Holy. Fuck. I have a question now, and everyone who's savvy about the inner workings of the engine are more than welcome to answer: there were leftover functions from Fallout 1 in the engine iteration of Fallout 2 as I read it. I'd assume one of those were the "Ask a Question" features of Fallout 1. What I want to know is, if it's going to be possible to restore those functionality for Fallout 2 engine and not have it crash, through reverse engineering? I'm not asking to have it apply to Fallout 2 in particular, but I'd imagine modders could have another option for if they're going to make another total conversion mods for the game. Imagine being able to "Ask a Question" in Fallout of Nevada, for example...
Yes! From what Alexander wrote he wants to take a similar approach as the Devilution project which is a reverse-engineered engine of Diablo 1. They also recreated the original engine with all its bugs and limitations. When that was done a new spin-off project called DevilutionX was created which added multiplatform support, widescreen, tons of bug fixes, etc. I haven't been this excited since I found out about Falltergeist. Unfortunately, much like the Falltergeist project, this is a one-man show so if Alexander gets bored we are screwed. @alexbatalov would you consider writing a follow-up article about your process of disassembling the binary in IDA, conversion to C, and figuring out where the functions belong? I thought the only reason reverse engineering of Diablo 1 was even humanly possible was because of the leaked debug symbols and as far as I can tell there is nothing like that for Fallout 1/2.
Good luck with this endeavor! Hope it will be able to get to completion! Not newspage worthy btw? @Proletären
Impressive! I'm swamped but can put up a newspost tomorrow. Maybe @Hassknecht or @TorontoReign could do it now?