Note: LucasForums Archive Project
The content here was reconstructed by scraping the Wayback Machine in an effort to restore some of what was lost when LF went down. The LucasForums Archive Project claims no ownership over the content or assets that were archived on archive.org.

This project is meant for research purposes only.

CMI Variable names

Page: 1 of 1
 James Isaac
05-27-2003, 6:05 AM
#1
I was just wandering if it was possible to see what the variable names in the code of CMI are (you can see the ones in EMI using EMI Resource Viewer).

If it is could someone please upload the tool that allows you to see them. It would be much better than having to look at:

pushVar 00 00 00 74!
 john_doe
05-27-2003, 6:22 AM
#2
No, it's impossible.
In the CMI scripts there are no symbol names stored, just plain numbers.
In EMI and Grim Fandango you can see all function and variable names because they use the open-source Lua scripting language (www.lua.org) which stores all symbol names in the script files.
 James Isaac
05-27-2003, 8:28 AM
#3
OK :(
 Ender
05-28-2003, 10:33 PM
#4
Of course it's not a total loss - you can see what the major ones are by looking at scumm/vars.cpp in the ScummVM source (search for Scumm_v8::setupScummVars). Of course if you were using ScummVM's descumm utilities, it should automatically label these variables anyway.

Stuff thats strictly game puzzle related, you'd have to guess, or try and bug Serge for his personal varnames.ini :)
 bgbennyboy
05-29-2003, 7:01 AM
#5
VarNames.ini that rings a bell.

Heh the one I have looks like this:

[Vars]
30 = override_hit
31 = current_room
130 = sputm_debug

Something tells me thats not quite the full one....
 Ender
05-29-2003, 7:37 AM
#6
Originally posted by bgbennyboy
VarNames.ini that rings a bell.

Something tells me thats not quite the full one....

Yeah, VarNames.ini is the mapping file for CMIDec (of course)... but the only ones I've seen are very incomplete.

I know Serge must have a slightly larger version, because I've seen decompiled scripts from him with named variables. Unless he didn't use his own programs feature, and added them in by hand for posting :)
 Serge
05-30-2003, 1:44 PM
#7
I did. I think I had a list of about 20-30 varnames and guesses at varnames. Didn't add the rest, since they were non-engine variables and I wasn't sure if they were used for different purposes in different scripts. Never got down to checking, so...

- Serge
 bgbennyboy
06-14-2003, 8:59 PM
#8
I've just dug up a longer varnames.ini on my hd

1 = room_width?
2 = room_height?
3 = cursor_x?
4 = cursor_y?
5 = cursor_screen_x?
6 = cursor_screen_y?
7 = cursor_state?
8 = userface_state?
9 = camera_x
10 = camera_y
11 = camera_dest_x
12 = camera_dest_y
15 = message_stuff?
24 = timedate_year?
25 = timedate_month?
26 = timedate_day?
27 = timedate_hour?
28 = timedate_minute?
29 = timedate_second?
30 = override_hit
31 = current_room
39 = voice_text_mode
42 = current_disk_number
51 = script_before_roomentry
52 = script_after_roomentry
53 = script_before_roomexit
54 = script_after_roomexit
56 = sentence_script
57 = pickup_script
58 = cutscene_script
59 = endcutscene_script
64 = pause_key?
65 = saveload_key?
126 = default_actor
129 = text_delay?
130 = sputm_debug
221 = text_speed
625 = ambient_sounds
 James Isaac
06-15-2003, 2:37 AM
#9
Great! Thanks!
Page: 1 of 1