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Found 4 results

  1. Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
  2. I put my original mod on hold since someone else is making it. And, wow, does it look good! So, on to the most neglected project: a new DeNCS. It's currently able to interpret op codes and arguments, so the next step is the higher-level control flow. Here's where you can help: Byte Code - I obtained a list of op codes from here. I need to make sure it's complete and correct. NWScript - I am compiling a list of operators, punctuators, and keywords from here, and here. I need to make sure it's complete and correct. Mapping - This is the big one, making sure script converts to byte code, and vice versa. 100% identical conversion, every time. No pressure. DOT Diagram - I need a program that can make diagrams from DOT DOT Generator - I can generate the DOT from my code, but it would be helpful if something could do this for me, as well. Name - Right now, it's called DeNCS 2020. Narrowly edging out NewNCS. Please, give it a good name. A couple of things I want to address. DeNCS sometimes reports a partial-byte mismatch. At first, I ignored this just like every other modder. However, while testing this tool I compared the output of an NCS file straight from the game to the output DeNCS generated... Well, it looks like DeNCS attempts to convert the NCS to source code, then attempts to convert the source code back to an NCS file. Then, it compares the original NCS to the new one. And, if they don't match? Partial-byte mismatch. I don't know why DeNCS doesn't always perform a perfect conversion, but it's something to investigate. Particularly, since there are reports that even NCS files generated by Bioware and Obsidian had bugs in them. Troubleshooting the NCS files will make this longer since I have no way of knowing what the original files should have looked like. (But, I can guess just like DeNCS seems to do.) This is command-line only. There was never any intention to make this a stand-alone tool. However, development will take longer than I expected, which means a GUI is the least of my priorities. At some point, I want to merge this into a toolset, maybe even the one up above. So, no GUI. (That also means the stand-alone tool won't be around for very long.) Got any feedback? Thanks! Edit: I just downloaded Graphviz, so I am covered with DOT diagrams. I think the included library will allow me to generate DOT, too.
  3. Is there a list of the files modified by TSLRCM? There are errors in the NCS files, and I'd like to know if these are errors in the vanilla code or TSLRCM. I already have TSLRCM installed and would like to avoid uninstalling and reinstalling to see what is vanilla and what is modified. For those who don't know, I'm working on an NCS decompiler. If these are errors in the vanilla code then I *may* ignore them and assume they work the way BioWare intended. (Even though it's wrong. I'll spare everyone the details since they only make sense to a programmer.) But if it's TSLRCM we may need an update, and I don't want to be the one to have to do it. 🤣 One file in particular is k_contain_unlock.ncs. I've found two separate errors: one misinterprets the type of the input data, the second is a logic error. Neither of these are game-breaking in this file, but they may produce unintended results if they are present in other files. On the positive side, I may be able to finish this by the end of September! 🎆🎉
  4. I've been having a hell of a time attempting to get scripts decompiled. I've tried DeNCS (keeps failing), KotOR Scipting Tool (errors out and crashes), and xoreos-tools (I can't read bytes). If anyone would be so kind, I'm attempting to get the holo scripts from the Rancor Trio room on Taris. (I believe the mod is tar_m03ad.) There are some scripts in there named holoon, holooff, holoboom, etc. I've tried to find the source, but couldn't find anything that matched up. So if anyone would be so kind as to attempt a decompile on their end, I'd be much obliged. TYIA.