GrandPa Advanced Cheater Reputation: 3
Joined: 09 Jul 2010 Posts: 87 Location: Italy
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Posted: Fri Jul 22, 2016 7:16 am Post subject: Help for analysis on thirdy part Lua scripts |
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Some user are requesting updates on a certain game on which I spent a few months last year.
The game is based on Lua scripts, and I have a very limited knowledge of it.
Lua archived scripts are about 3-4 MiB, about 10 MiB unarchived. Inside it, each script is compiled, but I was able to decompile most parts of them (tools used against other games from the same developers).
My wishes are to expose data structures for some kind of manipulation over game items that the game itself doesn't cover, or covers but in a very time consuming way.
Are there any Lua experts round here in the mood of some reversing tasks?
My benefits in this are clues for a better insights of Lua, I can't deny it.
All of public conversations should be kept in the most generic form as possible (game is still subject of developments and there are chances for a sequel), because I prefer avoiding any possible introduction of protection layers (or something like happened to Hard Reset Redux, where you can't even decompress the archives without knowing the key).
If or when specific parts are to be mentioned, I prefer them kept through PM, like:
- what game I'm talking about (well, you can easily guess it), or
- how to un-archive script packs (without surfing the net to find out), or
- how to share pack (archived or not), decompiled scripts and/or tools, or
- key discoveries in the scripts,
- etc.
Example:
In public thread:
... function John (Bill, Tom, Sue) ...
... [more lua code] ...
In PM:
... John is buildArchitecture at row 87, file Skyscraper.lua
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