*** EDIT ***
For all of you interested in doing what I tried to do, decompiling a game and debugging the source code, I wrote a tutorial about how to do that:
http://www.multimolti.de/blog/2008/11/19/how-to-decompilereverse-engineerdisassemble-any-xna-game/
I hope you enjoy it!
*** BACK TO TOPIC ***
Hello!
I wonder whether there is a way to use XNB files instead of the normal PNG/JPG/FBX files in my project. If you don't understand what I mean, here what I want:
I just downloaded an XNA game which seems to be great, but there are some problems with it, at least at my computer. The game sometimes runs at 1000x the speed it should, and that's kinda weird.
So I thought about debugging it myself. I used the .NET Reflector to extract the whole source code from the exe file (if that's illegal, I'm sorry, I won't publish the code or release it under my name or anything), converted the project it gave me to a VS2008 project, and tried to compile. There was one compiling error I solved by using another function as in the original code, and then I could actually compile the project!
But of course it crashed when trying to load the content files. So I just took the whole Content folder from the orignal game and copied it to my bin/Debug folder. When I now start the thing, I am one step further: It can find the content files, but is not really able to read them. For the Font I get this error:
Error loading "Content\Fonts\Menu". Cannot find ContentTypeReader Microsoft.Xna.Framework.Content.ListReader`1[[Microsoft.Xna.Framework.Rectangle, Microsoft.Xna.Framework, Version=2.0.0.0, Culture=neutral, PublicKeyToken=6d5c3888ef60e27d]].
This happens in this line:
this.font = this.content.Load<SpriteFont>("Content/Fonts/Menu");
I read already that there is no way to convert the XNB files back to the original PNG/JPG/FBX files, so I think of leaving them as they are, since I don't want to change them, and just letting the game use them. But it's not working.
Any ideas?
Thanks, would be so kind!
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