B-$hep SCR decompiler

Anything to do with GTA1/GTA2 modding (tools, scripts and more).
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B-$hep
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Re: SCR decompiler

Post by B-$hep » 09 Aug 2011, 20:34

Im not sure, because i remember that i upgraded to Delphi 4 or 5 because of some features.
But this one is done in Borland Delphi 3.0.

It even could be wrong because maybe i upgraded from Delphi 2 to Delphi 3.
Dunno... I just don't remember. Almost 3 years ago. Amazing how time flies.


Maybe i upgraded but never actually released that.

Do you want something new? Or bugfix?
I will find the sourcecode and could recompile it and maybe do something with it if you want.

Just tell me.

I actually worked on scr decompiler "behind the scenes" but there is still nothing to show atm.
I understand alot more than previously about SCR file content and the "header" but still it requires a bit more dedication and time. To actually release some better tool.

It's slowly progressing.
Always wear safety glasses while programming.

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Re: SCR decompiler

Post by Sektor » 09 Aug 2011, 21:38

I just asked because someone wanted a way to change GTA2 skins.

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Re: SCR decompiler

Post by B-$hep » 05 Oct 2011, 10:08

Im working on this project again and i wanted you to show some slow progress on it.
It's very small thing but still, im in the right path.

I understand the SCR header and what it stores but i have to make some good data types to organize the stuff i dig out from SCR to parse and do all the MATH more easily.


Here is just one very small example of some "bits" from simple SCR:

Image

The 3,4,5, etc mean the "VARIABLE indexes" but 600, 100, 1212 are the delay values for DELAY_HERE as you can see.

The parser is not very much hard coded for specific SCR any more because i pretty much figured out the calculation for finding right values and stuff.
But as i said, i need to make some good structs and organize it better.

It's very very alpha atm.
But it is interesting challenge and im working on it.
Always wear safety glasses while programming.

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Re: SCR decompiler

Post by elypter » 05 Oct 2011, 12:43

wow, it looks awesome already!
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Re: SCR decompiler

Post by B-$hep » 05 Oct 2011, 20:16

Well thanks. But as i said, it's very basic atm.
If i figure out the data structs to handle the parsed and calculated data with much better and easier way then i can basically decompile simple small scripts without problem.
I start with small first.

What i mean with data structs is that, i must find a good way to store the GTA2 script commands in decompiler (should i use arrays, C++ std::map's or std::vector's) or anything else, how to store the data read from .scr to make calculating and parsing data and commands more flexible. Etc...


But im such guy who first hacks something working together quickly to see some results (which gives alot of motivation) and then makes it better.
Maybe it's because i was cr@cker.
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Re: SCR decompiler

Post by elypter » 05 Oct 2011, 22:04

i wonder how gta2 does it. most commands have relatively few arguments but there is one crane powerup command that has ~15. if gta2 uses static structs it would waste quite a lot of ram?
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Re: SCR decompiler

Post by T.M. » 06 Oct 2011, 14:05

I think its nearly impossible to decompile... although you can always try. I just see it as hard as decompiling exe into C++ again. The SCR bytecode probably works same way: "IF" and "ENDIF" are just goto commands, and its quite hard to figure out which are function calls and which are just if commands and etc...

What im interested is to read the player positions from the SCR code, i dont think more can be read, except maybe the declarations of cars. All in all, it will be harder job than my editor which parses the mis file and lets to edit the objects there.

Have you noticed the compiler generates a .txt file by the way? it seems to be uncompressed version of the SCR:

