file Where exactly is all of Marble Blast's functionality described?

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24 Sep 2020 16:13 #1
Hey guys, long time no see.

I was looking around the Marble Blast Gold folder and found many TorqueScript files seeming to be describing game functionality (I know next to nothing about how Torque games work) However, I can't help but notice that some info is missing? Take powerup.cs for example. In it, only the Gravity Modifier and Time Travel are fully described (what they actually do); all the other powerups' effects are not described. Where does it say what a SuperJump does on use? I can't find it anywhere in these files. Is it encoded into the .exe somehow? Am I missing some files? Do people who create sophisticated mods (such as PQ) manage to decompile the .exe somehow, back into a Torque project, or do they do all the work in these .cs files?

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24 Sep 2020 16:58 #2
Yes, I believe the missing stuff is all in the EXE and DLL files. The EXE stuff was written in C++ I believe, whereas all CS files are in TorqueScript. PQ was made largely through CS files but also through engine injections (note the additional DLLs). Derpking did most of the reverse engineering, I think.

A complete decompilation would be too difficult to bother with, and no one has even managed to decompile the weird and mysterious physics engine. Whirligig has made a CS file version (posted on the forums) of MBG's powerups, so that can be used to modify them. He used it in MBPU.
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24 Sep 2020 17:38 #3
Could you link me that forum post?

Also, mh. It's strange. Big chunks of MBG are written in TorqueScript; take game.cs for example. Why would some parts be implemented in C++ and others with TorqueScript? Where's the logic in that?

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24 Sep 2020 21:07 #4

davidskanal wrote: Big chunks of MBG are written in TorqueScript; take game.cs for example. Why would some parts be implemented in C++ and others with TorqueScript? Where's the logic in that?


TorqueScript isn't powerful enough for implementing the marble physics. It's very slow, among other things.

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24 Sep 2020 21:33 #5
Alright, I get that. I actually wonder how much of Marble Blast's physics relies on native Torque physics functionality and how much of it was hand-written specifically for game's needs.

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25 Sep 2020 01:10 #6

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25 Sep 2020 01:16 #7
See also: Marble Blast Powered Up, in which Whirligig made a whole mod reimplementing various parts of the game in script.

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