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        <title>Fable2 Mod News</title>
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        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
<blockquote class="quote"><div class="quote_inner"><div class="qname">Quote by JohnDoe on 2010-08-10, 14:17:</div><blockquote class="quote"><div class="quote_inner"><div class="qname">Quote by Keshire:</div>And the Fable 2 landscape format is noticeably more complex than FableTLC.</div></blockquote>Which is really saying something given the complexity of the TLC landscape files.<br />
</div></blockquote><br />
Meh. It's not that FableTLC is complex. It's just stupidly packed and cobbled together.<br />
<br />
You have mesh, texture, nav, and fauna.<br />
<br />
Fable 2 has that plus kynapse, havok, environment maps, light map, indivdual banks for the level's models and textures, and it's own GDB to replace the TNG's.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Thu, 12 Aug 2010 12:44:33 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#271</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
<blockquote class="quote"><div class="quote_inner"><div class="qname">Quote by Keshire:</div>And the Fable 2 landscape format is noticeably more complex than FableTLC.</div></blockquote>Which is really saying something given the complexity of the TLC landscape files.
]]></description>
            <author> no_email@example.com (JohnDoe)</author>
            <pubDate>Tue, 10 Aug 2010 21:17:47 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#270</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
<blockquote class="quote"><div class="quote_inner"><div class="qname">Quote by CaptJosh:</div>Well, graphics and maps would have to be converted, too, or perhaps redone for better graphics. Fable wasn't exactly on the cutting edge of graphics even the day of its release. But I can play F:TLC now, even if I DO have to switch keyboard layouts first.<br />
</div></blockquote><br />
Yep. And it isn't going to happen unless someone comes in and writes a landscape editor for both games.<br />
<br />
And the Fable 2 landscape format is noticeably more complex than FableTLC.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Tue, 10 Aug 2010 15:25:00 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#269</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
Well, graphics and maps would have to be converted, too, or perhaps redone for better graphics. Fable wasn't exactly on the cutting edge of graphics even the day of its release. But I can play F:TLC now, even if I DO have to switch keyboard layouts first.
]]></description>
            <author> no_email@example.com (CaptJosh)</author>
            <pubDate>Tue, 10 Aug 2010 03:01:43 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#268</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
Even if it did come out for PC a conversion wouldn't be likely. Fable:TLC has no lua support for quests. And I haven't spec'd the textures, meshes, or animations for Fable 2.<br />
<br />
That would also mean that most of the reverse is true. The only thing we could convert from Fable:TLC to Fable 2 would be rewriting quests.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 09 Aug 2010 15:51:24 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#267</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
So you're going&nbsp; to love this one. The reason Fable: The Lost Chapters always crashed in the same spot for me is that it doesn't like non-standard keyboard layouts. I use Dvorak normally. So before I play Fable, I have to switch keyboard layouts and now it runs fine.
]]></description>
            <author> no_email@example.com (CaptJosh)</author>
            <pubDate>Mon, 09 Aug 2010 05:50:08 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#266</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
More likely I heard something from what should have been a reputable source and never heard differently. It's not exactly something I followed closely.
]]></description>
            <author> no_email@example.com (CaptJosh)</author>
            <pubDate>Mon, 09 Aug 2010 01:37:39 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#265</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
<blockquote class="quote"><div class="quote_inner"><div class="qname">Quote by CaptJosh:</div>Wait, they didn't put it out for PC? I could have sworn I'd seen it for Windows...</div></blockquote><br />
<span style="color:darkviolet">No, they didn't port Fable II to the PC platform. You might stumbled upon a fake photograph done by some amateur.</span>
]]></description>
            <author> no_email@example.com (DarkONI)</author>
            <pubDate>Mon, 09 Aug 2010 01:03:42 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#264</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
Wait, they didn't put it out for PC? I could have sworn I'd seen it for Windows...
]]></description>
            <author> no_email@example.com (CaptJosh)</author>
            <pubDate>Mon, 09 Aug 2010 00:49:10 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#263</guid>
        </item>
        <item>
            <title>Re: Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
I looked at it but decided that the project wasn't worth doing when I realized that there is no Fable 2 for PC.
]]></description>
            <author> no_email@example.com (JohnDoe)</author>
            <pubDate>Mon, 09 Aug 2010 00:14:00 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#262</guid>
        </item>
        <item>
            <title>Total conversion</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=35&amp;page=1</link>
            <description><![CDATA[
Has anyone looked at doing a total conversion of the PC version of Fable 2 to Fable: The Lost Chapters?<br />
<br />
I cannot get F:TLC to go past about the midpoint of archery training on any rig I've played it on and I'd like to actually play the game.
