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Messages - MadmaN

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1186
MadmaN and Steman's Corner / Bully Img File Editor
« on: September 27, 2011, 06:59:21 PM »
Decided to spend the day doing some quick coding and made a img editor specifically for bully which also removes the need to rebuild archives after replacing or editing the contents.

Extract the attached rar into any dir and run it. Direct it to your .img file you wish to open and just use it how you would img-tool. I strongly suggest making a dir where your img file is and extracting it there, then modify the files you want overwriting the old ones in that dir.

Here is how I do my directories for this:

Then just create a new archive of the same name where the original one was. Please make backups of your original .img files before working with them to avoid reinstalling the game again if you make a mistake. If anyone wants I will create a full howto on modifying .img files and creating them from scratch, and post said howto's in this thread.

I fully tested this app and it works flawlessly for me and hopefully it does for you. Anyways, have fun using Bully Img Editor.

here is a screenshot of the editor:



1187
Bully Modding Archives / Re: IMG tool error- Teachers and Asylum Inmates
« on: September 27, 2011, 04:13:10 PM »
Sounds like the skin just simply is not being loaded correctly or read correctly then...I have never tried messing with the skins yet in bully so those I know little about.

1188
Bully Modding Archives / Re: IMG tool error- Teachers and Asylum Inmates
« on: September 27, 2011, 03:12:21 PM »
yea....would it have anything to do with how its named?

1189
Bully Modding Archives / Re: IMG tool error- Teachers and Asylum Inmates
« on: September 27, 2011, 01:09:31 PM »
You could try rebuilding the archive and see if that works. I am going to release soon a modded img editor for bully that originally was for gta but now customized to work with bully and it does a better job then img-tool, I did modify it without the original author's permission but have kept the copyrights on its about box intact since I just changed some of its code after reverse engineering it and adding bully icons to it. I will release its full details in a day or two with a method thats far faster then what img-tool does since this tool doesn't require or need you to rebuild the archives. You can also create new archives from scratch with it too.

1190
MadmaN and Steman's Corner / Re: Locked Doors and Interiors
« on: September 26, 2011, 04:05:58 PM »
@ Red Blaster

Yea you grasped what I was trying to say....lol and thanks for clearing that bit up for me since somtimes I have a hard time explaining what im trying to do clear enough.

As far as accessing interiors without opening doors, to be honest, I have never looked into that part. But i will however check into it as a alternative for the time being possibly. Far as the triangle markers goes I think I know what is being talked about there since they are the ones that show up on the radar. I have seen them before but didnt know what they were for at the time. I will investigate that as well since it might be worth checking out.

1191
MadmaN and Steman's Corner / Re: Vehicle Modification Tutorial
« on: September 26, 2011, 03:37:06 PM »
thanks, and I plan on it. I still have to finish the tut tho since I have to finish adding a few things to it, but otherwise its a complete tut.

I just hope its easy for everyone to follow.

1192
MadmaN and Steman's Corner / Re: Locked Doors and Interiors
« on: September 26, 2011, 03:35:23 PM »
ah I have no beef with it at all. Just working to figure out easier methods which would allow much more to be modded, so pls dont take offense to how I worded that...lol Not intended to be taken in a bad way.

I just happen to have a totally different approach to modding when it comes to any game. I just simply look for the easiest way to do more while making it as friendly to everyone as possible wether the person is a coder or the person is not or even if the person is brand new to computers in general...thats my goal. and in all reality, your methods do work and quite well I might add, so I have absolutely no problems with any of that.

I did figure a few things out tho regarding all the files in the ide.img.

Every file in that is just a compiled or encoded version of the same named .ide files since if you look at the console versions of the game, you will not find any of those .ide files...which means the bully devs goofed up bigtime putting those in the pc version since not a single one of those files seems to be read by the game itself, they all seem to be ignored which makes sense since they are the source files for the .idb files. I been doing some serious file analyzing to see if I can crack the format those .idb files are in since if I can get that figured out...then nearly all of our collective problems will be solved aside from finding a way to decompile the lua scripts since then the fighting styles could be changed without using a hex editor, adding custom objects to the world map anywhere you want would be doable, such as spawning the mower anywhere without having to be in a mission to get it, or even the possability of spawning custom vehicles.

