Fable: The Lost Chapters Mod Scene
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Re: [WIP] - Fable SDK [message #66801 is a reply to message #66788] Fri, 08 June 2012 06:31 Go to previous messageGo to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

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EternalNoob wrote on Thu, 07 June 2012 14:36

I see, I was just curious if I'm wasting time trying to get this dev console enabled(as is). (It may have crucial parts missing, etc,.)

(The code seems to be there for the dev console, so, I could possibly add my own GUI for it at some point, I think I've found the main entry point for it.)

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Slow going right now, I made a debug version of my injector that injects the window mode patch by Wiccaan(sp?) alongside my SDK, this makes debugging a lot easier. (I can view my console without having to tab out, etc,.)

I also found the "alignment" value for the hero, and figured out how to make the visual changes take effect. (I had to trigger a function to update the visuals after the value was changed.)

I changed a bunch of values so they take "int" instead of UInt32, which allows for easier editing. (UInt32 works off of hex based values, so you can't write -300 for example, it's 0xFFFFFED4, which most ppl wouldn't be able to figure out.)

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Speaking of hero values, could someone post a list of valid ranges if they happen to know them. (I need to keep ppl from entering invalid numbers, renown seems to cap out at around 5 for example, so, larger numbers shouldn't be allowed.)


I'm curious. What happens when you call the various parts of the dev console? Just a crash or something? If your hooked in with a debugger shouldn't you be able to randomly call some of the subroutines?



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