Code: Select all

20 	CHAR_DEC		EXEC 21	p5_punched 
21 	PLAYER_PED		EXEC 22	(3670016,3538944,458752)	315	15	
22 	COUNTER			EXEC 23	1	p6_expunch 
23 	COUNTER			EXEC 24	0	p6_trg_punched 
24 	CHAR_DEC		EXEC 25	p6_punched 
25 	GENERATOR DECSET	 26	elec_1	(3735552,3735552,458752)	0 203 400 400 
26 	GENERATOR DECSET	 27	fingers_1	(3735552,3473408,458752)	0 236 400 400 
27 	GENERATOR DECSET	 28	elec_2	(3473408,3473408,458752)	0 203 400 400 
28 	GENERATOR DECSET	 29	fingers_2	(3473408,3735552,458752)	0 236 400 400 
29 	SET GANG INFO		 30	high 7241728 7176192 131072 
30 	MAP_ZONE_SET		 31	info_l	500 100 100 100 600 50 50 50 800 50 
31 	COUNTER			EXEC 32	1	control 
32 	COUNTER			EXEC 33	0	psum 
33 	COUNTER			EXEC 34	0	dsum 
34 	COUNTER			EXEC 35	0	osum 
35 	COUNTER			EXEC 36	0	tsum 
36 	DEC ONSCREEN CNT	 37	
37 	COUNTER			EXEC 38	1	loop 
38 	LEVEL_START			 39	
39 	SWITCH GEN ONOFF	 40	elec_1	-1 
40 	SWITCH GEN ONOFF	 41	fingers_1	-1 
41 	SWITCH GEN ONOFF	 42	elec_2	-1 
42 	SWITCH GEN ONOFF	 43	fingers_2	-1 
43 	WORD ==INT		EXEC 347	loop	1	
44 	SET COUNTER INT	EXEC 45	psum	0 
45 	SET COUNTER INT	EXEC 46	dsum	0 
46 	SET COUNTER INT	EXEC 47	tsum	0 
47 	CHECK HEALTH	EXEC 97	p1	0 
48 	CHAR INVINCIBLE	EXEC 49	p1	1 
49 	GIVE WEAPON		EXEC 50	p1 2	99	
50 	GIVE WEAPON		EXEC 51	p1 4	99	
51 	PUNCHED SOMEONE?EXEC 53	p1	
52 	WORD ==INT		EXEC 55	p1_trg_punched	0	
53 	IF_JUMP			EXEC 52	59	FALSE 
54 	WORD ==INT		EXEC 59	p1_expunch	1	
55 	IF_JUMP			EXEC 54	59	FALSE 
I checked and the integer values (after decoded) match 99.99% to the MIS script coordinate float values, and those integers are stored as-is in the SCR file in binary format.

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Re: SCR decompiler

Post by elypter » 06 Oct 2011, 18:01

loops are difficult but i think they are possible. the result won't be exactly like the original but that's not a problem.
And even if loops are not decompileable you can still make a "//jump to line 45" out of it which would yet help a lot.
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Re: SCR decompiler

Post by B-$hep » 06 Oct 2011, 20:09

Nothing is impossible. Just takes a time and a dedication.
Always wear safety glasses while programming.

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Re: SCR decompiler

Post by B-$hep » 09 Oct 2011, 20:31

I worked whole day on this thing and this is what i got.

This is the SNEAK.MIS script from "PyroGTA2Collection_sorted"

Code: Select all

// GTA2 SNEAKING MISSION //

// this is just a test to see how well a 'Metal Gear Solid' sneaking mission could work out.

// player
PLAYER_PED p1 = ( 132.5 , 127.5 , 2.0 ) 25 0

// characters

	// tank destroyers
CHAR_DATA rpg01
CHAR_DATA rpg02
CHAR_DATA rpg03
CHAR_DATA rpg04


// vehicles (pointless in this mission as you get caught!)

PARKED_CAR_DATA tank01 = ( 163.5 , 128.5 , 2.0 ) -1 0 TANK
PARKED_CAR_DATA jeep01 = ( 159.5 , 128.5 , 2.0 ) -1 20 GUNJEEP
PARKED_CAR_DATA jeep02 = ( 166.5 , 129.5 , 2.0 ) -1 250 GUNJEEP
PARKED_CAR_DATA jeep03 = ( 175.3 , 116.5 , 2.0 ) -1 180 GUNJEEP


// sounds


// lights


// weapons (one-off)

OBJ_DATA armour01 = ( 132.5 , 127.5 , 2.0 ) 0 COLLECT_31
OBJ_DATA armour02 = ( 187.5 , 118.5 , 2.0 ) 0 COLLECT_31
OBJ_DATA silencedmg01 = ( 132.5 , 125.5 , 2.0 ) 0 COLLECT_09
OBJ_DATA silencedmg02 = ( 153.5 , 124.5 , 2.0 ) 0 COLLECT_09
OBJ_DATA silencedmg03 = ( 181.5 , 122.5 , 2.0 ) 0 COLLECT_09

// counters

COUNTER neverends = 1
COUNTER intank = 0

LEVELSTART

WHILE_EXEC ( neverends = 1 )

/*IF ( ( IS_CHARACTER_IN_CAR ( p1 , tank01 ) )
AND ( intank = 0 ) )
rpg01 = CREATE_CHAR ( 158.5 , 122.5 , 2.0 ) 4 0 ARMY END
rpg02 = CREATE_CHAR ( 159.5 , 122.5 , 2.0 ) 4 0 ARMY END
rpg03 = CREATE_CHAR ( 170.5 , 122.5 , 2.0 ) 4 0 ARMY END
rpg04 = CREATE_CHAR ( 171.5 , 122.5 , 2.0 ) 4 0 ARMY END
SET intank = 1
ENDIF */

DO_NOWT

ENDWHILE

LEVELEND

This is the decompiled script. Currently just commands, no values.
Just to show where i am atm.


Image

Yes, level_end is missing. I have some weird kind of loop bug in my code.
The loop hangs for some reason and it stops decompiling.
But the result for one day of work is pretty awesome for me. Im very happy.