]]></description>
            <author> no_email@example.com (CaptJosh)</author>
            <pubDate>Sun, 08 Aug 2010 20:04:22 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/35#261</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
<blockquote class="quote"><div class="quote_inner"><div class="qname">Quote by Keshire on 2010-07-28, 09:14:</div>And that is where the trail ends. The entry for the 'cutlass' is B95890C5.<br />
There's no string for it. But it looks to be in the HashIndex of the global.gdb (Object 46,704 out of 64,360) <img src="http://fable2mod.com/forums/unb_lib/designs/_smile/unb/sceptic.png" title=":/" alt=":/" style="vertical-align:middle;width:15px;height:15px;" class="smilie" /><br />
</div></blockquote><br />
Couldn't help myself.<br />
<blockquote class="quote"><div class="quote_inner">00116496 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00116496 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; GraphicAppearanceStaticMeshComponent (701452497)&nbsp; &nbsp;&nbsp; D150CF29<br />
&nbsp;00116500 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
&nbsp;00116504 F2Enum Hash[2]&nbsp; &nbsp;&nbsp; <b>AugmentableComponent </b>(2647211099)&nbsp; &nbsp;&nbsp; 5B3CC99D<br />
&nbsp;00116508 F2Enum Hash[3]&nbsp; &nbsp;&nbsp; InventoryItemComponent (3274801411)&nbsp; &nbsp;&nbsp; 038131C3<br />
&nbsp;00116512 F2Enum Hash[4]&nbsp; &nbsp;&nbsp; ShopItemComponent (3737407585)&nbsp; &nbsp;&nbsp; 6150C4DE<br />
&nbsp;00116516 F2Enum Hash[5]&nbsp; &nbsp;&nbsp; PhysicsSimulationDynamicComponent (4236924869)&nbsp; &nbsp;&nbsp; C5578AFC<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
00116192 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00116192 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; InitialAugmentations (620492766)&nbsp; &nbsp;&nbsp; DEF7FB24<br />
&nbsp;00116196 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
00116172 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00116172 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
&nbsp;00116176 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; Augmentation1 (4243843982)&nbsp; &nbsp;&nbsp; 8EEBF3FC<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
00116404 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00116404 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; <b>SecondaryType </b>(1336311185)&nbsp; &nbsp;&nbsp; 917DA64F<br />
&nbsp;00116408 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; PrimaryType (1573305757)&nbsp; &nbsp;&nbsp; 9DBDC65D<br />
&nbsp;00116412 F2Enum Hash[2]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
<br />
PrimaryType = NULL<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
00170460 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00170460 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; Type (370440381)&nbsp; &nbsp;&nbsp; BD781416<br />
&nbsp;00170464 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; Rarity (727892164)&nbsp; &nbsp;&nbsp; C4C0622B<br />
&nbsp;00170468 F2Enum Hash[2]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
&nbsp;00170472 F2Enum Hash[3]&nbsp; &nbsp;&nbsp; NameTag (2505418492)&nbsp; &nbsp;&nbsp; FCA65595<br />
&nbsp;00170476 F2Enum Hash[4]&nbsp; &nbsp;&nbsp; Value (2837136060)&nbsp; &nbsp;&nbsp; BC421BA9<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
No more links other than the parent<br />
00879788 dword TemplateData[((ushortAt((24+(ulongAt(8)+Offset)))*256)+ubyteAt((24+(ulongAt(8)+(Offset+2)))))]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00879788 dword TemplateData[0]&nbsp; &nbsp;&nbsp; 25&nbsp; &nbsp;&nbsp; 19000000<br />
&nbsp;00879792 dword TemplateData[1]&nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp;&nbsp; 01000000<br />
&nbsp;00879796 dword TemplateData[2]&nbsp; &nbsp;&nbsp; 3911116391&nbsp; &nbsp;&nbsp; 67E61EE9<br />
&nbsp;00879800 dword TemplateData[3]&nbsp; &nbsp;&nbsp; LUCK (2822797726)&nbsp; &nbsp;&nbsp; 9E7940A8<br />
&nbsp;00879804 dword TemplateData[4]&nbsp; &nbsp;&nbsp; 15&nbsp; &nbsp;&nbsp; 0F000000<br />
<br />
scripts/miscellaneous/augmentationtype.lua<br />
EAugmentationType = {<br />
&nbsp;&nbsp;&nbsp; AUGMENTATION_LUCK = 25,<br />
}<br />
</div></blockquote><br />
Booyah. There's the Luck augment you get from the Bowerstone Lake Demon Door.<br />
<br />
Here's the parent tree:<br />
<blockquote class="quote"><div class="quote_inner">00106380 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
Initial parent is null<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
00161608 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00161608 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
&nbsp;00161612 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; WhereaboutsComponent (2251436529)&nbsp; &nbsp;&nbsp; F1313286<br />
&nbsp;00161616 F2Enum Hash[2]&nbsp; &nbsp;&nbsp; GraphicAppearanceComponent (2813783894)&nbsp; &nbsp;&nbsp; 56EFB6A7<br />
&nbsp;00161620 F2Enum Hash[3]&nbsp; &nbsp;&nbsp; MapwhoComponent (3894095192)&nbsp; &nbsp;&nbsp; 582D1BE8<br />
&nbsp;00161624 F2Enum Hash[4]&nbsp; &nbsp;&nbsp; ObjectComponent (4054183609)&nbsp; &nbsp;&nbsp; B9EEA5F1<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
00142224 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00142224 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; GraphicAppearanceStaticMeshComponent (701452497)&nbsp; &nbsp;&nbsp; D150CF29<br />
&nbsp;00142228 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; TargetedComponent (993900026)&nbsp; &nbsp;&nbsp; FAB53D3B<br />
&nbsp;00142232 F2Enum Hash[2]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
&nbsp;00142236 F2Enum Hash[3]&nbsp; &nbsp;&nbsp; OnActionUseComponent (1819328514)&nbsp; &nbsp;&nbsp; 02C0706C<br />
&nbsp;00142240 F2Enum Hash[4]&nbsp; &nbsp;&nbsp; GiftComponent (2576591284)&nbsp; &nbsp;&nbsp; B4A99399<br />
