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Known C Source Files for G.O.D.S 1998 (LegoRR)


McJobless
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Lego Rock Raiders was developed by Data Design Interactive using the G.O.D.S 1998 engine. This is a list of known .c files that were contained in that engine:

  • C:\Dev\SourceSafe\gods98_dx6\gods98\src\Main.c
  • C:\Dev\SourceSafe\gods98_dx6\gods98\src\Viewports.c
  • C:\Dev\SourceSafe\gods98_dx6\gods98\src\Images.c
  • C:\Dev\SourceSafe\gods98_dx6\gods98\src\Input.c
  • C:\Dev\SourceSafe\gods98_dx6\gods98\src\Files.c

(This list was extracted from LegoRR.exe)

Obviously (for any C/C++ Programmer), Header files are not listed and cannot be extracted from the LegoRR.exe because of the way a compiler works (Learn C programming to find out more).

Now, if anyone could find those files,

we could finally do what we had wanted to do all this time...re-code the Source Code for LegoRR.

Also, C++ files use the extension .cpp, although I could be wrong with that (Please tell me if I am). Thus, if what I just said is correct, Lego Rock Raiders (And the G.O.D.S Engine of 1998) was coded in...C...the least prefered Programming Language of Game Developers EVERYWHERE.

Anyway, make of this what you will. Goodnight RRU.

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In the words of a special-to-my-heart Halo character:

You know your motto! We deliver!


        "DDiScene"

        "FALSE"

        "NO

	"TRUE"

	"YES"

        "No DirectX 3D accelerator could be found."

        "NoHALMessage"

        "%s %s"

        "SOFTWARE\LEGO Media\Games\Rock Raiders"

        "StandardParameters"

        ".EXE"

	"%s Mutex"

        "Lego Rock Raiders"

        "Unable to register window class"

        "Unable to Create Main Window"

        "Fatal Error"

        "%s.wav"

        "%ix%i (%i bit)"

        "Data\%s"

	"DataMissing"

        "delme.dat" 

	"cd.key"

        "*.*"

	"SetupError"

        "CDMissing"

        "Error"

	"\Data"

        "%s%i.wad"

	"Data"

        "%c:\%s\%s"

        "A:\"


	"WAD Fail %s"

        "WAD Load %s"

        "STD Fail %s"

        "STD Load %s"


        "%s(%i) : Error in call to %s"

        "File_Open"

	"Uknown seek mode (%i)"  		//Hmmm, should that be 'Unknown'?

	"%s(%i) : Unknown file system in call to %s"

        "File_Seek"

        "Cannot write to a file stored in a Wad!"

        "File_Write"

        "File_Close"

        "File_Tell

	"File_GetC"

        "File_GetS"

        ""fprintf" is unsupprted for wad files"

        "File_PrintF"

        "Not Enough Memory > %s"

        "Flic File Invalid %s"

        "Flic File Invalid"

        "Flic File Not Found %s"

        "Flic Not Enough Memory"

I'll add more as I go along scaning for code.

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The2Banned2One

C...the least prefered Programming Language of Game Developers EVERYWHERE.

I lol'ed. C is the best programming language. It is used by many people. Most games are written in C. You are a noob for saying this.

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C++. Not C.


#include <iostream>

int c = 0, cpp = 1;

int main() {

if (cpp != c) {

std::cout << "cpp != c\n";

}

else {

std::cout << "Someone divided by zero.\n";

}

}

They may be popular, but they're still horrible.

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Python! What else? :P

[/off-topic].

Again, I doubt that they can be recoded because it's pretty complex stuff, in pretty nondescript filenames (if they meant more, we could recode them better because we'd be able to tell more exactly what is needed in the file).

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The2Banned2One

Python is very limited in what you can do with it and is not as popular as C/C++. There is little documentation for it compared to C/C++.

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Python is very limited in what you can do with it and is not as popular as C/C++. There is little documentation for it compared to C/C++.

I never said it was popular, and it doesn't need to be popular to be good. There is no need for much documentation, because there is BETTER documentation, all in one consistent reference. You have documentation for the ENTIRE standard python library, from the csv module to the os module and the config parser module. With python, the standard library is enough for almost anything you need in high-level programming, which is what python is for. Add pygame for 2D games, one of the various OpenGL things for 3D games.

Now the best thing: The standard library, pygame and most openGL modules are cross-platform. The same code will run on any popular OS with no modifications. Which can definitely not be said about C/C++.

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And there is one clear syntax described in the manual, in C++ you have several slightly different systems.

And if you have time-critical tasks, you can use python and compile it to C, or even extend Python with C/C++ modules.

And you have not to trick around with pointers.

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