KadeArchive / Kade-Engine

Kade Engine is a Competitive Rhythm Game engine rewrite for FNF with Quality of Life features included.
https://kadedev.github.io/Kade-Engine/
Apache License 2.0
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Is there a way to create the source of a mod with only the export? #1878

Open Nikopol93 opened 3 years ago

Nikopol93 commented 3 years ago

?

Maniues commented 3 years ago

You will not get source code. It's compiled; you will not probably get Haxe code from machine code (you must decompile to assembly language, next c/c++ next manual to haxe translation). You can use the most of assets to rewrite the mod.

napstaa967 commented 3 years ago

?

reverse engineering

its EXTREMELY hard and you should not even try it, its basically translating the decompiled assemly instructions from the program then translating to cpp and then back to haxe

its not worth it

Maniues commented 3 years ago

@Nikopol93

its not worth it

Yes Reverse engineering is too hard to standard or professional C++ programmer, even to C. You must learn reverse engineering as separate technology (like you learn programming language). Yes - it's interesting for people that are hobbyist. I would like to learn reverse engineering in the future, but not now. This is too hard. If you are programmer that want to make more than FNF mods, but make professional software (I don't say that FNF is not), cryptography, compilers and low-level operations, then reverse engineering is VERY interesting and usefull. But, in making FNF mods, it's useless. You can use assets and isolate some arts, from the executable. I think that you lost source code for your mod, so you want to "reverse" it. But if you want to get source code of not your mods - eh, type name. FNF community think that they lost many mods, because of hating or others, but they are wrong. After remove Mid-fight masses, I downloaded it. The same for sky. So, if you want to remake mod, you may look around and probably find mod on github (or remake of it). Some people make remake of mods, because (I think) the most work that you must do (in the most of cases), to make mod, is to make arts. New week code? You can copy it from previous weeks. Cutscenes? See another mod's code.

But, you used "export" name, instead of "exe" or "executable". This made that I think, you lost code. You may try recuva or another software. Maybe you reinstalled system. If so, rewrite mod.

EliteMasterEric commented 2 years ago

You cannot get the source code for an existing mod just from the executable.

You can get the graphics and music from the assets folder, but this isn't Java, it isn't easy to decompile.

One thing to note is that GameBanana requires the source code of a mod to be made available, so you should find the link on the GameBanana page. If not, you might be able to find the project on GitHub anyways.