Fallout Decompiler...

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How do I use it? I downloaded it from NMA but there isnt A executable file in the rar. What you I do with the files in there?
 
Yeah, I noticed that too. Weird. Anyway, here's the [link:fallout.ru/projects/MOD/files/ipp_2_06.rar|Script Compiler v2.06] and [link:fallout.ru/projects/MOD/files/Decompiler.rar|Script Decompiler (second version)]. Note that the archive you got from NMA apparently contains a bigger opcodes database (deco.mdb), compared to the one that comes with the original decompiler package.
 
How do I recompile the ipp files? The readme file is in, uh, I dont know what that language is... And when try to use the command line: IPP.exe ocgoris.ipp , I got an error. :(
 
Also, I heard that there's a tool called VIPP, what is it? Where can I download it?
 
I got the translated readme file, dunno why it's not included in the archive. I already emailed it to Gameshark, so you might try asking him (I'll hardly have any free time till Jan 24th, sorry).
 
VIPP was planned to be a front-end (a.k.a. IDE) for the script compiler, but it was basically never finished.
 
Hmm... do you know any other compiler besides this one? I searched arround the board and found something called Heinz's Compiler, do you know where can I get one?
 
There are two script compilers around.

Heinz's compiler (ipp.exe) is most widely used, but it has several "features", that might be fixed soon.

The second (actually, first) is the original Interplay's compiler . This native Fallout compiler is not accessible (as far as I know), but one can grab its modification for Klingon Academy game. Both games have the same scripting engine (the same subset of system opcodes), so if you need to play with completely correct script compiler - this is the best choice.
 
[font size=1" color="#FF0000]LAST EDITED ON Dec-29-02 AT 06:20PM (GMT)[p]Has anyone actually used the KA compiler for FO1/2 scripting successfully?
 
I did some checking. Even though the basis of the compiler might be the same, the command->opcode table is not the same at all (within the exe). It's possible that it's a superset of the Fallout2 table but it looks more like a specific table for KA. Feel free to correct me if I'm wrong...

I managed to compile the KA scripts using VS7's preprocessor (CL's) instead of using the now defunct Watcom if anyone's interested. We'll most probably need that info anyway later on IF Chris can manage to release the compiler along with the mapper...
 
FO and KA have the same opcodes from 8000 to 80A0.
Higher opcodes correspond to games' logic, and of course, differ.

It can be possible to patch KA's compile.exe to work with FO's functions and their parameters.
 
[font size=1" color="#FF0000]LAST EDITED ON Dec-30-02 AT 11:19AM (GMT)[p][font size=1" color="#FF0000]
I think a new script compiler is definetly needed i fallout modding is to progress with new cities and stuff!:7 I hope Chris makes and releases one. Also as Evil Squall said were do you dwld this KA compiler.

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The YK42B Pulse Rifle availiable in a Army Depot near you!
 
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