Author Topic: QFG2 Decompilation  (Read 141 times)

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Offline EricOakford

QFG2 Decompilation
« on: March 14, 2019, 08:27:59 PM »
Here is my decompile of QFG2, version 1.105!
Everything compiles without error, and the debug mode is activated at startup -- this is made simple by changing the suckBlueFrog global to TRUE in script 2's SetGraphicsSoundInit procedure. The SetGameInit procedure actually has code for a preset Hero in this case, obviously intended to be used by QA. That also explains why the teleport function has Intro, New Hero, and Import buttons as well as the ability to set the day and time.

Now, while everything compiles without error, bugs abound throughout the game, especially after restoring a saved game. That's why the archive also has the interpreter from The Seasoned Professional, and a batch file that starts the interpreter with the -d parameter. Also, after compiling, it's a good idea to rebuild the resources to ensure that the newly-compiled scripts are used.

Two of the scripts I know to be buggy are 2 (QG2Events) and 23 (Talker). Maybe it's a decompilation error.




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