About:DeAMX (Decompiler)
#9

Once a script is complied in .amx format, then some of it is generated into a unreadable format (pcode / AMX opcodes/instructions) so the samp-server.exe executable can run it.

Also, this might be very interesting. I recently opened an .amx file and noticed that some code is surrounded by the Ђ character. If you remove all instances of that character, you'll notice some readable .pwn code!

EDIT: About the first post, using the #include directive would pull anything from the specified include file and automatically add it into the .amx, so if you have this gamemode:

pawn Code:
// My Gamemode
#include <a_samp>
#include <stuff>
And stuff.inc contained something along the lines of:
pawn Code:
#include <a_samp>

stock my_function()
{
    print("Your function is cool.");
}
Your script would compile as:

pawn Code:
// My Gamemode
#include <a_samp>
#include <a_samp>

stock my_function()
{
    print("Your function is cool.");
}
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Messages In This Thread
About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 04:19
Re: About:DeAMX (Decompiler) - by Romel - 28.10.2012, 04:27
Re: About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 04:30
Re: About:DeAMX (Decompiler) - by XtremeR - 28.10.2012, 04:54
Re: About:DeAMX (Decompiler) - by [HK]Ryder[AN] - 28.10.2012, 05:14
Re: About:DeAMX (Decompiler) - by Mark™ - 28.10.2012, 05:20
Re: About:DeAMX (Decompiler) - by Jarnu - 28.10.2012, 05:21
Re: About:DeAMX (Decompiler) - by Lordz™ - 28.10.2012, 05:29
Re: About:DeAMX (Decompiler) - by Emmet_ - 28.10.2012, 05:52
Re: About:DeAMX (Decompiler) - by rjjj - 28.10.2012, 05:53
Re: About:DeAMX (Decompiler) - by AndreT - 28.10.2012, 10:02
Re: About:DeAMX (Decompiler) - by Mauzen - 28.10.2012, 11:45
Re: About:DeAMX (Decompiler) - by Y_Less - 28.10.2012, 12:39
Re: About:DeAMX (Decompiler) - by [GF]Sasino97 - 06.01.2013, 10:25

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