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Тема: Compiling HL-SDK dlls for DC using WinCE Devkit

  1. #31
    CSDC Developer
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    I was looking inside de dll´s folder of the single player source.
    It is similar quakec, seems not very difficulty edit the weapons and monsters code.
    Hey Moi, i can simple change the code of the ccp andd h files with the windows notepad ?

  2. #32
    Moi
    Moi вне форума
    Dreamer
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    I've been working on the source for a couple of days now. The source code is more refined now. However it doesn't compile yet. I've also done some research on DLL injection and Interactive Disassembler(IDA) which supports Wince SH4 compiled EXE files, meaning I can display the HalfLifeDC.exe as SH4 Assembler code. Unfortunately IDA does not support SH4-EXE building which would otherwise allow simple changes in file size in case the built custom dll is longer than the existing one inside the EXE.

    Цитата Сообщение от Dreammatrix Посмотреть сообщение
    It is similar quakec, seems not very difficulty edit the weapons and monsters code.
    Hey Moi, i can simple change the code of the ccp andd h files with the windows notepad ?
    Sure even HL2 is still using parts of the Quake engine and possibly some parts of the QC code.
    Changing CPP files(.H/header files usually don't need to be altered) is what I've been doing in order to find if HLDC accepts the new DLL. I changed the number of health points from 100 to 10.
    However changing the CPP files alone wouldn't make any difference unless you have compiled them into a DLL file.

  3. #33
    Dreamer Аватар для NicholasWolf
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    how come it wont compile? cant you force compile it?

  4. #34
    Dreamer Аватар для Anthony817
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    Lmao, sometimes I just don't get you Nick lmao. How on earth would he force compile it? Hold a gun to the PC monitor and say he will delete the program if it didn't do what he wanted?

  5. #35
    Dreamer Аватар для NicholasWolf
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    No in bennu I can force compile my game with the IDE im using, even if there are errors for the IDE itself will tell me where the errors are.

  6. #36
    Dreamer Аватар для Divagante
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    Цитата Сообщение от NicholasWolf Посмотреть сообщение
    No in bennu I can force compile my game with the IDE im using, even if there are errors for the IDE itself will tell me where the errors are.
    oh i see what you meant. forcing the debbuger. probably works, but the executable would most probably crash on run

  7. #37
    CSDC Developer
    Brazil
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    Nicholas i suggest you give a look here:
    botman's bots
    This is a tut to compile a win32 .dll.
    Moi has sucefull compiled a wince .dll with the wince sdk, but HL dreamcast is not loading it !

  8. #38
    Dreamer Аватар для Divagante
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    Регистрация: 05.11.2008
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    Любимая платформа: DC, PC, N-gage, N900
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    holy shit, i just remembered something!

    liblist.gam (i think, im on my phone) is the config file for the mod (hl is a mod of itself)

    it quotes, among other things, this:

    gamedll "dlls\hl.dll"

    this is an actual file, which was supposed to be at valve/dlls folder. in the dreamcast version, its compressed under halflife.exe itself.
    now, how paks and mod folders work are very similar and simple: they replace files on call, in the case of paks, by number order.

    so, if we add a dll file to dc's "valve/dlls/hl.dll" (or in this folder but inside a pak file), this may happen: when run, the engine calls files, first it will call the file in the halflife.exe, then it will call the file at the folder, and replace the previous, leaving the engine running the desired dll

    i think its worth a shot

    EDIT: you guys already tried this didnt you?.. god i feel stupid
    Последний раз редактировалось Divagante; 13.11.2011 в 02:04.

  9. #39
    Dreamer Аватар для Anthony817
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    Well maybe they didn't try it. Did you read somewhere that the did and edited your message?

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