Fallout 2 mod FO2 Engine Tweaks (Sfall)

I wonder if mods (that also use sfall) would run on different platforms then too. Because without it... what's it worth to port the game. :p
 
The test exe I posted already had an extra script function added, as proof of concept. In any case, given my habit of never finishing anything I start, worrying about using mods should be a rather secondary matter to having something to use mods on in the first place.

Also, for the record I've only moved over graphics and window creation so far (although I seem to have misplaced the movies... Will have to look down the back of the sofa for them later.) sound should be easy, input wont be. (At least, if I want to generalise away from a keyboard/mouse combo,) And even then there's all the places where fallout uses the win32 api.

And, to state the obvious, the existing fallout2 is compiled for x86. That's a pretty big barrier to running on android.
 
Time for test number 2. Please can a few people test this and check that you still have graphics. (I've blocked out movies for now, so click a few times at startup to skip the opening ones and get to the main menu.)
 
It works fine on seven64 / F2 Gog version (I removed the ddraw.dll that came with the gog version).





--
Aguirre
 
Thanks both. I've fixed movies too, so now it's onto switching out the sound. :)

I'm still waiting for someone to point out that it's not actually possible to make that sort of change by hex-editing the exe, or that the exe file size has changed though. :P
 
Moving great chunks of code around adjusting addresses to match. It's all beyond my meager abilities.
Please enlighten us Master of hackery. :crazy:
 
Since it's april fools day, and I can hopefully get away with saying this sort of thing, I'll point out that large swaths of the exe moving around is usually a sign of a recompilation. :twisted:

Edit: blog post
 
Timeslip said:
Since it's april fools day, and I can hopefully get away with saying this sort of thing, I'll point out that large swaths of the exe moving around is usually a sign of a recompilation. :twisted:

But what does it mean?!!? :scratch:
 
Timeslip said:
Since it's april fools day, and I can hopefully get away with saying this sort of thing, I'll point out that large swaths of the exe moving around is usually a sign of a recompilation. :twisted:

Edit: blog post

I wish it was true.
 
I hope I'm not making too much offtopic here but, I've tried running on my Android the QEMU but it always closes and I don't know how to configure fallout there.
I would like to give it a try so if anyone can send a PM to me explaining instead of filling this topic with more offtopic :)
 
the SDL thing causes can't find text error on WINE, OpenSuse.

Couldn't Find/Load text fonts. the game itself runs until i copy over the files.
 
Josan12 said:
But what does it mean?!!? :scratch:

That would mean, as far as I understand it, that timeslip had somehow aquired game source code and is able to build new exe's from it.
 
Holy cow, I might finally be able to play the damn thing properly on WINE, or run 16-Bit graphics on that weak-breasted machine here if this turns out true... not getting too excited of course, but that's one hell of a revelation

If so, how did you get your hands on that, did you decompile the whole thing?
 
Not to burst everyone's bathtub bubbles here, but wouldn't a port be crazy super illegal? Of course I don't care, but the Bethsuits might. And really, what massive tosser wouldn't share the source to such a fine game if they actually had it? :D
 
Magnus said:
Not to burst everyone's bathtub bubbles here, but wouldn't a port be crazy super illegal? Of course I don't care, but the Bethsuits might. And really, what massive tosser wouldn't share the source to such a fine game if they actually had it? :D
it will be illegal to distribute Fallout 2 content but distributing *patch* or new application that uses existing Fallout 2 files would not be illegal
 
A quick update, seeing as I haven't posted for a month.

I've completed the port to sdl, and replaced all direct usage of the windows api with portable replacements. On windows it works fine. (Within my limited testing...) It also compiles cleanly on linux, (x86 only, atm,) with a few issues left over that I need to fix before I can release it. (The main one being a segfault on saving which I haven't tracked down yet. There's also an issue with caps lock not working properly, and the sound lagging half a second behind where it should be, although that might just be the vm's fault.)

I'm aiming to get a windows exe and linux binary out for testing on Saturday. (I was planning this morning, and this started out as a release post, but that segfault popped up in my last minute testing. :cry: )
 
While we are at saving. In this thread, we talked about an option that disallowes saving in combat. Any chance for something like this to get added?
 
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