&nbsp;00142244 F2Enum Hash[5]&nbsp; &nbsp;&nbsp; InventoryItemComponent (3274801411)&nbsp; &nbsp;&nbsp; 038131C3<br />
&nbsp;00142248 F2Enum Hash[6]&nbsp; &nbsp;&nbsp; ShopItemComponent (3737407585)&nbsp; &nbsp;&nbsp; 6150C4DE<br />
&nbsp;00142252 F2Enum Hash[7]&nbsp; &nbsp;&nbsp; PhysicsSimulationDynamicComponent (4236924869)&nbsp; &nbsp;&nbsp; C5578AFC<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
00116860 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00116860 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; GraphicAppearanceStaticMeshComponent (701452497)&nbsp; &nbsp;&nbsp; D150CF29<br />
&nbsp;00116864 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
&nbsp;00116868 F2Enum Hash[2]&nbsp; &nbsp;&nbsp; GiftComponent (2576591284)&nbsp; &nbsp;&nbsp; B4A99399<br />
&nbsp;00116872 F2Enum Hash[3]&nbsp; &nbsp;&nbsp; AugmentableComponent (2647211099)&nbsp; &nbsp;&nbsp; 5B3CC99D<br />
&nbsp;00116876 F2Enum Hash[4]&nbsp; &nbsp;&nbsp; InventoryItemComponent (3274801411)&nbsp; &nbsp;&nbsp; 038131C3<br />
&nbsp;00116880 F2Enum Hash[5]&nbsp; &nbsp;&nbsp; ShopItemComponent (3737407585)&nbsp; &nbsp;&nbsp; 6150C4DE<br />
&nbsp;00116884 F2Enum Hash[6]&nbsp; &nbsp;&nbsp; PhysicsSimulationDynamicComponent (4236924869)&nbsp; &nbsp;&nbsp; C5578AFC<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
The object referenced by the chest in the Demon Door (See above)<br />
00116496 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00116496 F2Enum Hash[0]&nbsp; &nbsp;&nbsp; GraphicAppearanceStaticMeshComponent (701452497)&nbsp; &nbsp;&nbsp; D150CF29<br />
&nbsp;00116500 F2Enum Hash[1]&nbsp; &nbsp;&nbsp; parent (1600329685)&nbsp; &nbsp;&nbsp; D517635F<br />
&nbsp;00116504 F2Enum Hash[2]&nbsp; &nbsp;&nbsp; <b>AugmentableComponent </b>(2647211099)&nbsp; &nbsp;&nbsp; 5B3CC99D<br />
&nbsp;00116508 F2Enum Hash[3]&nbsp; &nbsp;&nbsp; InventoryItemComponent (3274801411)&nbsp; &nbsp;&nbsp; 038131C3<br />
&nbsp;00116512 F2Enum Hash[4]&nbsp; &nbsp;&nbsp; ShopItemComponent (3737407585)&nbsp; &nbsp;&nbsp; 6150C4DE<br />
&nbsp;00116516 F2Enum Hash[5]&nbsp; &nbsp;&nbsp; PhysicsSimulationDynamicComponent (4236924869)&nbsp; &nbsp;&nbsp; C5578AFC<br />
</div></blockquote>
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Thu, 29 Jul 2010 19:28:09 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#260</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
This should be good enough for someone to write a usable app. I'd do it myself but I'm good at taking things apart. Not putting things together. I amazingly have very little coding skill...<br />
<br />
Edit: Correction on the actual template data.<br />
<blockquote class="quote"><div class="quote_inner">typedef struct TData<br />
{<br />
dword&nbsp; &nbsp; Offset;<br />
dword&nbsp; &nbsp; TemplateData[<b>(ushortAt(24+ulongAt(0x08)+Offset)*256)</b>+(ubyteAt(24+ulongAt(0x08)+Offset+2))];<br />
&nbsp;&nbsp;&nbsp; <br />
//24byte header+TDataSize+Offset<br />
//Need to jump to template offset to find the array and data types.<br />
}TData;<br />
</div></blockquote><br />
I apparently forgot to take into account the 2 exceptions I found in the global.gdb that were filled with animation states.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Wed, 28 Jul 2010 18:31:51 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#259</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
Here's a quick run down of an object defined in a level.<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
worlds/albion/demondoors/bowerlakedd/defaultscenario/defaultscenario.save<br />
<tt>&lt;id_C896E493 name="DefaultLayer" load="AlwaysOn"&gt;<br />
&nbsp; &lt;Entity name="ChestWooden"&gt;0x2B689B0F&lt;/Entity&gt;<br />
&nbsp; **snip**<br />
&lt;/id_C896E493&gt;<br />
</tt>
<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div> 
<br />
worlds/albion/demondoors/bowerlakedd/defaultscenario/defaultscenario.gdb<br />
Look up in the HashIndex<br />
<tt>00014436 F2Enum Hashes[87]&nbsp; &nbsp; 728275727&nbsp; &nbsp; 0F9B682B<br />
</tt>
<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div> 
<br />
Link it to Data<br />
<tt>00001424 TData TemplateData[87]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00001424 dword Offset&nbsp; &nbsp;&nbsp; 2408&nbsp; &nbsp;&nbsp; 68090000<br />
&nbsp;00001428 F2Enum TemplateData[ubyteAt((24+(ulongAt(8)+(Offset+2))))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00001428 F2Enum TemplateData[0]&nbsp; &nbsp; &nbsp; 609432412&nbsp; &nbsp; &nbsp; 5C335324<br />
&nbsp; 00001432 F2Enum TemplateData[1]&nbsp; &nbsp; &nbsp; 2350119763&nbsp; &nbsp; &nbsp; 53FB138C<br />
&nbsp; 00001436 F2Enum TemplateData[2]&nbsp; &nbsp; &nbsp; 491717816&nbsp; &nbsp; &nbsp; B8044F1D<br />
</tt>
<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div> 
<br />
Follow the offset to see what the data is<br />
<tt>00013612 Template Templates[52]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00013612 WORD Count1&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 0000<br />
&nbsp;00013614 ubyte Count2&nbsp; &nbsp;&nbsp; 3&nbsp; &nbsp;&nbsp; 03<br />
&nbsp;00013615 bool NoComponents&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 00<br />
&nbsp;00013616 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00013616 F2Enum Hash[0]&nbsp; &nbsp; &nbsp; InventoryComponent (477985652)&nbsp; &nbsp; &nbsp; 747B7D1C<br />
&nbsp; 00013620 F2Enum Hash[1]&nbsp; &nbsp; &nbsp; parent (1600329685)&nbsp; &nbsp; &nbsp; D517635F<br />
&nbsp; 00013624 F2Enum Hash[2]&nbsp; &nbsp; &nbsp; PhysicsSimulationKeyframedComponent (1796701648)&nbsp; &nbsp; &nbsp; D07D176B<br />
&nbsp;00013628 TDTypes Array[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00013628 TDTypes Array[0]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00013628 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00013630 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp; &nbsp;&nbsp; 0100<br />
