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

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jafo1015
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Post by jafo1015 » Sun Jul 31, 2011 11:42 pm

jozsefkoma wrote:Sorry for double post,but I've discovered something...
A lot of wops have hidden adjustments(just like multi power FireFlower) and one of them is the Magic Charger particle control.
I didn't experimented with all kind of values,but I belive we can make a POP charger that will look like a Brr charger.
That will be something like A fake charger.
Cool! What adjuster are you playing with? My son just discovered that you can add the "Data1" adjuster to the glove charger.

Negative numbers: turn off the particles
0: Normal
1: Only one use!
2 and higher: No uses at all
needs a 12 step program for overcoming addiction to Minecraft.

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jozsefkoma
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Post by jozsefkoma » Mon Aug 01, 2011 6:59 am

jafo1015 wrote:
jozsefkoma wrote:Sorry for double post,but I've discovered something...
A lot of wops have hidden adjustments(just like multi power FireFlower) and one of them is the Magic Charger particle control.
I didn't experimented with all kind of values,but I belive we can make a POP charger that will look like a Brr charger.
That will be something like A fake charger.
Cool! What adjuster are you playing with? My son just discovered that you can add the "Data1" adjuster to the glove charger.

Negative numbers: turn off the particles
0: Normal
1: Only one use!
2 and higher: No uses at all
Thanks for experimenting!
I used Data1 too.
_____________

In my hub project and ab-47 's DC are used 2 wops inspired by TheThaumaturge.
These wops are the working rock Bridge.
Want to post the wop?
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Aug 09, 2011 7:32 pm

Apparently coins use ActivationType 21 by default.

EDIT: Actually, nevermind. Changing the ActivationType doesn't do anything.
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Aug 09, 2011 8:37 pm

DP.

Here's my messy notes on ActivationType, which controls how an object moves when it gets activated/deactivated.

00: Does nothing
01: GrowZ
02: GrowXYZ
03: GrowXY
04-0A: Same as 00
0B: Gate (default)
0C: Bridge, sinks 1 unit
0D: Bridge, sinks 2 units
0E: Bridge, sinks 3 units
0F: Bridge, sinks 4 units
10: Bridge, sinks 5 units (default bridge movement)
11-14: Same as 00
15: Fade
16-1E: Same as 00
1F: Gate again?
20-28: Same as 00
29: Dungeon Door
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StinkerSquad01
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Post by StinkerSquad01 » Tue Aug 09, 2011 10:29 pm

When did we start talking about ActvationType? :P

EDIT: ohtheshame
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Aug 09, 2011 10:33 pm

StinkerSquad01 wrote:When did we start talking about ActvationType? :P
Just now. I discovered something, so I posted it, you silly goose.
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Post by StinkerSquad01 » Tue Aug 09, 2011 10:47 pm

StinkerSquad01 wrote: EDIT: ohtheshame
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Aug 09, 2011 10:49 pm

StinkerSquad01 wrote:
StinkerSquad01 wrote: EDIT: ohtheshame
That doesn't fit when you posted it two hours after me. You could've pressed the "X" in the top right corner of your post if you wanted to delete it.
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Post by StinkerSquad01 » Tue Aug 09, 2011 10:54 pm

I had forgotten about the ActivationType option.
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Post by ab-47 » Thu Sep 15, 2011 8:38 am

BUMP

Is there a way to pass into the turtles (when they act like scritters)
You can pass through a spikey ball or a chomper but you die
You can pass through a scritter but you stay alive and he jumps away
You can't pass Through a turtle. Can anyone know how to pass through a turtle. :)
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MyNameIsKooky
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Post by MyNameIsKooky » Thu Sep 15, 2011 6:54 pm

You can't. Their collision types are hardcoded into the game.
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|Cookie|
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Post by |Cookie| » Thu Sep 15, 2011 6:58 pm

We Can!
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Last edited by |Cookie| on Thu Sep 15, 2011 7:01 pm, edited 2 times in total.
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Post by |Cookie| » Thu Sep 15, 2011 6:59 pm

