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loader for fallout2.exe
Posted: Thu May 08, 2003 1:26 pm
by backstabber
I included source code i zip file, the default exe give you the pipboy, change the player's look from tribal to v13 suit, and enables the city patch. In the source, you can uncomment lines that allow you to : set the first map name, change the patch000.dat to another filename and a very dirty patch to prevent the prog from playing movies (when i say dirty it's somthing like that:
/code before the movie
call playmovie
/code after the movie
playmovie:
ret
/code of the proc ) I try to explain some sufd in a readme.txt but... i'm not very good to explain stuff... well if you're interrested you can find it at:
http://www.ifrance.com/foloader/foloader.zip (~8ko)
Posted: Thu May 08, 2003 4:38 pm
by Jargo
wery good work.
Posted: Fri May 09, 2003 12:04 am
by Stevie D
Lovely stuff, Backstabber (lol @ that nick
).
I'd like to pick your brains about this, if you could spare some time in the future. I need to finish off the work I'm doing on TryKos' post about the compiler first, though.
Posted: Fri May 09, 2003 2:00 am
by Red
From batch problem to assembly compiling! Well you're sure learnign stuff
The readme has a nice explanation on what to modify to get what you want working.
I'd peronsally like to think backstab too for this tiny stub which allows pretty much anyone to patch pretty much anything given the will and the knowledge.
Posted: Fri May 09, 2003 6:45 pm
by backstabber
Thanks...
I'd like to pick your brains about this, if you could spare some time in the future. I need to finish off the work I'm doing on TryKos' post about the compiler first, though.
I would be pleased to answer your questions (if i can).
Posted: Fri May 09, 2003 10:03 pm
by Red
er, thank backstab, if anyone didn't guess it...
Posted: Sat May 10, 2003 2:41 pm
by TryKos
Way to go, backstabber!
I tested your loader yesterday and all I can say - Very Good. It small and it works. And thanks for the sources.
If you intending to develop this program further, I have one suggestion for you: make it configurable. Two ways: 1. Easy - loader have external .ini file, which contains strings-triggers like this "city_patch=1", "has_pipboy=0", "no_video=0" and so on. This way more useful then recompilation of source.
2. More difficult way: .ini file contains not only this triggers, but also patch data - adresses and data bytes to patch .exe. So, exe of loader dont need recompilation at all! And new patches can be added easily.
Posted: Fri May 16, 2003 12:19 pm
by backstabber
I've found some time to do the 1, it's here
http://www.ifrance.com/foloader/foloader.zip (the old zip is included in it).
I will try to do the 2 but i don't have much time right now (fuck school...)
Posted: Fri May 16, 2003 1:32 pm
by Stevie D
While there's still a bit of confusion over the elevators business, I'd like to wade into this one next week.
I've needed a bit of a breather from the projects going on here over the past few days, but don't worry, hassle fans, I'll be pestering you all good and proper come Sunday evening!
Posted: Fri May 16, 2003 9:39 pm
by ColJack
post the tutorial already.. it's a good tutorial for how the existing elevators work, and will help clarify things for those who are wondering how they work.... it is of use as it is if the modder can make do with the types already in the game..