clean up comment about Ep3 reverse-engineering

This commit is contained in:
Martin Michelsen
2023-10-01 21:40:28 -07:00
parent 4aa156a322
commit 2dca523a4b
4 changed files with 16 additions and 15 deletions
+13 -6
View File
@@ -19,17 +19,24 @@ struct Lobby;
namespace Episode3 {
/**
* This implementation of Episode 3 battles (contained in all files in the
* src/Episode3 directory, except for DataIndexes.hh/cc) is derived from Sega's
* original server implementation, reverse-engineered from the Episode 3 client
* This implementation of Episode 3 battles is derived from Sega's original
* server implementation, reverse-engineered from the Episode 3 client
* executable. The control flow, function breakdown, and structure definitions
* in these files map very closely to how their server implementation was
* written; notable differences (due to necessary environment differences or bug
* fixes) are described in the comments therein.
*
* Some debugging functions have been added which are not part of the original
* implementation. Notably, this applies to functions like debug message senders
* and loggers and all str() functions.
* The following files are direct reverse-engineerings of Sega's original code,
* except where noted in the comments:
* AssistServer.hh/cc
* Card.hh/cc
* CardSpecial.hh/cc
* DeckState.hh/cc
* MapState.hh/cc
* PlayerState.hh/cc
* PlayerStateSubordinates.hh/cc
* RulerServer.hh/cc
* Server.hh/cc
*
* There are likely undiscovered bugs in this code, some originally written by
* Sega, but more written by me as I manually transcribed and updated this code.