I was hex editing the bos.exe file, and noticed something peculiar. In with the menu structures for the gameplay was structures I hadn't seen while playing the game. They appear to be the menus and error messages for the editors---all five of them. I managed to get the entity editor running from debugging the live .exe. Couldn't do otherwise because I couldn't access the system in fullscreen. Crashed shortly afterwards.
Anybody out there good at reverse engineering?
If so, we need to find what enables the editors. precepa@home.com
They look like the editors in the screenshots on the website(fallout.gamestats.com). Some of the graphics are missing, various error messages come up when you click on entries i.e. "associated resource not available...abnormal program termination". The odd GPF comes up and usually the debugger chokes in under a minute. I've managed to view a couple of graphics etc.
The program is looking for data in C:\dev\blah blah blah
I suspect they didn't do anything to the program itself, just didn't ship a *.bos file that went with it.
From the look of the whole package it's not so much scripting as it's interpreting C source code and data structures.
It's very hard for me to debug as it has no debug symbols, and I still haven't been to think in assembler. Has anyone else tried this out? I would like to hear from anyone who has.
Also has anyone published documents on the structure of the save files( and *.mis)? precepa@home.com
i think that they are on the cd because originally it was planned to come with the game. i mean, look in the manual. it shows a screenshot of the single player menu that has the options custom campaign and custom mission, both of which were not in the releasew version. maybe they just decided to put it on their for us to find, maybe to taunt or tease us a little of whats to come in the editors.