Here's the full listing of ID's used with the sys:cmnd CAOS command in both Creatures 1 and Creatures 2.
As explained in this article, those were recovered using the "Resource hacker" program.
Feel free to imitate should those ID's not work for you.
Showing posts with label cmnd. Show all posts
Showing posts with label cmnd. Show all posts
Friday, December 27, 2013
Thursday, December 26, 2013
Recovering the lost "sys: cmnd" documentation
One of the aspects of the CAOS specification I got exited about when I first saw it mentioned in the C1 CAOS guide was the "sys: cmnd" command.
Quoting from the manual :
This sounds awesome ! The ability from our external application (or COBs) to execute any existing game command!
This will greatly help us, allowing us to add pause/play buttons to our custom applications, to run existing applets, export and import Norns...
All right, let's head to the mentioned "resource file" and try this command !
Err...yes...the ummm...resource file... Which one ?
Well...none it seems...
Quoting from the manual :
SYS: menu commands
CMND id# - issue an ID_XXX command message to the application. This
allows macros to activate ANY menu command. Note that command
will get executed LATER - fn doesn't wait before returning!
id# is the decimal ID_XXX value - look these up in the resource
file & list them for users
This sounds awesome ! The ability from our external application (or COBs) to execute any existing game command!
This will greatly help us, allowing us to add pause/play buttons to our custom applications, to run existing applets, export and import Norns...
All right, let's head to the mentioned "resource file" and try this command !
Err...yes...the ummm...resource file... Which one ?
Well...none it seems...
Labels:
api,
C1,
cmnd,
Creatures 1,
dde,
documentation,
ID,
interface,
menu,
ole,
ressource file,
reversing,
sdk,
secret,
secrets,
sys: cmnd
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