Well, yeah. It happened. But hey, if people would keep their big ass mouths shut, it wouldn't be a problem, even without ENIGMA.
However, I don't know how long you people are gonna have to go without ENIGMA, seeing what I just got done.And, as most of you know, ENIGMA is impossible to decompile.Rather, it, as with all programs, is relatively easy to decompile. But if you were the uberleet decompilation god, you'd still have to do without variable names. And for the rest of us, with our cutsie disassemblers, well. Have fun editing the game in asm, and good luck finding the segment on sound/image encryption, since it will always be different, and will never get you an ounce of GML.Anyway. What did I finish that's so monumental?I got my ass in gear and did the var class.That's right, now you can saya=1;a[1000]=2;and you won't even crash anything.Just like GM.I'm working to get it so arrayscan contain both datatypes simultaneously, also like in GM. This is made possible by expanding the type indicator of the variable with the rest of it. The framework is already laid out, and it should be smooth sailing from here.Just figured I'd post something aside from the doom and gloom ensued. And, rest assured, it'll all be fine in the end. So you, FredFred, can stop pointing out how lame it is to release a decompiler in a GM-oriented community. Nobody and Xxypher can give it a rest. And if your name isn't on the list, you can too.
Now, it's become blatantly obvious to me that some of you don't know what ENIGMA is.So, let me start with a quote.[pre]Josh: There, decompile THAT Transfer of "ENIGMA game.zip" is complete. Josh: the perfect Game Maker game Josh: Takes GML, C++ and ASM Andy: o0o0oo Josh: Small, fast, secure Josh: Immune to debuggers and decompilers …Andy: What did you do to it ? Andy: Well, congrats Josh: Rebuilt it Andy: Rebuilt the runner ? Josh: Hehehe Josh: that's the fun part Josh: there is no runner Andy: What the fuck !!!! Andy: There has to be a runner Josh: 'tis fucked up, running a compiled Game Maker game Josh: But that's what I live for [/pre]If you didn't get it, ENIGMA cannot be fucked. And I'm getting closer and closer.Still looking for a team, so if you wanna help out, I'll be here.
PY–
Very immune. Every debug window must be unique to its game to pull it off right. That's the best part.And I'm restricting execute_string when I write the interpretor. None of that script_get_text shit allowed in the interpretor, sorry to those of you who do that. And you're not likely to het an ASM2GML converter. XDJosea–Don't be too hard on the guy. It's not the time, and you know, he's as helpless as the rest of us. He happens to have some games people are gonna be all over relatively quickly.
I think this whole debugger thing will play into your hands Josh. I recommend you get a very basic demo out as soon as humanly possible.
Will attempt, Juju.
*keeps scrambling*I can name the creators of the decompiler anyway, and since I have nothing to do with it, I'm just gonna use the turmoil to get my point across.
Next time Mark can make whatever he's doing better than a sixteen year old can match in his spare time.30%? Even if I knew C++, I would never have gotten that far. You're doing good, JD.
Seems I beat Poly to ask "So how are objects coming along?"
I'll help out with ENGIMA, im really gettin' a nack for C++