Version 0.9.20 does work with wildcards now.
So you can issue a command like:
and get all the files matching the wildcard translated at once.
OK 0.9.15 online now:
These scripts command.lua etc. in soundscripts directory
do a weird nesting of "if then else end"s.
I had to fight with them hard !
but now LuaDC decompiles them smothly !
So Riker: give it a try ...
OK. 0.9.6 online now.
Has a new commandlineswitch:
If you say
you get an outputfile xy.lua.LuaDC,
which you can rename or whatever.
The original xy.lua is left untouched.
If you say
LuaDC xy.lua -o
LuaDC -o xy.lua
the inputfile xy.lua is read in,
and the outputfile overwrites it.
So you only keep the translated file with the name xy.lua.
OK. 0.9.5 online now.
decompiles TAILCALL and PUSHUPVALUE opcodes now.
Two opcodes still missing:
I'm looking for files,
where these are used,
to verify my translationroutines.
OK. 0.9.4 online now.
Decompiles complex IF / WHILE clauses correctly
(as in the AI scripts)
Decompiles without rounding numbers.
Outputfile's name is equal to inputfile's name plus .LuaDC
Tested on complete set of .ship, .events,
.levels and SP campaign .lua files
ai and allmost all ui files in hw2.big.
Give it a try now.
btw. don't try to decompile undumped .lua files.
LuaDC wants to feed on compiled (binary) .lua files only
(as you get them when extracting from .big files).
Open for GUI wish-list now !
OK. 0.8.9 online now.
Decompiles big lists correctly now
Tested on complete set of .ship and .events files in hw2.big.
LuaDC the Lua Decompiler.
Feed him with compiled .lua files and get
readable and moddable .out files.
This is still Beta, but I've tested on
.ship, .level and different level.lua (SP campaign) files
If you encounter a problem compiling a .lua file,
send the .lua and the .out file created by LuaDC
via eMail to Age2uN@gmx.net