but it isn't a problem for the one I use (Ruby). Even when the .ssl file says that there are unreferenced variables, I just deleted all the comment markers. The scripts still seemed to work as they should have.
 
All FO script decompilers can't properly determine name of global and imported variables if in source of script exist unreferenced imported variables. It occurs because script namespace contain more names than variables referenced in script procedures.
 
MIB88 said:
I don't know about the other decompilers, but it isn't a problem for the one I use (Ruby). Even when the .ssl file says that there are unreferenced variables, I just deleted all the comment markers. The scripts still seemed to work as they should have.

Thanks, I appreciate the tip. Heh... it's a pain in the patookus not knowing if your scripts don't work because of your coding or the decompiling errors.

~N
 
Hint:
* Decompile ALL scripts related to the given in-game location.
* Seek trow the sorces and make a list of the names of the EXPORTED variables.
* Check unresolved variable names list fro intersections with the exports list.
* Remove matching names from the unresolved names list.
* If the number of the remaining names matches the number of the unresolved script variables, it's done. Just replase numbered variable names with the names from the list in order of the occurence in the decompiled source file.
* ....
* Profit.
 
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