That is my goal currently along with figuring out the interiors. I have already taken a look inside the decompiled bully.exe in assembly and am figuring out its workings since there is quite a lot of things hardcoded but also a lot of hints as to how some the scripts are loaded so all I need on this is just some time and maybe even a little luck, so we will see.

and again, sry if you took offense to my comment about the current way of modding not being the best way, it was never meant to be taken out of context like that and for that I apologise. :)

and far as the ingame vehicle spawner goes, I will help you with that soon as you are ready so no worries. I do wish tho that ntauthority would release the modded lua decompiler since I really would love to take a look at that. But then...I think everyone is really waiting on that one but I somehow doubt that will happen anytime soon if at all.

1193
MadmaN and Steman's Corner / Re: Locked Doors and Interiors
« on: September 26, 2011, 01:03:47 PM »
Yea...but what I am trying to do is avoid the current way of modding the game since changing the door on the boys dorm to spawn you elsewhere will work...but it just isnt the best way to go about this if you think about it the same way I have. Atm what my goal is is to find a override for the default.idb script and change it so the game reads the .ide versions of the scripts instead...or find a handle on some other hardcoding and just create a set of different patches to change those parts without worrying about decompiling the game and recompiling it. The game has some sort of encryption on the bully.exe that prevents the entire game from being decompiled to assembly but I did manage to get almost the entire exe decompiled which I will upload here rared up for others to take a peek at the code from since even those that dont understand assembly can make sense of some parts of it....however the decompiled exe is massive...takes up 505 mb and is a single .asm file which I have not attempted to recompile yet nor will I since there is missing code...unless I can reconstruct most of it. The game is written in visual c++ which I do know that language but there are no decompilers for visual c++ that I know of that can even come close to reconstructing all of the source code. but the assembly source will give me a handle on what areas to patch using hex since assembly gives me a better idea regarding what parts are what in the .exe when loaded into hex since most of the code in the .asm does not show up when you take a peek at the .exe with a hex editor.

The bully.exe does seem to have the door locking hardcoded in which I have put in two samples of the code in my other post above which is what has my interest since I may be able to allow all peds to open or close any door and enter whatever door they want...or even chase the players into any interior including the teachers and prefects or other adults....like for example being chased into the boys dorm by the prefects and encountering them inside the dorm after trying to run from them....since you can encounter them in the girls dorm...why not the boys dorm too?

If I am not making any sense to anyone pls let me know...lol since I am tackling the whole bully modding in a totally different direction when what others have taken.

Now if I had a surefire way to decompile the lua scripting I could do this much easier but we will see. I might try my hand at decompiling the lua into assembly bytecode and see if I can work on things that way.....its always possible that might work.

1194
MadmaN and Steman's Corner / Re: Locked Doors and Interiors
« on: September 26, 2011, 01:31:46 AM »
The game decompiled to pure assembly is extremely complex and my assembly skill is very rusy as well since I havent touched assembly since my windows 98 days making viruses using assembly...(long story there that I really dont want to get into here) so going thru all this will take some time. I am also currently downloading gamebryo which is the game engine bully uses and its related dev tools to get a idea how some of the game file formats are done all up  so hopefully I will have somthing for everyone soon regarding interiors. I will also post the fully decompiled bully.exe assembly source for anyone with assembly knowledge to take a crack at as well since all I am doing is trying to get the ball rolling on figuring out the main stuff for this game.

1195
MadmaN and Steman's Corner / Re: Locked Doors and Interiors
« on: September 26, 2011, 01:19:40 AM »
I am also working on reverse engineering some gta modding tools that I have and have made two compatible with bully fully in order to make some things more easy which I will release in their own respective threads. One such tool is a img editor that works similar to imgtool but also lets u make new .img archives from the files extracted from another .img, since this is what I have been doing to make modding way easier and painless. Another is a ped editing tool that should make editing the pedstats far easier for those that dont feel like loading the file in a text editor and trying to make sense of what to change. Both tools will be released here soon with credit given to their original authors. Doing both of these minus permission since I cannot contact either author since both projects are no longer maintained.

