First of all, thank you for your attention!
I've found that these files are actually contains the bytecodes, compiled with LuaJIT.
If someone have an interest, here is the project page:
http://luajit.org/
So, this is explanation for the unusual header.
I was able to list code from the files, here is an example:
Code: Select all
-- BYTECODE -- 0x005cbcc0:33-37
0001 GGET 1 0 ; "ipairs"
0002 TNEW 2 3
0003 VARG 3 0 1
0004 TSETM 3 0 ; 1
0005 CALL 1 4 2
0006 JMP 4 => 0013
0007 => GGET 6 1 ; "fileWrite"
0008 TGETS 7 0 2 ; "fileId"
0009 GGET 8 3 ; "tostring"
0010 MOV 9 5
0011 CALL 8 0 2
0012 CALLM 6 1 1
0013 => ITERC 4 3 3
0014 ITERL 4 => 0007
0015 RET0 0 1
shakotay2 wrote:
My suggestion would be to search here for mods which might have the lua files/features you want:
http://www.farming-mod.com/category/far ... ator-2015/
I checked
Scania R730 Forest And Trailer V 1.0 and found some lua (= plain ASCII) files contained.
btw: is there an SDK with a lua compiler to create lucs (with this strange header) from lua?
(From what I read I assume it's possible to use mods with uncompiled lua files.)
Actually, these files where unpacked from the game client and contain developer objects.
Looks like they was compiled for performance measures, not because of security.
In mods we can use simple lua files, written in plain text.
But i'm working on mod, that must change some developer values, and making it without understanding of what actually all these files contains is the real headache

So, somebody have any suggestions about how to convert this bytecode in something "human readable"?