Over at xoreos.org, I wrote a blog post about Disassembling NWScript Bytecode. This is basically a progress report of me writing an NWScript disassembler, which might be extended into a full-fledged decompiler. It might be of interest to people here.
This is not just for NWN, but for the whole range of NWScript using games. Namely:
- Neverwinter Nights
- Neverwinter Nights 2
- Knights of the Old Republic
- Knights of the Old Republic II
- Jade Empire
- The Witcher
- Dragon Age: Origins
- Dragon Age II
Specifically, this might be, at least as far as I know, the first time there has been done anything with the scripts of the Dragon Age games. They each add two new script opcodes, to handle arrays and references, and I hadn't found any prior documentation or discussion about these. They were pretty easily to figure out by observing the stack of scripts that use them.
I don't want to spam all these forums, so I'll keep it contained here.





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