&nbsp; 00013632 TDTypes Array[1]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00013632 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00013634 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 2&nbsp; &nbsp; &nbsp;&nbsp; 0200<br />
&nbsp; 00013636 TDTypes Array[2]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00013636 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00013638 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp; &nbsp;&nbsp; 0000&nbsp; &nbsp; &nbsp; <br />
</tt>
Datatypes of 1536 are in the HashIndex<br />
<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
We'll follow the inventory<br />
<tt>00014368 F2Enum Hashes[70]&nbsp; &nbsp; 609432412&nbsp; &nbsp; 5C335324<br />
<br />
00001160 TData TemplateData[70]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00001160 dword Offset&nbsp; &nbsp;&nbsp; 2388&nbsp; &nbsp;&nbsp; 54090000<br />
&nbsp;00001164 F2Enum TemplateData[ubyteAt((24+(ulongAt(8)+(Offset+2))))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00001164 F2Enum TemplateData[0]&nbsp; &nbsp; &nbsp; 3051855988&nbsp; &nbsp; &nbsp; 74A0E7B5<br />
&nbsp; 00001168 F2Enum TemplateData[1]&nbsp; &nbsp; &nbsp; 2806057977&nbsp; &nbsp; &nbsp; F90B41A7<br />
<br />
00013592 Template Templates[51]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00013592 WORD Count1&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 0000<br />
&nbsp;00013594 ubyte Count2&nbsp; &nbsp;&nbsp; 2&nbsp; &nbsp;&nbsp; 02<br />
&nbsp;00013595 bool NoComponents&nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp;&nbsp; 01<br />
&nbsp;00013596 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00013596 F2Enum Hash[0]&nbsp; &nbsp; &nbsp; parent (1600329685)&nbsp; &nbsp; &nbsp; D517635F<br />
&nbsp; 00013600 F2Enum Hash[1]&nbsp; &nbsp; &nbsp; InitialItems (2619647245)&nbsp; &nbsp; &nbsp; 0DA5249C<br />
&nbsp;00013604 TDTypes Array[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00013604 TDTypes Array[0]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00013604 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00013606 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp; &nbsp;&nbsp; 0000<br />
&nbsp; 00013608 TDTypes Array[1]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00013608 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00013610 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp; &nbsp;&nbsp; 0100<br />
</tt>
<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
Follow InitialItems<br />
<tt>00015656 F2Enum Hashes[392]&nbsp; &nbsp; 2806057977&nbsp; &nbsp; F90B41A7<br />
<br />
00006828 TData TemplateData[392]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00006828 dword Offset&nbsp; &nbsp;&nbsp; 2368&nbsp; &nbsp;&nbsp; 40090000<br />
&nbsp;00006832 F2Enum TemplateData[ubyteAt((24+(ulongAt(8)+(Offset+2))))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00006832 F2Enum TemplateData[0]&nbsp; &nbsp; &nbsp; 3109589189&nbsp; &nbsp; &nbsp; C59058B9<br />
&nbsp; 00006836 F2Enum TemplateData[1]&nbsp; &nbsp; &nbsp; 3193368916&nbsp; &nbsp; &nbsp; 54F156BE<br />
<br />
00013572 Template Templates[50]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00013572 WORD Count1&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 0000<br />
&nbsp;00013574 ubyte Count2&nbsp; &nbsp;&nbsp; 2&nbsp; &nbsp;&nbsp; 02<br />
&nbsp;00013575 bool NoComponents&nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp;&nbsp; 01<br />
&nbsp;00013576 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00013576 F2Enum Hash[0]&nbsp; &nbsp; &nbsp; cutlass (1319964932)&nbsp; &nbsp; &nbsp; 0411AD4E<br />
&nbsp; 00013580 F2Enum Hash[1]&nbsp; &nbsp; &nbsp; parent (1600329685)&nbsp; &nbsp; &nbsp; D517635F<br />
&nbsp;00013584 TDTypes Array[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00013584 TDTypes Array[0]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00013584 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1792&nbsp; &nbsp; &nbsp;&nbsp; 0007<br />
&nbsp;&nbsp; 00013586 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp; &nbsp;&nbsp; 0100<br />
&nbsp; 00013588 TDTypes Array[1]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00013588 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00013590 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp; &nbsp;&nbsp; 0000<br />
</tt>
<br /><div style="border-top:1px solid #000000; margin:8px 0;"></div>
And that is where the trail ends. The entry for the 'cutlass' is B95890C5.<br />
There's no string for it. But it looks to be in the HashIndex of the global.gdb (Object 46,704 out of 64,360) <img src="http://fable2mod.com/forums/unb_lib/designs/_smile/unb/sceptic.png" title=":/" alt=":/" style="vertical-align:middle;width:15px;height:15px;" class="smilie" />
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Wed, 28 Jul 2010 16:14:34 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#258</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
<blockquote class="quote"><div class="quote_inner"><div class="qname">Quote by Keshire:</div>For the life of me I can't seem to follow the trail of different parts to make a whole definition.<br />
<br />
I think the parent entry in the templates has something to do with it. But I can't figure it out.<br />
Anyone have any suggestions?<br />
</div></blockquote><br />
Like I said in the IRC. Here's the first major problem.<br />
Lionhead wasn't kind enough to provide us with the 64K Object names referenced in the globals.gdb<br />
<br />
<blockquote class="quote"><div class="quote_inner">00010600 F2Enum Hashes[<b>10</b>]&nbsp; &nbsp; PlaceableLight_3 (156565040)&nbsp; &nbsp; 30FE5409<br />
