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 Post subject: Reverse engineering of Project X scheme an library editors
PostPosted: Sun Oct 29, 2017 11:23 am 
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Joined: Fri Sep 29, 2017 1:20 pm
Posts: 5
Hello everyone,

Due to lack of publicly available documentation about *.pxs and *.pxl file format, I used my skills retrieve this information directly from PXLEdit.exe and PXSchemeEd.exe files. To make this information more useful than simply confirming I got valid sheme or library file, I also analysed EAX programming language (created for Project X) interpretation to create a python script that walks through every referenced library. Result is newly created files with checksums within filename, so conflicting schemes or older versions of them can be played without errors.

Because Project X is no more open source than written in machine code, I decided to not share a script right now to see what is going on about this post. Instead, have a try of this programmatically rewritten scheme and library combo if it works as good as for me. Scheme name is 0h So Highlander v2.0_BGravGunObjects. Download link below.

https://mega.nz/#!cqwn0LbY!cmgeF4n_EW9W ... KzhxqJrurc

I did this for free to advertise myself. I am interested looking into building community Wormnet server. For that I need agreement that allows me to reverse engineer Team17 code for this purpose, and this advert should say I ain't BS 'bout myself. It is because of that accepted agreement during installation of Worms Armageddon.

I may ask only good recommendation from devs.
Balt


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 Post subject: Re: Reverse engineering of Project X scheme an library edito
PostPosted: Mon Oct 30, 2017 9:18 am 
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Joined: Fri Sep 29, 2017 1:20 pm
Posts: 5
Below is a link to python script that made me forget about conflicting libs.

https://mega.nz/#!g35ilBBC!0cNWZ5Kh_vCB ... Cmn3SATH18

And yeah, it is little bit more complicated format than mentioned in https://worms2d.info/Project_X/Scheme_file and https://worms2d.info/Project_X/Library_file .


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 Post subject: Re: Reverse engineering of Project X scheme an library edito
PostPosted: Fri Nov 03, 2017 8:28 pm 
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Joined: Wed May 24, 2017 9:35 am
Posts: 21
Cool script, no doubt. I got to ask, why make a server when WormNet works perfectly?


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 Post subject: Re: Reverse engineering of Project X scheme an library edito
PostPosted: Mon Oct 22, 2018 6:45 pm 
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Joined: Mon Jun 21, 2010 2:10 pm
Posts: 43
This was all done before.
https://worms2d.info/Project_X/Scheme_file
https://worms2d.info/Project_X/Library_file

And there has been my C# lib since some time, good you made some Python "port" too.
https://gitlab.com/Syroot/Worms


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