Delete
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Post by ab-47 » Fri Sep 16, 2011 4:32 am

kidkidaaa1 wrote:We Can!
How did you do that????? :shock: :shock: :shock:
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Post by |Cookie| » Fri Sep 16, 2011 7:26 am

You Can Do This Only for 1 Second!
Look:
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Post by ab-47 » Fri Sep 16, 2011 1:28 pm

that's not what I wanted.
I've posted this in here so I could know if there's a hex code that can make the turtle passable. :)
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Post by |Cookie| » Fri Sep 16, 2011 2:15 pm

ab-47 wrote:that's not what I wanted.
I've posted this in here so I could know if there's a hex code that can make the turtle passable. :)
AH!Sorry!
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LittleZbot
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Post by LittleZbot » Sun Sep 18, 2011 1:34 am

There's also a glitch that will make Turtles go straight through you, but you have to stay in one spot.

You stand in the way of the Turtle, then save. A bit later, load your game. The Turtle will pass right through you if you don't move.
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May these lost Wonderlanders find true adventure beyond us.
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jozsefkoma
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Post by jozsefkoma » Sun Sep 18, 2011 6:15 am

There is a way to make the turtle passable.
First you need to chose a logic of a passable creature like scritters or wee stinkers.
Next change the movement type to the turtle movement type.
If you added other model name,change it to turtle and save it.
If you chose the scritter wop it will jump(maybe) and if you chose the wee stinker logic, don't know how it will act(maybe will MAV)
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Emerald141
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Post by Emerald141 » Wed Dec 14, 2011 11:06 pm

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MyNameIsKooky
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Post by MyNameIsKooky » Wed Dec 14, 2011 11:11 pm

For objects that use the moving star textures (Gems, Teleporters, Cuboids, etc), the color adjuster will automatically revert back to 0 if it's anything above 8.

It should work fine if you Hex-Edit the .wlv file itself by finding the shard and changing its color there.
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Post by Emerald141 » Wed Dec 14, 2011 11:21 pm

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MyNameIsKooky
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Post by MyNameIsKooky » Wed Dec 14, 2011 11:26 pm

Huh, I dunno. I think you're going to have to just use a custom texture since it seems that the teleport textures are loaded into the game from wg.exe (I checked the hfn2 model and found nothing, so that's what I assume is going on).
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Post by Guppy Star » Tue Dec 20, 2011 5:07 am

Anyone found out that you can edit room 27 of MOFI DEMO to avoid end of demo cutscene?
HAPPY TO HELP!!!

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Post by Sammy_P » Tue Dec 20, 2011 5:17 am

LittleZbot wrote:There's also a glitch that will make Turtles go straight through you, but you have to stay in one spot.

You stand in the way of the Turtle, then save. A bit later, load your game. The Turtle will pass right through you if you don't move.
That happened to me in WA once, but without saving/loading.
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Sammy_Bro
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Post by Sammy_Bro » Tue Dec 20, 2011 10:04 pm

jafo1015 wrote:2 and higher: No uses at all
Colorful null chargers? :D
:D
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Post by LittleZbot » Wed Dec 21, 2011 6:46 am

Or "Fake Magic?"

gotta use that someday.
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
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MyNameIsKooky
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Post by MyNameIsKooky » Wed Dec 21, 2011 12:30 pm

Sammy_Bro wrote:
jafo1015 wrote:2 and higher: No uses at all
Colorful null chargers? :D
Nope. They don't give you any magic at all when you step on them.
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StinkerSquad01
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Post by StinkerSquad01 » Wed Dec 21, 2011 5:13 pm

And combined with the flip glitch to place a GC, we can have TrapChargers!
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LittleZbot
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Post by LittleZbot » Thu Dec 22, 2011 7:31 am

What's a GC?
To Shorty, who was immortalized in an adventure.
To Marinus, who was my community older brother.
To Janet, who I will remember every time I wear a toque.

May these lost Wonderlanders find true adventure beyond us.
Discord: LittleZbot#3936
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