The Ultimate WA Editor Hex-Editing Topic! Take A Look!

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jozsefkoma
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Post by jozsefkoma » Thu Aug 26, 2010 5:43 am

Qloof234 wrote:First off, I was the one who found the WaterReact variable and posted about it. If you found it before me, then you should have posted about it.
Sorry I don't knew that.
Qloof234 wrote: Second off, no one has the WA Beta Editor
Midnight Synergy has the wa beta editor.
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What do WaterReact? I really don't know.
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Post by Emerald141 » Thu Sep 02, 2010 1:28 am

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Post by DEEMAN223344 » Thu Sep 02, 2010 1:36 am

jozsefkoma wrote:
Qloof234 wrote:First off, I was the one who found the WaterReact variable and posted about it. If you found it before me, then you should have posted about it.
Sorry I don't knew that.
Qloof234 wrote: Second off, no one has the WA Beta Editor
Midnight Synergy has the wa beta editor.
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What do WaterReact? I really don't know.
WaterReact is likeley to determine the object's reaction to water.
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jozsefkoma
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Post by jozsefkoma » Thu Sep 02, 2010 5:27 pm

Emerald141 wrote:I'd like to request a WOP file: a bookcase that acts like a sign.
I can make it but i'm not on my computer now.
Can you wait 2 or 3 days?
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Post by ^_^ » Thu Sep 02, 2010 5:36 pm

You said same in my topic for Penguin texture. :lol: :lol: :lol:
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Post by Emerald141 » Thu Sep 02, 2010 5:38 pm

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jozsefkoma
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Post by jozsefkoma » Thu Sep 02, 2010 5:42 pm

I just copied text but i can do this.
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Post by jozsefkoma » Sat Sep 04, 2010 7:43 pm

The bookcase that acts like a sign is done. But the bookcase turn to player when talk with it.
Click here to watch a video.
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Post by Emerald141 » Sat Sep 04, 2010 8:32 pm

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Kabooms Rock
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Post by Kabooms Rock » Sat Sep 04, 2010 10:30 pm

if you don't want the bookase to move you can try having a general cammand button next to the book shelf or you can change the xadjust and yadjust of the book shelf and hide a sign in it :)
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Post by Emerald141 » Sat Sep 04, 2010 10:41 pm

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Post by jozsefkoma » Mon Sep 06, 2010 6:55 pm

I work to an oxygen bar in wonderland adventure editor!
With this option you can stay under water just some time.You need to go up if you don't want to drown . :lol:
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Post by jozsefkoma » Wed Sep 08, 2010 10:02 am

Any comments about it? :( :?
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Post by ^_^ » Wed Sep 08, 2010 10:32 am

Im not sure what you mean :roll:
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Post by Qloof234 » Wed Sep 08, 2010 10:57 am

Unless you have a total dissassembly of the game's programming, not possible. It's not taking advantage of already existing features, but adding an entirely new one.
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Post by jozsefkoma » Wed Sep 08, 2010 4:17 pm

Is just a simulation like cbloopy's shard simulation.I want to do that with some hacked wops.Actually isn't ready for test but soon will be work. :D
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Post by abc99 » Thu Sep 09, 2010 5:36 pm

I hope this is the right thread for my problem.
In this video http://www.youtube.com/watch?v=pYzNYrkK ... re=related appears at 1:10 an "Adventure Star". I've downloaded it and can place the object in the game. But I don't know how to use it. Who can help me?

By the way - any german speaking people here? :stinkycool:
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Post by Kabooms Rock » Thu Sep 09, 2010 10:24 pm

first you have to download the master dat editor cbloopy made.
than create a level named "Hub" * this is the mane level were everything takes place
place the adventure star wherever you want it. The data0 you see on the discription for the adventure star.wop should = the adventure number you want to use.
then create another level with its file name called "Adventure * <any number goes here this indicates the adventure number>" this level is the level were you play your adventure
download the Mofi demo.
under user data in the mofi demo folder find a folder called adventures delete all the folders in there and replace it with all of your adventures (including hub)
Then open your master dat editor and open all the master data files (Not including hub) of the adventures you would like to use. Using the master dat editor should be self explanatory after that. remember to overite or delete the original files.
than play the MOFI demo and you should end up playing your own levels
I believe there is an easier way but i can't remember it
* = you may be able to name it something else but i am not sure
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Post by Qloof234 » Fri Sep 10, 2010 1:42 am

jozsefkoma wrote:Is just a simulation like cbloopy's shard simulation.I want to do that with some hacked wops.Actually isn't ready for test but soon will be work. :D
I think it'd be a neat idea, but once again, it's not using existing features, whereas cbloopy's shard simulation was, IIRC.

Does anyone have a link to it, actually? I need to refresh my memory on all this WA stuff so I can continue on QT properly. :)
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Post by Kilicool64 » Fri Sep 10, 2010 2:31 pm

abc99 wrote:By the way - any german speaking people here? :stinkycool:
Ich lebe in Deutschland.
Herzlich willkommen!

