Formulas Page
- Wonderman109
- Rainbow MegaStar
- Posts: 3530
- Joined: Thu Jun 28, 2012 11:25 pm
Formulas Page
New users like me often mess up the most on their levels with putting the wrong digit for a music track or for a gate colour in a dialog. To fix this, I've made a mega-list here of all gate colours from red 0 to grey 4, and soon I will post a list as well of hex-edit digits for all music packs, once I record all of them.
Red
0 0 = 500
0 1 = 501
0 2 = 502
0 3 = 503
0 4 = 504
Orange
1 0 = 505
1 1 = 506
1 2 = 507
1 3 = 508
1 4 = 509
Yellow
2 0 = 510
2 1 = 511
2 2 = 512
2 3 = 513
2 4 = 514
Green
3 0 = 515
3 1 = 516
3 2 = 517
3 3 = 518
3 4 = 519
Blue
4 0 = 520
4 1 = 521
4 2 = 522
4 3 = 523
4 4 = 524
Indigo
5 0 = 525
5 1 = 526
5 2 = 527
5 3 = 528
5 4 = 529
Purple
6 0 = 530
6 1 = 531
6 2 = 532
6 3 = 533
6 4 = 534
White
7 0 = 535
7 1 = 536
7 2 = 537
7 3 = 538
7 4 = 539
R a i n b o w
8 0 = 540
8 1 = 541
8 2 = 542
8 3 = 543
8 4 = 544 [/color]
Stone/Wood Brown
9 0 = 545
9 1 = 546
9 2 = 547
9 3 = 548
9 4 = 549
Grass/Moss Green
10 0 = 550
10 1 = 551
10 2 = 552
10 3 = 553
10 4 = 554
Metal/Ice Dark Blue
11 0 = 555
11 1 = 556
11 2 = 557
11 3 = 558
11 4 = 559
Fire Orange
12 0 = 560
12 1 = 561
12 2 = 562
12 3 = 563
12 4 = 564
Mushroom(WA) / Shimmer (MoFI)
13 0 = 565
13 1 = 566
13 2 = 567
13 3 = 568
13 4 = 569
Black
14 0 = 570
14 1 = 571
14 2 = 572
14 3 = 573
14 4 = 574
Dark Grey
15 0 = 575
15 1 = 576
15 2 = 577
15 3 = 578
15 4 = 579
Red
0 0 = 500
0 1 = 501
0 2 = 502
0 3 = 503
0 4 = 504
Orange
1 0 = 505
1 1 = 506
1 2 = 507
1 3 = 508
1 4 = 509
Yellow
2 0 = 510
2 1 = 511
2 2 = 512
2 3 = 513
2 4 = 514
Green
3 0 = 515
3 1 = 516
3 2 = 517
3 3 = 518
3 4 = 519
Blue
4 0 = 520
4 1 = 521
4 2 = 522
4 3 = 523
4 4 = 524
Indigo
5 0 = 525
5 1 = 526
5 2 = 527
5 3 = 528
5 4 = 529
Purple
6 0 = 530
6 1 = 531
6 2 = 532
6 3 = 533
6 4 = 534
White
7 0 = 535
7 1 = 536
7 2 = 537
7 3 = 538
7 4 = 539
R a i n b o w
8 0 = 540
8 1 = 541
8 2 = 542
8 3 = 543
8 4 = 544 [/color]
Stone/Wood Brown
9 0 = 545
9 1 = 546
9 2 = 547
9 3 = 548
9 4 = 549
Grass/Moss Green
10 0 = 550
10 1 = 551
10 2 = 552
10 3 = 553
10 4 = 554
Metal/Ice Dark Blue
11 0 = 555
11 1 = 556
11 2 = 557
11 3 = 558
11 4 = 559
Fire Orange
12 0 = 560
12 1 = 561
12 2 = 562
12 3 = 563
12 4 = 564
Mushroom(WA) / Shimmer (MoFI)
13 0 = 565
13 1 = 566
13 2 = 567
13 3 = 568
13 4 = 569
Black
14 0 = 570
14 1 = 571
14 2 = 572
14 3 = 573
14 4 = 574
Dark Grey
15 0 = 575
15 1 = 576
15 2 = 577
15 3 = 578
15 4 = 579
Last edited by Wonderman109 on Fri Aug 31, 2012 2:00 pm, edited 2 times in total.
Good work..
I'll just put the main formula here as well..
Gates/Bridges/Teleports/Transporters ID are calculated like this:
ID= 500+color*5+subcolor
I'll just put the main formula here as well..
Gates/Bridges/Teleports/Transporters ID are calculated like this:
ID= 500+color*5+subcolor
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- Master Wonder Mage
- Rainbow SuperStar
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- StinkerSquad01
- Rainbow AllStar
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Thank you
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- Wonderman109
- Rainbow MegaStar
- Posts: 3530
- Joined: Thu Jun 28, 2012 11:25 pm
this could be useful,
about color 13, there's one in kaboom village!
about color 13, there's one in kaboom village!
LEVEL LIS1
The Hidd3n Archive, Part Four: [36%, In Progress]
The Hidden 4rchive, Part Three (Redeemer's Edition)
The Apocollab [0%, Confirmed, Planning]
Are Cookie and Ash Gay? [Cancelled]
The Hidd3n Archive, Part Four: [36%, In Progress]
The Hidden 4rchive, Part Three (Redeemer's Edition)
The Apocollab [0%, Confirmed, Planning]
Are Cookie and Ash Gay? [Cancelled]
- Wonderman109
- Rainbow MegaStar
- Posts: 3530
- Joined: Thu Jun 28, 2012 11:25 pm
Here's a pattern for firetraps and alternating bridges:
TimerMax 0=Always burning for firetraps; always active for bridges unless they fade or grow instead of moving up and down.
TimerMax 25=Almost constantly on and off. Uncrossable but bridges are active long enough to stop a transporter or turtle.
TimerMax 50=You have just barely enough time for the player to cross.
TimerMax 75=Player can cross two obstacles at most with very little time left over.
TimerMax 100=Three at most with a little time left over.
TimerMax 200=Seven at most with a little time left over.
TimerMax 0=Always burning for firetraps; always active for bridges unless they fade or grow instead of moving up and down.
TimerMax 25=Almost constantly on and off. Uncrossable but bridges are active long enough to stop a transporter or turtle.
TimerMax 50=You have just barely enough time for the player to cross.
TimerMax 75=Player can cross two obstacles at most with very little time left over.
TimerMax 100=Three at most with a little time left over.
TimerMax 200=Seven at most with a little time left over.