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Thanks for the info, guys. And sorry for being something of a jerk yesterday, geyser. Now, you said that the structures for game state and character state are now known -- are you referring to runtime variables? I don't see where those are documented in the wiki, unless [[OBD:ONCC|this sort of page]] covers that information. Is that whole structure just loaded into memory to be worked with at runtime, and do we know where in memory to look for it, or is that where the process became difficult, due to that whole "dynamically allocated" structure that you mentioned? --[[User:Iritscen|Iritscen]] 16:42, 15 February 2008 (CET) | Thanks for the info, guys. And sorry for being something of a jerk yesterday, geyser. Now, you said that the structures for game state and character state are now known -- are you referring to runtime variables? I don't see where those are documented in the wiki, unless [[OBD:ONCC|this sort of page]] covers that information. Is that whole structure just loaded into memory to be worked with at runtime, and do we know where in memory to look for it, or is that where the process became difficult, due to that whole "dynamically allocated" structure that you mentioned? --[[User:Iritscen|Iritscen]] 16:42, 15 February 2008 (CET) | ||
:"And sorry for being something of a jerk yesterday, geyser." Sigh. I just don't understand why you avoid gathering first-hand knowledge. | |||
:Since you have that much free time, why not ''really'' come to terms with the object you want to provide accurate documentation for? Sigh. | |||
:I must say you still post and edit a wee bit too compulsively (a hyperactive kind of hyperdedication), and with not enough second sight. | |||
:Sure, the wiki needs regular editors, but you pretty much "jumped on it like an oversexed hippo" (C) Bungie. Hope it'll wear off somehow. | |||
:^_^ | |||
:The disassembled engine is only documented in private databases, and we do not plan to publish those in any foreseeable future. | |||
:The "game state" is a huge chunk of data holding various runtime variables and structured objects (other, big chunks of data). | |||
:In particular, the game state structure holds a dynamically allocated array of character objects, each with a character state. | |||
:The character state holds various runtime variables specific to a given character, much more than the static game content. | |||
:Dynamical allocation means that the space required for the structures is not part of the EXE; it's requested at runtime. | |||
:Depending on the history prior to the allocation, the dynamically allocated space may end up at a different location. | |||
:The ONCC has little to do with "character state". In fact, the character state holds a mere link to the current ONCC. | |||
::[[User:Geyser|geyser]] 15:43, 16 February 2008 (CET) |