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fallout1-re's Introduction

Fallout Reference Edition

In this repository you'll find reverse engineered source code for Fallout: A Post Nuclear Role Playing Game.

This project is based on and share much of the code with Fallout 2 Reference Edition, which I had decompiled earlier. Original Fallout engine is simpler in many ways, but it's still a different game, so I've decided to keep Fallout 1 and Fallout 2 as separate projects.

Goal

The goal of this project is to restore original source code as close as possible with all it's imperfections. This means Windows/x86/640x480 among many other things. Original Fallout also had DOS and Mac OS X ports which are out of scope of this project.

Status

The game can be completed from start to finish. About 6% of functions from Fallout 2 codebase is currently under review. As with F2RE there is a small number of functions that are not decompiled because they are never used in the game.

Installation

You must own the game to play. Purchase your copy on GOG or Steam. Download latest build or build from source. The fallout-re.exe serves as a drop-in replacement for falloutw.exe. Copy it to your Fallout directory and run.

Contributing

The best thing you can do is to play and report bugs or inconsistencies. Attach zipped save if needed.

Please do not submit new features or any code that is not present in Fallout 1 binary. Once decompilation/review process is completed the development will be continued in the new repository. This repository will be left intact for historical reasons.

Special Thanks

  • c6: for extensive gameplay testing.

Legal

The source code in this repository is produced by reverse engineering the original binary. There are couple of exceptions for reverse engineering under DMCA - documentation, interoperability, fair use. Documentation is needed to achieve interoperability. Running your legally purchased copy on modern Mac M1 for example (interoperability in action) constitutes fair use. Publishing this stuff to wide audience is questionable. Eventually it's up to Bethesda/Microsoft to takedown the project or leave it be. See #29 for discussion.

License

The source code is this repository is available under the Sustainable Use License.

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fallout1-re's Issues

Force field emitter issue

This one is a bit convoluted. After using repair skill on the console in the hallway above, the game entered some kind of a loop where it keeps activating/deactivating the force field emitter that leads to the hallway when i'm doing something unrelated (for example trying to initiate a conversation with the NPC in the room).

SLOT01.zip

Playthrough

Happy to report that the game can be completed from start to finish. I have checked around 80% of content (everything you would do in a regular non-evil playthrough) and used melee weapons. I will do another playthrough to check evil routes and ranged weapons. Thanks for promptly resolving all of the issues!

Inventory weight formatted incorrectly

Not sure if this one is a vanilla bug or not, but after picking up supplies from the Brotherhood knight i am at 132/115 weight, but there are no penalties to movement speed and "you are overloaded" message does not appear.
Trying to pick up an item from the ground correctly displays "you are at your maximum capacity" message however.

SLOT07.zip

Using items through the backpack icon functions incorrectly

Distribution: GOG
Behavior present in: fallout1-re master
Platform: win11 21h2

This is a variation on alexbatalov/fallout1-ce#46

Same savefile. In re, if you try to use the stimpak in combat a message is printed saying you're not allowed to do that during combat. If you try to use the stimpak out of combat, instead the first aid skill (I think?) is used (and first aid can't be used in combat I suppose).

Additionally it's possible that the amount of APs used is incorrect same as in the ce version, but right now I can't check its function during combat...

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