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#1 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Right now, I am modding a game. Thing is, I suspect that certain values (health and a few other things) have been sewed up in the game executable.
If I understand some things I've read here, I need a deassembler to find out the programming language the game was coded in and then a decompiler to take the executable apart into the program code it was compiled from, correct? What good deassemblers/decompilers can you recommend? |
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#2 | ||
![]() ![]() ![]() Join Date: Sep 2004
Location: Dentergem, Belgium
Posts: 1,811
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![]() I used to do this sort of things with a hex editor. Trickiest one's Bloodnet. You can edit your name with a hex editor, but there's a checkup somewhere for any real values, which takes up 'bout a third of the savegame (it's the last third). Darklands was a bit tricky too, but mostly cause they swapped their hex values (if I remember correct. I know I've encountered such things, at least, and had trouble with Darklands) If you'd be looking for value 6F B2, you'd have to look for 2B F6 or something similar. It takes trial and error, and lots and lots of fiddling 'round.
Then again, if you're any good in reverse enginering, that might go faster. |
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#3 | ||
Join Date: Oct 2004
Location: Opole, Poland
Posts: 14,276
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![]() Indeed, however all I managed to do with a hexeditor here was changing the library files so that I have a separate executable for my mod. Right now, though, I need to change max health value for the player character and mess around with the weapons (with an objective in mind to add some new). And this cannot be located so easily with hexeditor in a 2 MB executable with lots and lots of repeating values.
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Thread | Thread Starter | Forum | Replies | Last Post |
Mac C++ Compilers? | Ioncannon | Programming | 3 | 14-03-2005 02:24 AM |
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