Fallout 1 - Reference tables for scripts, stats, critters.

Sduibek said:
Rephrase or elaborate please

Sorry if i was a little (or more) vague. In short, i do not have the slightest idea how the SPECIAL character creation works. I know it was based off GURPS but that is about it.

I also know this is like asking to reinvent the wheel but would it be possible to even remotely recode something at least as close to SPECIAL(character creation, damage and health modifiers, perks and everything, etc)

I have no idea whatsoever where to even start (well except the special wikipedia) but i guess what i am after is the formulas and to know what exactly it does. I really wish they would have released the van buren source code before they sold it to bethesda...
 
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For converting between HEX Offset and ASM Offset (address, whatever) -->

FalloutW.exe for Fallout 1:
HEX Offset + 41EC00 = ASM Offset

For example "hfjmps" is at D1688 in the Hex of the exe, and 4F0288 in the ASM of the exe.

Code:
STARTING LOOK OF MALE CHARACTER:  ASM 4F0280, Hex D1680
STARTING LOOK OF FEMALE CHARACTER:  ASM 4F0288, Hex D1688

More to be added to this list soon.
 
Sduibek said:
FalloutW.exe for Fallout 1:
HEX Offset + 41EC00 = ASM Offset

For example "hfjmps" is at D1688 in the Hex of the exe, and 4F0288 in the ASM of the exe.
Be careful; it's a little more complicated than that. To change from file offset to process memory you add the image base address and the virtual offset of the current segment, and subtract off the file offset of the segment. (i.e. there's no single number for everything; it'll be different for each segment.) That'll be valid for the rest of the data segment, but it probably wont be for .text or .bss.
 
Aw damn I forgot about that. Thank you.

I'm looking forward to taking an Assembly programming class once I'm able to (in a couple quarters I think). That should help a LOT with me not being a shitty programmer. Heh.
 
Why is it there aren't any lists of Hex equivalent of common ASM operations? That would be extremely useful and i've never found it.

Like a list of what MOV, JNE, and such would be in hex. I ran a quick search again tonight and found a site saying that JP is D6, but that's the only one i've ever found.

As if working with ASM wasn't hard enough already :(
 
There's the intel x86 reference manuals if you really need them, (I don't have a link off hand, sorry,) but you probably don't. Trying to write assembly in a hex editor is going to do nothing but cause you unnecessary pain. At the least, use nasm, compile to bin format and then copy/paste the file contents. For bigger changes, sfall style runtime patching is far easier. The only opcodes you'll ever need to use directly are 0x90 for nop, 0xe8 <int32> to inject a call and 0xe9 <int32> to inject a jmp.
 
critter_add_trait(self_obj, 1, 6, 55);
critter_add_trait(self_obj, 1, 5, 8);
/*
TRAIT_OBJECT (1)

OBJECT_AI_PACKET (5)
OBJECT_TEAM_NUM (6)

*/
 
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