Translation:
I live in Germany.
Welcome!
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Post by abc99 » Fri Sep 10, 2010 3:44 pm

Kabooms Rock wrote:first you have to download the master dat editor cbloopy made.
than create a level named "Hub" * this is the mane level were everything takes place
place the adventure star wherever you want it.
Done! (Screenshot wa-editor)
The data1 should = the adventure number you want to use.
then create another level with its file name called Adventure * <any number goes here this indicates the adventure number> this level is the level were you play your adventure
Sorry, I don't understand :oops:

Level=1 or Level=Hub? (Screenshot master.dat)?



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Post by Kabooms Rock » Fri Sep 10, 2010 9:37 pm

abc99 wrote:
The data1 should = the adventure number you want to use.
then create another level with its file name called Adventure * <any number goes here this indicates the adventure number> this level is the level were you play your adventure
Sorry, I don't understand :oops:

Level=1 or Level=Hub? (Screenshot master.dat)?
Level = the level in the hub you want to go to when you win/lose the adventure (i think were talking about the same thing, are we?)
BTW I saw from the picture of the master.dat editor that you edited the hub's master data when you should edit the master data of the adventures you want to play in the hub via adventure star or generel command 8
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Part 1

Post by abc99 » Mon Sep 13, 2010 4:16 pm

Kabooms Rock wrote: Level = the level in the hub you want to go to when you win/lose the adventure (i think were talking about the same thing, are we?)
BTW I saw from the picture of the master.dat editor that you edited the hub's master data when you should edit the master data of the adventures you want to play in the hub via adventure star or generel command 8
Thanks for your help! :D

I hope we talk about the same thing. :wink:
But it's not easy to explain what I mean, because I'm german.

So I decide to show you my screenshots.
I followed the steps from the YouTube-Tutorial, but at the end I got a "black adventure". BTW: I'm using the fullversion of MOFI.
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Part 2

Post by abc99 » Mon Sep 13, 2010 4:17 pm

Screenshot "back adventure".
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Post by abc99 » Mon Sep 13, 2010 4:42 pm

another question:

I checked cblooby's MOFI Level Converter.
Using his Help.doc I tried to put a Coily object.
But after converting I get a black adventure.
Please take a look at my screenshots.
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Post by jozsefkoma » Mon Sep 13, 2010 7:02 pm

This converter convert adventure to mofi format.It don't work in current version of wa editor.To make it work use mofi demo and put here a new hub and new adventure.
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Post by Emerald141 » Mon Sep 13, 2010 10:52 pm

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Post by abc99 » Tue Sep 14, 2010 5:19 pm

jozsefkoma wrote:This converter convert adventure to mofi format.It don't work in current version of wa editor.To make it work use mofi demo and put here a new hub and new adventure.
I'm using the fullversion of MOFI !

Is it important to use the demo?
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Post by jozsefkoma » Tue Sep 14, 2010 6:21 pm

If you have full version is great.Isn't any problem if you use it.
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Post by abc99 » Wed Sep 15, 2010 4:55 pm

I think there are a lot more steps before we can go on...

Searching this thread for more information I found this:
http://pcpuzzle.com/forum/viewtopic.php?p=187311#187311

With the full version of MOFI I did this:
1) copy the music files from c:\WA Editor v096\Data\Music into c:\<whatever folder you installed demo MOFI in>\Data\Music. Because some music from WA1 are not included in MOFI.

2) you should find a "localsaveoff" file in the demo MOFI's main game folder. Rename it to localsaveon. This will keep the user data folder under the game's main folder instead of in the Windows user folder. Amongst other advantages, keeping it out of the Windows user folder helps avoid interfering with savegames from the full version of MOFI if you have installed that on your machine.

3) Run the game and then quit the game. A "GameData" folder should be created inside the main folder. This is the equivalent of WA Editor's "User Data" folder.

4) Now copy your WA Editor's "Custom Content" folder to the "GameData" folder of demo MOFI. (Meaning, you end up with a "Custom Content" folder inside the "GameData" folder of demo MOFI.) With that in place, the game will be able to find your custom level textures.
Ok, the next step...
5) Copy your "Custom" folder (or whatever folder you used for custom object textures) into demo MOFI, so the game can find your custom object textures.
... I did not understand, because I copied my content in step 4.
6) Replace the files under the Data\Adventures folder with your own. Remember to use positive numbers for levelexit dest levels, even for the hub. (No need to use weird negative numbers for hub levels in MOFI, like you do with the Editor.)
Ok - done.
7) MOFI always starts a new game on hub level 1, (x,y)=(37,8.). I suggest creating level 1 of size 48 x 16 and wipe it with height 2 wall tiles textured to all black. Then I change the tile logic on (37,8.) to floor, and then add a LevelExit object there to warp the player to the real starting hub location of your custom adventure. Leave the music to none.
I did this in WA Editor - where to copy this files now?

Finally the steps ...
So when you start a new game, the screen will remain black and the music silent until the player is warped to the intended starting location of your custom adventure. It will look merely like there's a delay in loading the adventure.

8.) Use CMD 115 to launch the Floing screen (for replaying adventures you already won). You should not allow the player to use this until the player has done Adventure #1, otherwise the Floing screen will still show "Stalacmite Cavern".

9) Use CMD 116 to change the player's hat, and CMD 117 to change the player's accessory, like how you can do it in MakeShift Camp.
.. are pure science fiction for me - I did not understand what to do.

A lot of :?: :?: :?: :?:
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