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Knights and Merchants • Toon onderwerp - Knights and Merchants 3

Knights and Merchants 3

Een apart forum voor alle projecten die met ontwikkeling van programma's voor KaM te maken hebben.

Moderators: Thunderwolf, The Dark Lord, hugo, merchant_992, jbsnorro

Knights and Merchants 3

Berichtdoor SanderMan » 05 jun 2007 17:35

Hardcore Will Never Die
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Berichtdoor King Harold » 05 jun 2007 17:39

King Harold
 
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Berichtdoor enque » 06 jun 2007 14:05

enque
 
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Berichtdoor Merchator » 07 jun 2007 16:47

Merchator
 
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Berichtdoor merchant_992 » 07 jun 2007 17:12

Ik vind het ook een leuk idee. Het zal moeilijk worden, maar ik wens je veel succes.

kun je alvast wat zeggen, wat voor functies er allemaal in de game komen. Multiplayer?
Postslet sinds 13-12-07
Archief: 1.01GB - 496 Bestanden 31-07-09
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Berichtdoor King Harold » 07 jun 2007 17:55

I don't exactly get what merchator is saying there..
Maybe you could try in English, Merchator? I'm sure we'll understand that better.

I just pulled the main KAM executable through a standard x86 disassembler if that's what you're asking.
King Harold
 
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Berichtdoor Merchator » 07 jun 2007 18:11

Okay, ill try to talk english in dutch forum *blame me* ;)

Ive read this .txt file, but i dont get what it is saying to me.
MY questions:
Do u know these commands?
Do u know now how to open things like unit.dat?

Ah, and NASM isn't working @my pc. Is it DOS-BAsed?

Ty for answers :D
Merchator
 
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Berichtdoor King Harold » 07 jun 2007 18:42

NASM is open-source, you could compile it on your own platform, but if it's something normal (eg: unix-based or windows) then they should have a binary that suits you.

I know these commands, they are x86/64 assembly, it might take a while to get used to them.
Sadly I don't know anything about unit.dat except that it contains the units attributes.. Maybe Krom knows more about them. I do know how most other K&M files work though.

I wouldn't recommend reading the entire txt file, you might melt your brain. I don't know anyone who is used to reading 10MB of assembly.. You'd do better to decompile K&M to C.
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Berichtdoor The Dark Lord » 07 jun 2007 18:53

Hello Merchator,

as far as I know, nobody knows how to ''open'' unit.dat/houses.dat/buildings.dat/... :(
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Berichtdoor Merchator » 07 jun 2007 19:50

Yea, unfortunately :(

Decoded are:
-mission files
-gfx files (free_sms_knight decoded them, but never told us, how to)
(-KaM.exe ;) )

Sadly The Babarian or The Knight havent told us how to open the rest of these files :(
So, lets wait and hope, 1 day some1 decode this crabby files (soory for this word^^)
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Berichtdoor King Harold » 07 jun 2007 20:06

well me and Krom know how the decode the gfx files (Krom explained it to me)..
I have no idea how he got to know it though
King Harold
 
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Re: Knights and Merchants 3

Berichtdoor koersje » 26 mei 2008 20:29

mag weer in nl volg niet meer.
en ben wel benieuwt na.
koersje
 
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Re: Knights and Merchants 3

Berichtdoor King Harold » 26 mei 2008 20:41

Ik denk dat het al tijden dood is..
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Re: Knights and Merchants 3

Berichtdoor koersje » 27 mei 2008 14:09

weet ik maar kan iemand voor mij vertalen want wil weten wat staat ben heel slecht in engels.
groetjes koersje.
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Re: Knights and Merchants 3

Berichtdoor Draganta » 06 jun 2008 21:45

Waarom met het originele source code? Je kunt toch ook zelf een engine schrijven. Dit kan heel makkelijk met Game Maker 7. Ik heb veel ervaring met Game Maker 7, ik kan zo een RTS engine in elkaar flansen binnen 2 dagen.
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