00010988 F2Enum Hashes[<b>107</b>]&nbsp; &nbsp; PlaceableLight_2 (1436708484)&nbsp; &nbsp; 846EA255<br />
00012088 F2Enum Hashes[<b>382</b>]&nbsp; &nbsp; PlaceableLight_4 (4008244508)&nbsp; &nbsp; 1CF5E8EE<br />
00012140 F2Enum Hashes[<b>395</b>]&nbsp; &nbsp; PlaceableLight (4141879894)&nbsp; &nbsp; 5612E0F6<br />
</div></blockquote><br />
<blockquote class="quote"><div class="quote_inner">00000228 TData TemplateData[<b>10</b>]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00000228 dword Offset&nbsp; &nbsp;&nbsp; 780&nbsp; &nbsp;&nbsp; 0C030000<br />
&nbsp;00000232 F2Enum TemplateData[ubyteAt((24+(ulongAt(8)+(Offset+2))))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00000232 F2Enum TemplateData[0]&nbsp; &nbsp; &nbsp; 630959771&nbsp; &nbsp; &nbsp; <b>9BAE9B25</b><br />
&nbsp; 00000236 F2Enum TemplateData[1]&nbsp; &nbsp; &nbsp; 573042973&nbsp; &nbsp; &nbsp; 1DF12722<br />
&nbsp; 00000240 F2Enum TemplateData[2]&nbsp; &nbsp; &nbsp; 584292529&nbsp; &nbsp; &nbsp; B198D322<br />
00002068 TData TemplateData[<b>107</b>]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00002068 dword Offset&nbsp; &nbsp;&nbsp; 780&nbsp; &nbsp;&nbsp; 0C030000<br />
&nbsp;00002072 F2Enum TemplateData[ubyteAt((24+(ulongAt(8)+(Offset+2))))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00002072 F2Enum TemplateData[0]&nbsp; &nbsp; &nbsp; 630959771&nbsp; &nbsp; &nbsp; <b>9BAE9B25</b><br />
&nbsp; 00002076 F2Enum TemplateData[1]&nbsp; &nbsp; &nbsp; 3180016065&nbsp; &nbsp; &nbsp; C1318BBD<br />
&nbsp; 00002080 F2Enum TemplateData[2]&nbsp; &nbsp; &nbsp; 3362392244&nbsp; &nbsp; &nbsp; B4086AC8<br />
00007032 TData TemplateData[<b>382</b>]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00007032 dword Offset&nbsp; &nbsp;&nbsp; 780&nbsp; &nbsp;&nbsp; 0C030000<br />
&nbsp;00007036 F2Enum TemplateData[ubyteAt((24+(ulongAt(8)+(Offset+2))))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00007036 F2Enum TemplateData[0]&nbsp; &nbsp; &nbsp; 630959771&nbsp; &nbsp; &nbsp; <b>9BAE9B25</b><br />
&nbsp; 00007040 F2Enum TemplateData[1]&nbsp; &nbsp; &nbsp; 2612929721&nbsp; &nbsp; &nbsp; B924BE9B<br />
&nbsp; 00007044 F2Enum TemplateData[2]&nbsp; &nbsp; &nbsp; 2387540578&nbsp; &nbsp; &nbsp; 62FA4E8E<br />
00007240 TData TemplateData[<b>395</b>]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00007240 dword Offset&nbsp; &nbsp;&nbsp; 780&nbsp; &nbsp;&nbsp; 0C030000<br />
&nbsp;00007244 F2Enum TemplateData[ubyteAt((24+(ulongAt(8)+(Offset+2))))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00007244 F2Enum TemplateData[0]&nbsp; &nbsp; &nbsp; 630959771&nbsp; &nbsp; &nbsp; <b>9BAE9B25</b><br />
&nbsp; 00007248 F2Enum TemplateData[1]&nbsp; &nbsp; &nbsp; 2097400411&nbsp; &nbsp; &nbsp; 5BCA037D<br />
&nbsp; 00007252 F2Enum TemplateData[2]&nbsp; &nbsp; &nbsp; 3521572834&nbsp; &nbsp; &nbsp; E2EFE6D1<br />
</div></blockquote><br />
<blockquote class="quote"><div class="quote_inner">00008260 Template Templates[21]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00008260 WORD Count1&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 0000<br />
&nbsp;00008262 ubyte Count2&nbsp; &nbsp;&nbsp; 3&nbsp; &nbsp;&nbsp; 03<br />
&nbsp;00008263 bool NoComponents&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 00<br />
&nbsp;00008264 F2Enum Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00008264 F2Enum Hash[0]&nbsp; &nbsp; &nbsp; parent (1600329685)&nbsp; &nbsp; &nbsp; D517635F<br />
&nbsp; 00008268 F2Enum Hash[1]&nbsp; &nbsp; &nbsp; PhysicsSimpleComponent (1637848783)&nbsp; &nbsp; &nbsp; CF969F61<br />
&nbsp; 00008272 F2Enum Hash[2]&nbsp; &nbsp; &nbsp; GraphicAppearanceLightComponent (3143743060)&nbsp; &nbsp; &nbsp; 54B661BB<br />
&nbsp;00008276 TDTypes Array[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00008276 TDTypes Array[0]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00008276 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00008278 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp; &nbsp;&nbsp; 0000<br />
&nbsp; 00008280 TDTypes Array[1]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00008280 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00008282 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp; &nbsp;&nbsp; 0100<br />
&nbsp; 00008284 TDTypes Array[2]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp;&nbsp; 00008284 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006<br />
&nbsp;&nbsp; 00008286 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 2&nbsp; &nbsp; &nbsp;&nbsp; 0200<br />
</div></blockquote><br />
You'll also notice that these all share the same 'parent'. And all the data is datatype 1536.<br />
<br />
For PlaceableLight_3:<br />
<blockquote class="quote"><div class="quote_inner">Parent:<br />
00010728 F2Enum Hashes[42]&nbsp; &nbsp; 630959771&nbsp; &nbsp; <b>9BAE9B25</b><br />
PhysicsSimpleComponent:<br />
00010712 F2Enum Hashes[38]&nbsp; &nbsp; 573042973&nbsp; &nbsp; 1DF12722<br />
GraphicAppearanceLightComponent<br />
00010716 F2Enum Hashes[39]&nbsp; &nbsp; 584292529&nbsp; &nbsp; B198D322<br />
<br />
<br />
</div></blockquote><br />
<blockquote class="quote"><div class="quote_inner">00013292 UnknownHashStruct Hashes[34]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00013292 F2Enum Hash&nbsp; &nbsp;&nbsp; 3095895906&nbsp; &nbsp;&nbsp; 629F87B8<br />
&nbsp;00013296 F2Enum Hash&nbsp; &nbsp;&nbsp; 630959771&nbsp; &nbsp;&nbsp; <b>9BAE9B25</b><br />
</div></blockquote><br />
Hashes[42] (Uses same simple light template)<br />
parent:<br />
Not located in default.gdb hashtable (Looks to be located in global.gdb hashtable)
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Wed, 28 Jul 2010 12:57:41 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#257</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
