Stinky Test Engine (Editor)

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Cyndanera
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Stinky Test Engine (Editor)

Post by Cyndanera » Sat Dec 09, 2017 12:32 am

I edited the remake rtw editor source and made the editor be able to edit the stinky test levels.

the red ones are like the time clocks that give you more time.
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stinky-test-engine-preview01.png
stinky-test-engine-preview01.png (682.6 KiB) Viewed 12092 times
stinky-test-engine-preview02.png
stinky-test-engine-preview02.png (640.36 KiB) Viewed 12092 times
stinky-test-editor-preview01.png
stinky-test-editor-preview01.png (261.75 KiB) Viewed 12092 times
Stinky Test - Level Test01 Preview.png
Stinky Test - Level Test01 Preview.png (580.42 KiB) Viewed 12111 times
Last edited by Cyndanera on Thu Jan 18, 2018 3:04 am, edited 1 time in total.
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robnjake
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Post by robnjake » Thu Jan 18, 2018 1:35 am

gimme gimme gimme i've wanted this for a while
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Cyndanera
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Post by Cyndanera » Thu Jan 18, 2018 3:11 am

Okay, but the editor is still in development, might have bugs and doesn't read all objects\tiles, haven't worked on this for a while.

I forgot to share the editor and it's open source!
this current version was written in blitzbasic, blitzplus\blitz3d.
I think it should be rewritten in blitzmax, it's more meant for 2d.

https://drive.google.com/open?id=1Jdtb8 ... 1i0Twc9boo
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Kilicool64
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Post by Kilicool64 » Sun Apr 01, 2018 2:41 pm

I gave it a try out of curiosity, but it's indeed rather buggy. Although it could have some use if you ever finish it.

The TOW prototype obviously has far less potential for custom levels than RTW, but its game logic does differ from TOW in a few ways, particularly when it comes to buttons. I'm sure that would allow for some interesting puzzles.

It's also surprising to learn that alarm clocks were originally going to make their debut in TOW rather than RTWC.

And as it turns out, their code also exists in the release version of TOW. It uses the same level format, so it can read levels you make with this editor as well. Alarm clocks still work there, too. The only difference is that they now use a white texture instead of the lava one, so they look just like the bonus coin placeholder models in the beta.
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Cyndanera
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Post by Cyndanera » Sun Apr 01, 2018 5:14 pm

I will fix it and work on it as soon as someone on here helps me patch the game.
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Kilicool64
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Post by Kilicool64 » Sun Apr 01, 2018 7:16 pm

What do you mean? I thought you were able to get the game to work with my instructions.
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Kilicool64
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Post by Kilicool64 » Sun Apr 01, 2018 8:05 pm

Ah. Just had a look at your most recent posts and learned that you forgot how it works.

First, you need to download this: http://www.mediafire.com/file/n6tzelndr ... kytest.zip
Put the executable from there in the game's directory. It's a far more recent version of the Blitz3D wrapper that still works on modern systems. You don't need the rest.

Though the new wrapper will need fmod.dll, you can find a better version of it here: http://www.dlldump.com/dllfiles/F/fmod.dll
You should also save it in the game's directory. Some people tend to put DLLs somewhere in their Windows directory, but while that should also work, it's apparently quite dangerous, so I'd advise against that.

Then you need a resource hacker. Personally, I went with this one: http://angusj.com/resourcehacker/#download
Use it to extract the content of RCDATA from the game's original executable. Its name is 1111. Then insert it into the one you downloaded.

Now that the game's code has been inserted into a new wrapper, it should work without problems.
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Cyndanera
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Post by Cyndanera » Mon Apr 02, 2018 1:25 am

It said this after patch Can't Set gfx mode error.
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Kilicool64
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Post by Kilicool64 » Mon Apr 02, 2018 8:46 am

That's strange. Don't think I ever got that error message.

