Offical Frostling Project Thread

Prosper

Where'd That 6th Toe Come From?
Unfortunately Frostling has been scrapped. I made some breakthroughs but my goals kept changing. Stay tuned for another thread once I get myself all figured out.
 
Prosper said:
This will be the thread for talking about my project named Frostling.

I am aiming for a advanced trading application that will allow you to have trading sessions with someone over the net.

It will work like this.
1. Start Fallout
2. Load your game
3. Run Frostling
4. (Frostling peeks at inventory Data)
5. (Frostling Pauses Game)

From here you begin your trade by connecting to your friend.

Problem #1
I cannot decide whether reading from the memory of the game or reading from the games saved file would be a better way to go.

Definitely save game files. On modern operating systems, it's very hard to read memory of other programs. Also, you don't even know where all the values are saved!
 
Karel said:
Definitely save game files. On modern operating systems, it's very hard to read memory of other programs. Also, you don't even know where all the values are saved!

Are you sure?


As games get bigger in size and use up more memory, the searches do get longer. However, the requirement for better computers usually allow your scans of memory to go faster because of the better hardware. Also coding languages advance.

If you mean operating systems such as vista create an issue. Then yes, vistas up tight security does increase difficulty of reading/writing memory of games.

Fallout is a small game. And old though. I can find the address of the value for ammo of "jhp", in less than a minute.

Why read from file?


Or can you clarify If i misinterpreted?
 
I think a better question is, Why read from the program's memory? It's harder to access under any operating system, and has much more data that you're not interested in. For example, the game has to keep track of every item on the current map. In the east side of the Den, there are about twenty instances of 10mm JHP (in slavers' inventory and weapons); you'd have to make sure you don't use one of those, rather than what's in the player's inventory. You could modify the program's memory, but you'd be making a lot of unnecessary work for yourself.
 
Kanhef said:
I think a better question is, Why read from the program's memory? It's harder to access under any operating system, and has much more data that you're not interested in. For example, the game has to keep track of every item on the current map. In the east side of the Den, there are about twenty instances of 10mm JHP (in slavers' inventory and weapons); you'd have to make sure you don't use one of those, rather than what's in the player's inventory. You could modify the program's memory, but you'd be making a lot of unnecessary work for yourself.

Thats a good question. The goal is to record a static address.( One that does not change). A pointer is needed in alot of cases because when you restart the game, the value may be stored at a different address. Therefore attaining the proper pointer can allow you to find the right address every time.

if I were to adopt the memory reading instead of the file reading, all that is required, is to code the program to read at the specified addresses.

Lets say you have 8 items in total in your Inventory. That could be about 16 addresses to monitor.

The first 8 addresses would be read looking for what item type is in them. the next 8 addresses would be read to check how much of that item type is in them.

All the events could carefully be handled. Since the program is suppose to have paused the game.

I highly doubt performance of Frostling would be slowed down at a noticeable level.

Edit: I suppose it would be a bit easier to just read from the file. But then that seems to bland.
 
http://en.wikipedia.org/wiki/Address_space_layout_randomization

Not in Vista by default as I thought, but in reasonable operating systems it already works. Also, consider that you have to start first your program, than from it Fallout to get access to the memory (because if you have two separated processes, you can't easily access the memory if you are not root/administrator). Tinkering with memory may raise alerts of antivirus-antispyware-firewall software.

Emulation of older Windows systems will be hidden deep inside, so that will pose a problem too. Fallout save-game files are relatively well documented, there are many programs that read them - you will save yourself a lot of work.

Searching memory is slow (most new computers have at least 1-2 GB plus several gigabytes of swap).
 
Karel said:
http://en.wikipedia.org/wiki/Address_space_layout_randomization

Not in Vista by default as I thought, but in reasonable operating systems it already works. Also, consider that you have to start first your program, than from it Fallout to get access to the memory (because if you have two separated processes, you can't easily access the memory if you are not root/administrator). Tinkering with memory may raise alerts of antivirus-antispyware-firewall software.

Emulation of older Windows systems will be hidden deep inside, so that will pose a problem too. Fallout save-game files are relatively well documented, there are many programs that read them - you will save yourself a lot of work.

Searching memory is slow (most new computers have at least 1-2 GB plus several gigabytes of swap).

Forgive me, bur where can I attain the file information?
http://modguide.nma-fallout.com/#FileSystem has no talk how to read a save game file.

Fallout 1's saved game file data is what I want to know.
 
Karel said:
teamx.ru

http://www.nma-fallout.com/forum/viewtopic.php?t=39667

I didn't say I know where the documents are, but I know about savegame editors, so somebody must know what to do with the files. I haven't classical trainers (modifying game runtime memory) around.

I need some help. Anyone who can pop on aim, my aim is blueeyessix. I need display art for items in fallout 1. and the proper hex id that would be associated with the picture.
 
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