Fable: The Lost Chapters Mod Scene
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Re: [WIP] - Fable SDK [message #66802 is a reply to message #66801] Fri, 08 June 2012 08:51 Go to previous messageGo to previous message
EternalNoob
Messages: 47
Registered: January 2006
Location: The Pit of Hell
You generally can't do that with debuggers(AFAIK), but, I happen to have a specialized debugger made just for hacking which can. (Attempts at calling it have crashed the game, but, it's not a normal function, it uses __thiscall, ie, it's class based, so, that's likely the cause of the issue.)

I don't believe I've tried calling them from my SDK yet, I can do just about anything from there. (Like, how I made the game update when I change the hero's alignment\morality.)

// Makes visual changes take effect. (After morality changes.)
static void UpdateMorality(int value)
{
	static u32 address = 0x0057C2E6; // The function the game normally calls to update the players visuals

	__asm
	{
		push value // New morality value
		mov ecx, G_CTCHeroStats // this* ptr to CTCHeroStats instance
		call address
	}
}


I'll play around with it, see if I can make it execute a script function. (It's pretty complex, it uses classes to represent variables, and commands, so, I need to figure out what I need to pass it in order to make it work.)

----

Check out this structure I just found.

debug475:12ADC910 aPlayer4Uid18446741874686296485Definiti db 0Dh,0Ah
debug475:12ADC910                                         ; DATA XREF: debug475:off_12A93E48o
debug475:12ADC910                 db 'Player 4;',0Dh,0Ah
debug475:12ADC910                 db 'UID 18446741874686296300;',0Dh,0Ah
debug475:12ADC910                 db 'DefinitionType "BUILDING_GUILD_MAZE_QUARTERS_01";',0Dh,0Ah
debug475:12ADC910                 db 'ScriptName NULL;',0Dh,0Ah
debug475:12ADC910                 db 'ScriptData "NULL";',0Dh,0Ah
debug475:12ADC910                 db 'ThingGamePersistent FALSE;',0Dh,0Ah
debug475:12ADC910                 db 'ThingLevelPersistent FALSE;',0Dh,0Ah
debug475:12ADC910                 db 'StartCTCPhysicsStandard;',0Dh,0Ah
debug475:12ADC910                 db 'PositionX 133.977539;',0Dh,0Ah
debug475:12ADC910                 db 'PositionY 70.008789;',0Dh,0Ah
debug475:12ADC910                 db 'PositionZ 20.0;',0Dh,0Ah
debug475:12ADC910                 db 'RHSetForwardX -0.999994;',0Dh,0Ah
debug475:12ADC910                 db 'RHSetForwardY 0.0;',0Dh,0Ah
debug475:12ADC910                 db 'RHSetForwardZ 0.0;',0Dh,0Ah
debug475:12ADC910                 db 'RHSetUpX 0.0;',0Dh,0Ah
debug475:12ADC910                 db 'RHSetUpY 0.0;',0Dh,0Ah
debug475:12ADC910                 db 'RHSetUpZ 0.999994;',0Dh,0Ah
debug475:12ADC910                 db 'EndCTCPhysicsStandard;',0Dh,0Ah
debug475:12ADC910                 db 'StartCTCEditor;',0Dh,0Ah
debug475:12ADC910                 db 'EndCTCEditor;',0Dh,0Ah
debug475:12ADC910                 db 'StartCTCVillageMember;',0Dh,0Ah
debug475:12ADC910                 db 'VillageUID 18446741874686297130;',0Dh,0Ah
debug475:12ADC910                 db 'EndCTCVillageMember;',0Dh,0Ah
debug475:12ADC910                 db 'StartCTCBuyableHouse;',0Dh,0Ah
debug475:12ADC910                 db 'WifeLivingHere 0;',0Dh,0Ah
debug475:12ADC910                 db 'OwnedByPlayer FALSE;',0Dh,0Ah
debug475:12ADC910                 db 'IsScripted FALSE;',0Dh,0Ah
debug475:12ADC910                 db 'Rented FALSE;',0Dh,0Ah
debug475:12ADC910                 db 'DayNextRentIsDue 2147483647;',0Dh,0Ah
debug475:12ADC910                 db 'CurrentDressLevel 0;',0Dh,0Ah
debug475:12ADC910                 db 'VirtualMoneyBags 0;',0Dh,0Ah
debug475:12ADC910                 db 'IsResidential TRUE;',0Dh,0Ah
debug475:12ADC910                 db 'EndCTCBuyableHouse;',0Dh,0Ah
debug475:12ADC910                 db 'Health 15000.0'


Edit: The function seems to loop through all the properties in the current area(once, when the level loads). (I can see a few modding possibilities here.)


Whether you think you can, or can't, you're right.

[Updated on: Sat, 09 June 2012 10:38]

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