<blockquote class="quote"><div class="quote_inner">00000000 struct Default_B&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00000000 char GDB_Tag[4]&nbsp; &nbsp;&nbsp; GDB&nbsp; &nbsp;&nbsp; <br />
&nbsp;00000004 DWORD TDCount&nbsp; &nbsp;&nbsp; 410&nbsp; &nbsp;&nbsp; 9A010000<br />
&nbsp;00000008 DWORD TDSize&nbsp; &nbsp;&nbsp; 7456&nbsp; &nbsp;&nbsp; 201D0000<br />
&nbsp;00000012 DWORD TSize&nbsp; &nbsp;&nbsp; 3080&nbsp; &nbsp;&nbsp; 080C0000<br />
&nbsp;00000016 DWORD unkCount&nbsp; &nbsp;&nbsp; 49&nbsp; &nbsp;&nbsp; 31000000<br />
&nbsp;00000020 DWORD NULL&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 00000000<br />
&nbsp;00000024 TData TemplateData[TDCount]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00007480 Template Templates[68]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00010560 F2Enum Hashes[TDCount]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00012200 WORD Unknown[TDCount]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00013020 UnknownHashStruct Hashes[unkCount]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00013412 HashBlock Strings&nbsp; &nbsp;&nbsp; {...}&nbsp; &nbsp;&nbsp; <br />
</div></blockquote><br />
I feel like I should be humping this to show my dominance...<br />
<br />
The only thing I don't have is the Template count. It looks like it may be a variable array or something. It can be generated from the offsets in the TData though.<br />
<br />
Attached the structures into the first post.<br />
<br />
Some quick notes for myself and others:<br />
<blockquote class="quote"><div class="quote_inner">00007480 Template Templates[0]&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;00007480 WORD Count1&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 0000<br />
&nbsp;00007482 ubyte Count2&nbsp; &nbsp;&nbsp; 8&nbsp; &nbsp;&nbsp; 08<br />
&nbsp;00007483 bool NoComponents&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 00<br />
&nbsp;00007484 DWORD Hash[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp;00007516 TDTypes Array[((Count1*256)+Count2)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 00007516 TDTypes Array[0]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007516 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 768&nbsp; &nbsp; &nbsp;&nbsp; 0003</b><br />
&nbsp;&nbsp; 00007518 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 2&nbsp; &nbsp; &nbsp;&nbsp; 0200<br />
&nbsp; 00007520 TDTypes Array[1]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007520 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 768&nbsp; &nbsp; &nbsp;&nbsp; 0003</b><br />
&nbsp;&nbsp; 00007522 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 3&nbsp; &nbsp; &nbsp;&nbsp; 0300<br />
&nbsp; 00007524 TDTypes Array[2]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007524 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1536&nbsp; &nbsp; &nbsp;&nbsp; 0006</b><br />
&nbsp;&nbsp; 00007526 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp; &nbsp;&nbsp; 0000<br />
&nbsp; 00007528 TDTypes Array[3]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007528 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1792&nbsp; &nbsp; &nbsp;&nbsp; 0007</b><br />
&nbsp;&nbsp; 00007530 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp; &nbsp;&nbsp; 0100<br />
&nbsp; 00007532 TDTypes Array[4]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007532 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1024&nbsp; &nbsp; &nbsp;&nbsp; 0004</b><br />
&nbsp;&nbsp; 00007534 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 6&nbsp; &nbsp; &nbsp;&nbsp; 0600<br />
&nbsp; 00007536 TDTypes Array[5]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007536 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1024&nbsp; &nbsp; &nbsp;&nbsp; 0004</b><br />
&nbsp;&nbsp; 00007538 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 5&nbsp; &nbsp; &nbsp;&nbsp; 0500<br />
&nbsp; 00007540 TDTypes Array[6]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007540 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1024&nbsp; &nbsp; &nbsp;&nbsp; 0004</b><br />
&nbsp;&nbsp; 00007542 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 4&nbsp; &nbsp; &nbsp;&nbsp; 0400<br />
&nbsp; 00007544 TDTypes Array[7]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
<b>&nbsp;&nbsp; 00007544 WORD DataType&nbsp; &nbsp; &nbsp;&nbsp; 1024&nbsp; &nbsp; &nbsp;&nbsp; 0004</b><br />
&nbsp;&nbsp; 00007546 WORD ArrayPointer&nbsp; &nbsp; &nbsp;&nbsp; 7&nbsp; &nbsp; &nbsp;&nbsp; 0700<br />
</div></blockquote>As the array says. These are the datatypes that the Template data is using for each member in the array.<br />
At least it appears that way.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Tue, 27 Jul 2010 13:24:01 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#255</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
What I though was a control byte.<br />
<blockquote class="quote"><div class="quote_inner"><b>0001C654</b>&nbsp; &nbsp; #N/A<br />
CE48A9FC&nbsp; &nbsp; #N/A<br />
065E1220&nbsp; &nbsp; INV_ITEM_WEAPON_CLEAVER_MASTERBASE_NAME <br />
5A9517B2&nbsp; &nbsp; INV_ITEM_WEAPON_CLEAVER_MASTERBASE_DESC <br />
</div></blockquote><br />
Was actually a pointer to this Template.<br />
<br />
<blockquote class="quote"><div class="quote_inner"><b>0001C654 </b>struct GDB_B&nbsp; &nbsp; {...}&nbsp; &nbsp; <br />
&nbsp;0001C654 ubyte SectionCHeader0&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 00<br />
&nbsp;0001C655 ubyte SectionCHeader1&nbsp; &nbsp;&nbsp; 0&nbsp; &nbsp;&nbsp; 00<br />
&nbsp;0001C656 ubyte SectionCHeader2&nbsp; &nbsp;&nbsp; 3&nbsp; &nbsp;&nbsp; 03<br />
&nbsp;0001C657 ubyte SectionCHeader3&nbsp; &nbsp;&nbsp; 1&nbsp; &nbsp;&nbsp; 01<br />
&nbsp;0001C658 F2Enum SectionC[(SectionCHeader2+(SectionCHeader1*256))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 0001C658 F2Enum SectionC[0]&nbsp; &nbsp; &nbsp; parent (1600329685)&nbsp; &nbsp; &nbsp; D517635F<br />
