Staredit Network > Forums > Modding Discussion > Topic: Reverse engineering Starcraft
Reverse engineering Starcraft
Apr 30 2016, 11:44 pm

Apr 30 2016, 11:44 pm KYSXD Post #1

Trying to learn reverse engineering i was wondering if we somebody is working in reverse engineering SC.

If not, what problems could we find if we build a team focused on this task?

I mean, other than legal issues.

Post has been edited 1 time(s), last time on May 1 2016, 12:47 am by KYSXD.

Apr 30 2016, 11:49 pm jjf28 Post #2

Cartography Artisan

Publicly hosting more than a few components that have been reverse engineered from SC could cause legal trouble.

Rs_yes-im4real - Clan Aura -

Reached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.

May 1 2016, 3:49 pm UndeadStar Post #3

Alone, I end up making too much stuff, then I see hell when testing go wrong, and I have no idea which thing caused the bug or crash I see.
With a full team, and if in addition they work faster than me, may make this situation worst.

Also, debugging can be even trickier when the bug come from the original GPTP code, or even from Starcraft itself (recently saw how I could alter a mission beginning just by pausing several times without any mod running)


May 2 2016, 6:37 am iCCup.xboi209 Post #4

There are a variety of things that I would like to see reverse engineered AND open source, so if you ever get a team together and need ideas, contact me.

May 20 2016, 3:36 am Heinermann Post #5

SDE, BWAPI owner, hacker.

BWAPI uses some code reverse engineered from the game. If you wanted to re-write Starcraft, you would have to do it the right way, with design documents before you even begin, unit tests, best practices, modular code, etc.

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