1196
MadmaN and Steman's Corner / Re: Locked Doors and Interiors
« on: September 26, 2011, 01:15:36 AM »
atm I wont bother with making or uploading any vids due to low hdd space atm...since both 1tb drives i have on this pc are pretty much full due to all my ongoing projects atm. I am however working on the interior part still and just decompiled the bully.exe to assembly language and am making more headway with that since I discovered the following in the decompiled bytecode:

.data:00AE9148                 dd offset aAreaisdoorlock ; "AreaIsDoorLocked"
.data:00AE914C                 dd offset sub_5B77A0
.data:00AE9150                 dd offset aAreasetdoorloc ; "AreaSetDoorLocked"
.data:00AE9154                 dd offset sub_5B78C0
.data:00AE9158                 dd offset aAreaisdoorlo_0 ; "AreaIsDoorLockedToPeds"
.data:00AE915C                 dd offset sub_5B79E0
.data:00AE9160                 dd offset aAreasetdoorl_0 ; "AreaSetDoorLockedToPeds"
.data:00AE9164                 dd offset sub_5B7B00
.data:00AE9168                 dd offset aAreaisdooropen ; "AreaIsDoorOpen"
.data:00AE916C                 dd offset sub_5B7C20
.data:00AE9170                 dd offset aAreasetdoorope ; "AreaSetDoorOpen"



this is code that seems to suggest that the door locking part is likely hardcoded into the bully.exe and if that is the case I may be able to patch it to enable opening of any/all doors and then work on a way to change where some doors spawn the player to.

Here is another portion of the same code controlling interaction with the doors:

.rdata:00923BD8 aAreasetdoorope db 'AreaSetDoorOpen',0  ; DATA XREF: .data:00AE9170o
.rdata:00923BE8 aAreaisdooropen db 'AreaIsDoorOpen',0   ; DATA XREF: .data:00AE9168o
.rdata:00923BF7                 db    0
.rdata:00923BF8 aAreasetdoorl_0 db 'AreaSetDoorLockedToPeds',0 ; DATA XREF: .data:00AE9160o
.rdata:00923C10 aAreaisdoorlo_0 db 'AreaIsDoorLockedToPeds',0 ; DATA XREF: .data:00AE9158o
.rdata:00923C27                 db    0
.rdata:00923C28 aAreasetdoorloc db 'AreaSetDoorLocked',0 ; DATA XREF: .data:00AE9150o
.rdata:00923C3A                 db    0
.rdata:00923C3B                 db    0
.rdata:00923C3C aAreaisdoorlock db 'AreaIsDoorLocked',0 ; DATA XREF: .data:00AE9148o
.rdata:00923C4D                 db    0
.rdata:00923C4E                 db    0
.rdata:00923C4F                 db    0

1197
MadmaN and Steman's Corner / Re: Vehicle Modification Tutorial
« on: September 25, 2011, 07:19:26 PM »
Understandable  :)

1198
MadmaN and Steman's Corner / Re: Vehicle Modification Tutorial
« on: September 25, 2011, 06:33:46 PM »
@Red Blaster
traction bias basicly affects how much or little traction the wheels have. I will update the tut with that soon since I kinda wrote all that rather fast since I was bored...lol. But any questions posted here I will do my best to answer.

@Chrissy
Thanks  :biggrin:

my goal is to make tuts that are as detailed as possible but also easy enough to follow so that anyone can do the mods described.

1199
MadmaN and Steman's Corner / Re: Vehicle Modification Tutorial
« on: September 25, 2011, 04:58:11 PM »
If anyone wishes to add their thoughts/experiences here with vehicle modding, please do so since that way this tut can be expanded upon. :)

1200
MadmaN and Steman's Corner / Re: Locked Doors and Interiors
« on: September 25, 2011, 03:54:36 PM »
I think you may have somthing there  :cool:


*EDIT

Checked that out and that flag doesn't seem to work, however that just means that it could possibly work another way. Changing the coords around doesn't really seem to be the solution either since that has a random effect...either crashing the game or causing things to not work quite right....but I am also starting to figure out more about what all the flags mean so I will experiment more with those and make a writeup of what those do according to my findings

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