&nbsp; 0001C65C F2Enum SectionC[1]&nbsp; &nbsp; &nbsp; <b>NameTag </b>(2505418492)&nbsp; &nbsp; &nbsp; FCA65595<br />
&nbsp; 0001C660 F2Enum SectionC[2]&nbsp; &nbsp; &nbsp; <b>DescriptionTag </b>(3626217771)&nbsp; &nbsp; &nbsp; 2BB123D8<br />
&nbsp;0001C664 SectionCArray SectionC[(SectionCHeader2+(SectionCHeader1*256))]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
&nbsp; 0001C664 SectionCArray SectionC[0]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp; 0001C668 SectionCArray SectionC[1]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; <br />
&nbsp; 0001C66C SectionCArray SectionC[2]&nbsp; &nbsp; &nbsp; {...}&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />
</div></blockquote>
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 26 Jul 2010 23:20:21 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#254</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
Attached a custom output of template data that are Hashes.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 26 Jul 2010 17:45:15 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#253</guid>
        </item>
        <item>
            <title>Re: GDB File Format</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=10&amp;page=1</link>
            <description><![CDATA[
Attached Global Strings.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 26 Jul 2010 14:11:50 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/10#252</guid>
        </item>
        <item>
            <title>LUAplus Compiler/Decompiler</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=34&amp;page=1</link>
            <description><![CDATA[
Figured I'd go ahead and move this to the tools section<br />
<br />
LuaPlus Compiler|Decompiler|Interpreter<br />
<br />
Currently the decompiler doesn't like scripts that reference C++ calls. You can still disassemble them though.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Wed, 21 Jul 2010 19:44:21 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/34#249</guid>
        </item>
        <item>
            <title>Re: Lua 5.1 decompiler</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=6&amp;page=1</link>
            <description><![CDATA[
Here is a LuaPlus Compiler for Fable 2 Lua.<br />
<br />
It gave me a 1 to 1 compile of the gameflow so you can modify the gameflow and then recompile it. <img src="http://fable2mod.com/forums/unb_lib/designs/_smile/unb/wink.png" title=";)" alt=";)" style="vertical-align:middle;width:15px;height:15px;" class="smilie" />
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Wed, 21 Jul 2010 15:03:34 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/6#247</guid>
        </item>
        <item>
            <title>Bard Job</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=33&amp;page=1</link>
            <description><![CDATA[
There's an unfinished bard job script.<br />
scripts.quests.qj004_jobbard.lua<br />
<br />
Half of it is still setup as the woodsman script though. Would be interesting to see it finished.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 19 Jul 2010 18:51:09 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/33#245</guid>
        </item>
        <item>
            <title>Singing Sword</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=32&amp;page=1</link>
            <description><![CDATA[
Anyone ever encounter this quest? I know I haven't.<br />
<br />
<b>Quest_QO390_SingingSword</b><br />
<br />
Location and Associated quests:<br />
Caves/Brightwood/HengePit<br />
<tt>&nbsp; QuestTracker.Register(QuestManager.HeroEntity, l_1_0.QuestName, "Quest_QO390_SingingSword")<br />
&nbsp; QuestTracker.Unlock(QuestManager.HeroEntity, l_1_0.QuestName)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_Esmerelda", QO390_Esmerelda)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_JulianSword", QO390_JulianSword)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_Statue01", QO390_Statue01)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_Statue02", QO390_Statue02)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_Statue03", QO390_Statue03)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_Statue04", QO390_Statue04)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_DirectionalStatueA", QO390_DirectionalStatueA)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_DirectionalStatueB", QO390_DirectionalStatueB)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_DirectionalStatueC", QO390_DirectionalStatueC)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_DirectionalStatueD", QO390_DirectionalStatueD)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_MegaChicken", QO390_MegaChicken)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_JulianSword", QO390_JulianSword)<br />
&nbsp; l_1_0:StartNewEntityThread("QO390_EsmereldaInCave", QO390_EsmereldaInCave)<br />
</tt>
<br />
From the looks of the script Once the statues are aligned it spawns a bunch of chickens. Once the mega chicken is dead it opens the sword room.<br />
<br />
<tt>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; local sword = Inventory.InstantiateItemOfType(QuestManager.HeroEntity, "ObjectInventoryWeapon_TH_GreatSword", "No_Name_Needed")<br />
&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; Carrying.PutEntityInSlot(QuestManager.HeroEntity, DummyObjects.SHEATHE_BACK, sword)<br />
&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; Layers.ActivateLayer("QO390_BonusRoom")<br />
&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; Layers.ActivateLayer("QO390_ExitRoom")<br />
&nbsp;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; Layers.ActivateLayer("QO390_Fire")<br />
</tt>
<br />
