At the end of last month I remembered that there was a build of Fable that’d been dropped a while back which included PDBs, which is of course super exciting from a reverse engineering standpoint. You can find it here. I’ve been slowly digging away at it and taking notes.
That said, just as I’d done with Final Fantasy XV before, I’d decided to generate a copy of the source tree so that I could see how it was possibly laid out when originally compiled.
You can find the results here.
Again, there’s no actual source code here. It’s just an interesting glimpse as to how their project was set up when it was compiled.
The bulk of the project exists under the
devdirectory, under both the
bbbprojects/releasebranchsub-directories. You’ll notice there’s a few third-party libraries they were using at the time which existed under the
On another note, there didn’t seem to be an application to quickly generate a tree of files from a list so I ended up quickly writing an application to do so “creatively” called gentree. It’s open-source but I haven’t bothered putting it under a specific license as it seemed a little too trivial to bother doing so, so consider it public domain. Do let me know if you find it useful however!
A while back, a debug build of Final Fantasy XV which included a debug menu was accidently released by Square - you’ve probably seen this.
Anyway, unsurprisingly, the build included strings pretty much outlining the entire source tree of the game and engine.
For me, it’s interesting to look at as it demonstrates the seperation of the technology between ‘ebony’, ‘luminous’ and ‘reblack’, which as I understand it is a result of the lengthy development of the game and the culmination of two technologies coming together (i.e. Versus XIII’s own engine and the then new Luminous engine).
I should emphasize, there is no actual source code here. Just an outline of the tree itself. Additionally be aware it’s not going to be 100% complete.
If you want to check it out, you can take a look here.
Wait, what prototype? This one here.
I came across this a while back and was surprised to see it. I was quite excited in what would be there to see given the age of the prototype and was sad to see very little discussion about it online.
If you’ve never even heard of Shadow Man yourself, I might suggest picking it up digitally somewhere such as on Steam or GOG (or buy yourself a physical copy on eBay) - it’s a good ol’ third-person game based on a comic-book of the same name.
Otherwise if you’re like me and have tried playing the game a number of times in the past but just haven’t had the time, perhaps take an opportunity to watch this pretty decent playthrough of the game.Continue reading
Just a heads up, but Zidane has completed a bounty provided on the bounty board and this time it’s a bounty to get Red Faction II’s level format reversed.
While Zidane was unable to reverse the entirety of the level format, he’s reversed enough of it that the levels can now be converted to OBJ, fully textured and with entity meshes converted too. Great work!
This should be incredibly interesting/useful for anyone looking to convert the models or levels to take a closer look at them.
I very recently extracted most of the textures used for the game Sentient. The game uses a pretty simple package format and most of the other formats therein are also pretty simple.Continue reading