I have the command values also, but i didn't bother to parse and display it.
Also i have looked how SCR stores WHILE_EXEC etc loops but first i must fix the bug with loop.


So currently everything is calculated, nothing is hardcoded anymore.
Basically i can supply him any .scr and it will take it apart.

Forget the Lines in mainscript. The calculation is messed up atm.


See ya soon.
Im gonna work on that bug now.
Always wear safety glasses while programming.

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Re: SCR decompiler

Post by Sektor » 09 Oct 2011, 21:53

Nice.

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Re: SCR decompiler

Post by elypter » 09 Oct 2011, 22:13

yeah, great process.
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Re: SCR decompiler

Post by Pyro » 10 Oct 2011, 01:04

Very nice stuff! :shock:

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Re: SCR decompiler

Post by B-$hep » 15 Oct 2011, 14:21

Thank you guys.

Decompiler is rewritten now from scratch. This fixed alot of problems and code "uglyness".
Some problems still present, but it's just a matter of time.

More nice stuff:

GTA2\data\Industrial-6P.scr

Image

Code: Select all

PLAYER_PED player1 = ( 129.5, 121.0, 2.0 ) 0 90
PLAYER_PED player2 = ( 41.5, 192.0, 2.0 ) 8 0
PLAYER_PED player3 = ( 166.0, 220.5, 2.0 ) 9 270
PLAYER_PED player4 = ( 199.0, 45.5, 2.0 ) 10 180
PLAYER_PED player5 = ( 44.5, 102.0, 2.0 ) 7 0
PLAYER_PED player6 = ( 242.5, 168.0, 2.0 ) 5 180
ARROW_DATA
ARROW_DATA
ARROW_DATA
ARROW_DATA
ARROW_DATA
GENERATOR
GENERATOR
GENERATOR
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GENERATOR
CRANE_DATA
CAR_DATA
CAR_DATA
CAR_DATA
PARKED_CAR_DATA
PARKED_CAR_DATA
PARKED_CAR_DATA
PARKED_CAR_DATA
PARKED_CAR_DATA
PARKED_CAR_DATA
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CAR_DATA
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OBJ_DATA
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LEVEL_START
SET_AMBIENT_LEVEL
SET_SHADING_LEVEL
PUT_CAR_ON_TRAILER
PUT_CAR_ON_TRAILER
PUT_CAR_ON_TRAILER
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
GIVE_WEAPON
SWITCH_GENERATOR
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LEVEL_END
Player_ped's with coordinates. Number of players in SCR is not "guessed" anymore, by filename or anything such. But just correctly calculated from .scr info.

There are still some slight problems with bigger scripts, like bil.scr but it's probably a bug in calculation / reading of different stuff.

And not all commands are included, it's very boring work to do continuously.
I just add them once by one, in different times, until all are there.

PLAYER_PED player# is also calculated and variable name is automatically created.
Same will be done for other commands.
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Re: SCR decompiler

Post by elypter » 15 Oct 2011, 15:23

it looks really good!

if you need some scripts to test specific criteria, you can ask me. i know most maps and which are doing something special in their scripts. you can also browse for scripts on your own if you need something quickly:
http://gta2dare.omnitude.net/maplist/li ... mode=exist just search for .mis
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Re: SCR decompiler

Post by T.M. » 15 Oct 2011, 16:27

B-$hep, check my PM.

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Re: SCR decompiler

Post by B-$hep » 15 Oct 2011, 17:58

@T.M done.

If somebody has time and wants to be included in aboutbox, then please clean up this mess:
http://pastebin.com/VYZgbr5i

And make a list of only OBJECTS in "".
Get rid of everything, except dd # and strings in " ".
For ex:
BOXES
4

I need it to be in same order. Nr's are also important, there are some numbers skipped, i dunno, if there are missing objects in GTA2.
I got this list from miss2 and if it's not gonna be in same order then probably decompiler will show wrong object types.

So:

.data:004D5958 off_4D5958 dd offset aBin_lid ; "BIN_LID"
.data:004D595C dd 1
.data:004D5960 dd offset aBollard ; "BOLLARD"
.data:004D5964 dd 2

1
BIN_LID
2
BOLLARD


etc. Skipped numbers should be marked or just left out. Then i will run through list and if there is a skipped number then i will just ignore the object in decompiler.


I could code a little tool with regex to extract the data, but i think im too lazy for that.


Thanks, even if nobody will do that.


EDIT

Did it by myself anyway. Hacked simple parser together quickly.


Im currently just trying to complete the GENERATOR command, only objects are left.
So i can display them as: COLLECT_00 etc in decompiled script.
But this list will be used by other commands also i believe.

edit: Topic split http://gtamp.com/forum/viewtopic.php?f=4&t=447
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