And then it goes into the julian quest.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 19 Jul 2010 18:46:34 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/32#244</guid>
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        <item>
            <title>Decompiled Scripts</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=31&amp;page=1</link>
            <description><![CDATA[
Assuming anyone visiting here has the ability to modify the assets. Here's some interesting LUA script stuff that would be fun to change.<br />
<br />
<tt>-- Command line was: C:\LUA_SRC\Release\scripts.miscellaneous.sexfunctions.lua <br />
<br />
SexFunction = {}<br />
SexFunction.SexPartners = {}<br />
SexFunction.TrackedPartners = {}<br />
SexFunction.HavingSex = false<br />
SexFunction.Commenting = false<br />
SexFunction.AlwaysHaveChild = false<br />
SexFunction.HenchmanHavingSex = false<br />
SexFunction.FrameLastHadChild = 0<br />
SexFunction.Begin = function(l_1_0, l_1_1, l_1_2, l_1_3)<br />
&nbsp; Bed.SetOccupied(l_1_1, true)<br />
&nbsp; SexFunction.HavingSex = true<br />
&nbsp; Debug.SetShouldDrawWorldIcons(false)<br />
&nbsp; GUI.SetDPadEnabled(false)<br />
&nbsp; GUI.FadeScreenOut(1)<br />
<br />
**snip**<br />
</tt>

]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 19 Jul 2010 17:55:51 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/31#243</guid>
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        <item>
            <title>Re: Lua 5.1 decompiler</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=6&amp;page=1</link>
            <description><![CDATA[
Recompiled luadec to use floats instead of doubles.<br />
<br />
It crashed on the compiled gameflow. I'm guessing it's due to luaplus or pluto. I haven't had time to look into too much.<br />
<br />
<tt>luadec script.lua &gt;&gt; output.txt<br />
</tt>
<br />
You'll be able to download this if and when Pe fixes downloads. :P<br />
Otherwise PM me or hit me up on IRC.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Mon, 19 Jul 2010 17:15:28 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/6#242</guid>
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        <item>
            <title>Re: Lua 5.1 decompiler</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=6&amp;page=1</link>
            <description><![CDATA[
Just as an update to this:<br />
<br />
Pluto for Lua (Used in Saving the game)<br />
<a href="http://luaforge.net/projects/pluto/" title="http://luaforge.net/projects/pluto/">http://luaforge.net/projects/pluto/</a><br />
<br />
LuaPlus (Used to expose C++ functions to LUA)<br />
<a href="http://luaplus.org" title="http://luaplus.org">http://luaplus.org</a><br />
<br />
Fable 3 will be using<br />
Kore<br />
<a href="http://www.kore.net" title="http://www.kore.net">http://www.kore.net</a><br />
<br />
5.1 decompiler: <a href="http://luadec51.luaforge.net/" title="http://luadec51.luaforge.net/">http://luadec51.luaforge.net/</a><br />
Includes Source code
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Sat, 17 Jul 2010 13:28:15 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/6#241</guid>
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        <item>
            <title>Re: Fable 2 Savegame Editor 0.6</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=25&amp;page=3</link>
            <description><![CDATA[
Read the thread. Download is down, site isn't being maintained. You don't download the file, at least not from here. I've seen it posted on some of the XBox 360 hack sites, but damned if I can remember where exactly.<br />
<br />
Actually, I'm just going to go ahead and remove the download altogether, as well as lock the thread. People can't be relied on to read before asking, so this is the way it's going to be.<br />
<br />
Edit: Okay, our admin has fixed downloads so everything is now working properly. As for where to get this tool - don't. The <a href="http://www.xbox360-content.com/forums/workshop/2040-cullis-gate-fable-2-save-editor.html" title="http://www.xbox360-content.com/forums/workshop/2040-cullis-gate-fable-2-save-editor.html">Cullis Gate tool</a> is the most complete tool available. Remember to rehash those files and happy hacking.
]]></description>
            <author> no_email@example.com (JohnDoe)</author>
            <pubDate>Fri, 09 Jul 2010 06:04:49 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/25#240</guid>
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        <item>
            <title>Re: Fable 2 Savegame Editor 0.6</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=25&amp;page=3</link>
            <description><![CDATA[
access denied? how can i download this file?
]]></description>
            <author> no_email@example.com (bendog)</author>
            <pubDate>Thu, 08 Jul 2010 14:12:27 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/25#239</guid>
        </item>
        <item>
            <title>Re: Fable 2 Savegame Editor 0.6</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=25&amp;page=3</link>
            <description><![CDATA[
hmmmm confused
]]></description>
            <author> no_email@example.com (Aisuu)</author>
            <pubDate>Thu, 08 Jul 2010 02:02:19 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/25#238</guid>
        </item>
        <item>
            <title>Re: Fable 2 Savegame Editor 0.6</title>
            <link>http://fable2mod.com/forums/forum.php?req=thread&amp;id=25&amp;page=3</link>
            <description><![CDATA[
At least Fable 3 was announced to be coming to PC. So hopefully the community picks it up.
]]></description>
            <author> no_email@example.com (Keshire)</author>
            <pubDate>Tue, 06 Jul 2010 20:06:33 GMT</pubDate>
            <guid isPermaLink="false">http://fable2mod.com/forums/25#237</guid>
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