Let's make sure you patched the game correctly. The MD5 checksum of my patched executable is 9E79F838BB9C3E5B7240EDF54F634A7C.

If you don't know how to determine MD5 checksums, use this program: http://www.mediafire.com/file/c27llq4v7 ... hecker.zip
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Cyndanera
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Post by Cyndanera » Mon Apr 02, 2018 9:02 am

My was 9E79F838BB9C3E5B7240EDF54F634A7C
BTW I using win 10
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Post by Cyndanera » Mon Apr 02, 2018 9:08 am

I put in a code some hack posted so It would be in windowed screen.
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Post by Cyndanera » Mon Apr 02, 2018 10:10 am

well, the editor reads the objects\tiles correctly now from the level.
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Re: Stinky Test Engine (Editor)

Post by WonderlandFan » Sun May 24, 2020 9:50 pm

This is an old thread, I'm just coming back out of curiosity. Why has Stinky Test been referred to as TOW/ the TOW prototype, or rather, what does TOW stand for?
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Re: Stinky Test Engine (Editor)

Post by rainbowmon » Sun May 24, 2020 10:51 pm

TOW stands for The Original Wonderland. It's the first game in the series.
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Re: Stinky Test Engine (Editor)

Post by Cyndanera » Mon May 25, 2020 7:37 pm

nvm wrong topic
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Re: Stinky Test Engine (Editor)

Post by WonderlandFan » Mon May 25, 2020 8:46 pm

i see
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Cyndanera
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Re: Stinky Test Engine (Editor)

Post by Cyndanera » Mon May 25, 2020 8:50 pm

I might update the editor.
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Re: Stinky Test Engine (Editor)

Post by WonderlandFan » Sun May 31, 2020 7:54 am

I'd love to see the results! Stinky Test offers a unique gaming experience, and I'd love to have it opened for editing & custom levels :stinkyhappy:
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Re: Stinky Test Engine (Editor)

Post by WonderlandFan » Sun May 31, 2020 7:59 am

Say, is there some modification that can be made on Stinky Test proper that would make it interact better with the editor? E.g. changing hotkeys, password, and level slots?
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Cyndanera
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Re: Stinky Test Engine (Editor)

Post by Cyndanera » Sun May 31, 2020 8:30 pm

I have wrote some notes down on the types for tiles and objects.
objects are done just tiles need to be done.

Code: Select all

Tiles
===============
0 = none
100 = floor
200 = wall
201 = deep water
300 = water
400 = ice
401 = icecurve1
402 = icecurve2
403 = icecurve3
404 = icecurve4
500 = convor belt
501 = convor belt
502 = convor belt
503 = convor belt
700 = electro1
701 = electro2
702 = electro3
703 = electro4
800 = cannon1 dir1
801 = cannon2 dir1
802 = cannon3 dir1
803 = cannon4 dir1
810 = cannon1 dir2
811 = cannon2 dir2
812 = cannon3 dir2
813 = cannon4 dir2
820 = cannon1 dir3
821 = cannon2 dir3
822 = cannon3 dir3
823 = cannon4 dir3
830 = cannon1 dir4
831 = cannon2 dir4
832 = cannon3 dir4
833 = cannon4 dir4
900 = lava
1006 = breakaway
1007 = green laser gate
10011 = button
10013 = sign
10014 = ciral button
1200 = teleport

Objects
=================
0 = none
1 = stinky
2 = loof
3 = woodenbox
4 = metalbox
5 = exit
6 = coin
7 = beachball(coily)
8-15 = zbots
16-23 = bombs
24 = time(time clock)
25 = bonus coin
Cheers, Cyndanera
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Re: Stinky Test Engine (Editor)

Post by WonderlandFan » Mon Jun 01, 2020 3:21 am

Doesn’t the current version already have tiles?
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Re: Stinky Test Engine (Editor)

Post by Cyndanera » Mon Jun 01, 2020 3:35 am

This is only the tile and object types
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