Fable Multiplayer [message #27791] |
Wed, 19 September 2007 05:46 |
allong
Messages: 9 Registered: September 2007 Location: Geelong, Australia
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Now, as this is my first post please don't think I'm just an illiterate noob that would say "zomgz somone mack febel online!".
Now, I am aware that there was a thread (/Topic, whatever you call it) about if a multiplayer Fable was possible and some of you said no, well I am here with evidence of a multiplayer possibility.
GTA: San Andreas was mentioned in that topic and that's part of my evidence, GTA:SA was made single player and stayed like that until my good friends "kyeman" and "littlewhitey" discovered a way of de-compiling the GTA:SA files and inserting Winsoc dll's into the coding. Now, a quick explanation on the Soc.dll... It is a dll originally called "Simple Online Communication" that allows for online communication. Now, with that dll in hand and some basic coding inside the game files, it will provide the possibility to play Fable over a network whether it be WAN or LAN.
Please discuss...
There are 10 types of people in this world, those who know binary and those who don't.
[Updated on: Wed, 19 September 2007 06:21] Report message to a moderator
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Re: Fable Multiplayer [message #27834 is a reply to message #27791] |
Wed, 19 September 2007 14:30 |
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HodgePodge
Messages: 440 Registered: April 2007 Location: Making Bagel Bites
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allong wrote on Wed, 19 September 2007 07:46 | Now, as this is my first post please don't think I'm just an illiterate noob that would say "zomgz somone mack febel online!".
Now, I am aware that there was a thread (/Topic, whatever you call it) about if a multiplayer Fable was possible and some of you said no, well I am here with evidence of a multiplayer possibility.
GTA: San Andreas was mentioned in that topic and that's part of my evidence, GTA:SA was made single player and stayed like that until my good friends "kyeman" and "littlewhitey" discovered a way of de-compiling the GTA:SA files and inserting Winsoc dll's into the coding. Now, a quick explanation on the Soc.dll... It is a dll originally called "Simple Online Communication" that allows for online communication. Now, with that dll in hand and some basic coding inside the game files, it will provide the possibility to play Fable over a network whether it be WAN or LAN.
Please discuss...
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I'm sorry, but it won't work. What we do now is not nearly advanced enough to do what you're talking about, and we'd have to crack the exe to do it. And even after the exe is cracked, apps have to be developed to deal with altering it. So, in short, no.
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Re: Fable Multiplayer [message #27963 is a reply to message #27791] |
Wed, 19 September 2007 20:35 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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ShadowX630 wrote on Wed, 19 September 2007 16:50 | Please.... for the love of God.... someone lock this!
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Or I can simply remove all the stupid bickering from this thread.
allong |
Now, as this is my first post please don't think I'm just an illiterate noob that would say "zomgz somone mack febel online!".
Now, I am aware that there was a thread (/Topic, whatever you call it) about if a multiplayer Fable was possible and some of you said no, well I am here with evidence of a multiplayer possibility.
GTA: San Andreas was mentioned in that topic and that's part of my evidence, GTA:SA was made single player and stayed like that until my good friends "kyeman" and "littlewhitey" discovered a way of de-compiling the GTA:SA files and inserting Winsoc dll's into the coding. Now, a quick explanation on the Soc.dll... It is a dll originally called "Simple Online Communication" that allows for online communication. Now, with that dll in hand and some basic coding inside the game files, it will provide the possibility to play Fable over a network whether it be WAN or LAN.
Please discuss...
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BlueTooth wrote on Tue, 31 July 2007 23:00 | You can wish as much as you want. The reality is that there is no one in this community talented enough to do anything useful with the exe. Those that are talented don't have enough interest. And those with interest soon find out the reality that the exe is a mess of code.
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With that said. If you happen to have assembly knowledge or know someone that does feel free to jump onto
irc.dynastynet.net/#fable
key:damnbots
And we can discuss some things.
sub_C05FD0 - zlib crc32 function
sub_CBFB7D - main scripts.bin script parser/engine (over 80kb of code in a SINGLE function...)
sub_CD52D0 - compiled script registering process( best place to add our own stuff into)
sub_5D1FC - hero stats function PC (maybe)
sub_5CE0E6 - hero stats display UI (maybe)
sub_409730 - Enum profile and game save files
sub_99AD80 - open file handler
sub_99A6A0 - open file
sub_4A21F0 - fablesav parser/loader
sub_40D350 - main profile loader, calls below
sub_40BCA0 - profile parser
sub_9F1D20 - boot.ini loader
We've also gone through a bunch of the quest code already and identified the base routines they use.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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Re: Fable Multiplayer [message #28657 is a reply to message #28655] |
Mon, 24 September 2007 02:54 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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allong wrote on Mon, 24 September 2007 03:25 | I've thought of another way to do it, very similar to the way SA:MP does it. Have a program initiate a connection to a server that is selected, download the server details to a cache (Spawn position, account data) use memory addresses to set X,Y,Z and Map data.
And if possible inject code of creating NPC's that represent a dummy of another player and then receive packets from the server that will make certain NPC id's move in synchronization with the player it represents.
And I also have a question, is it possible to actually inject Fable code into the game and make the code run real-time?
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When I talked to the SA:MP guys this is what they relayed to me a while ago.
Kye Bitossi |
You want to know how to instance characters/actors,
how the game moves them, how the game applies animations etc.
The most basic syncing can be done by finding the position vectors
and syncing them across the network. You'll need ways
to disable in single player logic such as the generation of some
entities etc.
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As for running fable code in real-time. I don't know. But Silver might.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
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Re: Fable Multiplayer [message #30811 is a reply to message #27791] |
Thu, 04 October 2007 20:50 |
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Keshire
Messages: 1266 Registered: July 2005
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Administrator
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If I have to cleanse this thread of stupidity again people will be banned. This would be the second warning.
If you don't have Coding or Assembly knowledge then keep your opinions to yourself.
http://fabletlcmod.com/forum/index.php?t=msg&goto=44
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1. If a topic makes no sense to you, do not ask broad questions about it. We have a lot of developer posts that will make no sense to someone who doesn't know how to program or has not taken the time to explore the game files.
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The topic at hand is "How to do it", not if it can be done.
Fable treats the player as a special NPC. The exe will assign the player a special script type, and a special movement type. It's very likely that both can be hooked into and controlled. It's just a matter of finding the sub-routines and writing the network code.
The work required to hook the quest scripts is not for a few individuals. You'd need a fairly knowledgeable team of people.
This all relies on how good your knowledge of assembly is.
Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
[Updated on: Thu, 04 October 2007 20:54] Report message to a moderator
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Re: Fable Multiplayer [message #31700 is a reply to message #31586] |
Sat, 13 October 2007 06:32 |
sepheroth479
Messages: 128 Registered: September 2007 Location: Hampton
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BlueTooth wrote on Thu, 11 October 2007 22:47 | An addendum to this. Since I had some thoughts on the matter.
A couple things that will need to be done is synchronizing.
Player Spawning
Player Position
Player Animation
And Possibly Player Input (for opening chests and such).
The function for the first&Second can probably be found by searching for the coordinates of the holysite that the player spawns at. Since it's essentially the marker.
The Third can probably be found by watching the file id's that get accessed from the graphics.big
The Fourth I'm sure should be easy to deal with as well.
From there what you want is a server/client hook that will spawn a player on each client and sync the position/action of the others.
So crack open your IDA Pro and get started.
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Oh my god did he just double post?
I looked up to him as a heroe..
WHYYY?????!?!?!!!?
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