Should the Mapper be reverse engineered?

Prosper

Where'd That 6th Toe Come From?
At this moment I can imagine a memory address that stores the value of which tile you have selected.

I know there is ways to read/write to memory.

I know that a program can be made to read/write to memory.

So why not make a program that changes the value stored at the address that stores the value of which tile you have selected?

It could easily be done.

So imagine a program that has a form where you input a number into a textbox and then when you click a button on that form, the value you inputted into the textbox is written to the memory of the Mapper.

There is a reason that there isn't a program that does this.
The reason is, we would have to switch between the mapper window and the other program window.

But i hope you guys understand, that it really wouldn't be that difficult to make a mapper clone.

Now about the reverse engineering the mapper. Do you think it could be done? I been learning a little bit about reverse engineering. However I am moving at a slow pace in my learning.
 
The only thing that is needed, is Sfall for the mapper.

I don't see a big point in reverse engineering the mapper.
 
Lexx said:
The only thing that is needed, is Sfall for the mapper.

I don't see a big point in reverse engineering the mapper.

I am not with the times.
the sFall patch makes a better resolution for the mapper right?
 
I meant with my post, that it would be good to have sfall for the mapper too, because of the new script functions and so on. You only can test this stuff ingame and not in the mapper.
 
How about someone finishing the Dims mapper? Its source code is available in the files section.
 
Compared with the official mapper, Dims' mapper is certainly not a masterpiece. I don't see any future for that stuff. :?
 
Jesterka said:
Compared with the official mapper, Dims' mapper is certainly not a masterpiece. I don't see any future for that stuff. :?

I guess that´s why sorrow proposed to grab the source and pimp it ;-)
 
chewie said:
Jesterka said:
Compared with the official mapper, Dims' mapper is certainly not a masterpiece. I don't see any future for that stuff. :?

I guess that´s why sorrow proposed to grab the source and pimp it ;-)
'kay, but who on earth would use it at the expense of the original one, which is quite sufficient?
 
It works with Fallout 1 and can be developed, while the official mapper can't.

Enhancing moddability of Fallout 1 could attract more modders to add additional content to that great game.
 
One issue with Dims mapper is that its written for the Borland C++ compiler in mind and uses the Borland RAD widgets. Therefore it won't build with any free (as in free beer and / or free speech) compiler.

Not sure if Borland offers a free of charge compiler nowadays but if not it might be useful to take the Fallout-related code of it and throw out the Borland-specific widget code. It could be replaced by wxwidgets or any other GUI-solution that would work fine with gcc and msvc.
 
Sorrow said:
It works with Fallout 1 and can be developed, while the official mapper can't.
As I already said, there's IMO almost no need to pimp the original mapper.

Sorrow said:
Enhancing moddability of Fallout 1 could attract more modders to add additional content to that great game.
OK, that's finally a relevant argument - although I'm not a big fan of such gigantic overstuffing of the originals.
 
Another thing that could be done would be a tool that would convert Fo2 mapper edited maps to correct Fo1 ones - it would have to change the file header and repair the ladders.
 
Sorrow said:
Another thing that could be done would be a tool that would convert Fo2 mapper edited maps to correct Fo1 ones - it would have to change the file header and repair the ladders.


  • Ladder issues?

    Would the fo2mapper edited maps be fallout 2 maps that you would like to convert to fallout 1 or fallout 1 maps that are edited by the mapper to be reconverted to fallout 1?

    Do you have details on the file header?
 
They are Fallout 1 maps that are edited by Fallout 2 mapper. AFAIK the only change in header is that 13 at offset 3 changes to 14 when saving in mapper.
The difference with ladders is that ladders in Fallout 1 use a script for transport and ladders in Fallout 2 use data (area, hex, etc.) specified in ladder on map.

Here's my topic about using F2 Mapper to edit F1 maps.
 
This could be really usefull, yes. But on the other side, I don't think that it is a that good idea to make bigger Fallout 1 mods. I - for myself - are just waiting for Jordan until he finishes his Fallout 1 to Fallout 2 Port. Then it really isn't any problem anymore to create a mod for the Fallout 1 setting.
 
I think that playing Fallout 1 on Fallout 2 engine isn't the same.
Too bad all efforts for a Fallout engine emulator end up as new games...
 
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