My compiler to and decompiler from Unreal Engine 3 bytecode. Announcement

I was going to write a post later. But I replied to a message and then made a topic at the nexusmods.com forums anyway. So...

I made UE3 compiler and decompiler with a handy utilities set. Part of the utilities are using UPKTools as a backend (thanks to wghost81 for a such good tool set!).

I'll release it soon. So no more problems with integers or floats, etc. anymore.

Example tokens:

  • float: FloatConst(("0.4059738695"))
  • integer: IntConst(("2325839"))
  • integer HEX: IntConst((09 0f 04 a0))
  • string: StringConst(("色の良いセット Ывдлфо адЦыфо у sljf aeOirJa rfjh "))
  • auto label: @to_label(35)
  • named label: @to_label("Script Ret")

Code between /DESCRIPTION_BEGIN/ and /DESCRIPTION_END/ tags is for a dev-helping purposes and ignored by a compiler.

Example of formatted code:

Example of formatted code

Example of the Description part of decompiled code:

Example of the Description part of decompiled code

Example mod:

Using this compiler I made http://www.nexusmods.com/xcom/mods/663/?. You may use it as an example.
Source code you can see and download here:
Realistic Damage Model

UCB source code files can be highlighted by UCB Source Code highlighter

Topic with discussion on nexusmods' forum