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

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Clifford
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Post by Clifford » Sat Mar 14, 2009 11:18 pm

sewel5 wrote:
Clifford wrote:
Qloof234 wrote:
Pawelec wrote::cry: Give me it!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :cry:
:cry: PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! :cry:
First off, it's exclusive to only the testers (such as me) and the level designers at this point in time.

Second off, even if a tester / designer did give it to you, it wouldn't work - the editor being used for development is 'locked' to the computer it's installed on, i.e. it works on my home PC because that's where I installed it, but if I copied it over to my laptop it wouldn't work.

That and I don't have a laptop.

:lol:

Plus the editor WILL be available when the game comes out. All I can say for now? Just be patient, it'll be here faster than you know it :wink:

Also, what mqdar said - if the game's in development, why would you release a level editor for it? It's understandable for fangames, you want people's opinions on it. But official games? No, you wait until it's done because a leaked beta could compromise your company's credability (SEGA, I'm looking at you).
Tester, Desigener? What does that mean???

We all design or make levels and test/play others. This doesn't make sence...
Qloof meant testers and designers for MOFI. Anyway, Pawalec asked for the MOFI editor.
Oh
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Clifford
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Post by Clifford » Sat Mar 14, 2009 11:20 pm

Sorry, DP

Off Topic: Anybody know how to use PE Explorer?
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AJQZC
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Post by AJQZC » Sun Mar 15, 2009 12:44 am

Is it possible to come up with a new thread about all the conclusions to the discussions you've made? :shock:
This thread is really getting too long.
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cbloopy
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Post by cbloopy » Sun Mar 15, 2009 1:51 am

Someone PMed me asking for adding ScaleAdjust to monsters, so here we go, updated monsters WOPs with ScaleAdjust adjuster added.

Keep in mind that it only affects the appearance, the game still considers the monster to take up 1x1 tile. So for example, a 3x3 scritter will still only hold down one button for you, not nine.
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Clifford
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Post by Clifford » Sun Mar 15, 2009 3:49 am

Chack out my adventure: Playing with big scritters!

Cbloopy, how do you have an item and when you use it, it does a command but you don't lose the item.
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Qloof234
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Post by Qloof234 » Sun Mar 15, 2009 3:58 am

The item Command has a "+" sign on the end if you can use it infinite times.
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Clifford
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Post by Clifford » Sun Mar 15, 2009 9:04 am

Hey!!! I'm SOOOOOOOOOOOOO Excited! Take a look!



If you are wondering how I did it, I created (part) of my extraordinary adventure and put it in C:\Program Files\Mystery Of Fire Island\Data\Adventures\Hub and then take a look!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
:D :D :D :D :D :D :D :D :D :D :D :D :D :D :D :D

Sorry, It didn't let me upload the pictures.
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Qloof234
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Post by Qloof234 » Sun Mar 15, 2009 9:06 am

I see what you're saying.

Hub files made by us can work in the actual WA games.

Not really surprising, to be honest, because Custom Adventures work too.
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Post by maxnick » Sun Mar 15, 2009 10:06 pm

cbloopy, can you make a video tutorial on how to add on variables in .wops?
Uijt jt nz tjhobuvsf.
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cbloopy
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Post by cbloopy » Mon Mar 16, 2009 11:10 am

maxnick wrote:cbloopy, can you make a video tutorial on how to add on variables in .wops?
Video tutorial? Too much work. :!:

If you're somewhat comfortable with a hex editor I can explain the process to you in words in PM.
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richmond2010
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Post by richmond2010 » Tue Mar 17, 2009 11:16 am

Just wondering... how do you make ships?
I know that its impossible, just that how do you make ships with walls?
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cbloopy
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Post by cbloopy » Tue Mar 17, 2009 5:57 pm

richmond2010 wrote:just that how do you make ships with walls?
There's just an example of that in Qloof234's MOTSD adventure. Copy the adventure folder from Adventures\Current to Adventures\Editing\Current, then examine the adventure in the Editor to see (it should be in one of the last few levels).
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Qloof234
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Post by Qloof234 » Tue Mar 17, 2009 10:13 pm

There's a better example in my FIV series. The one in MotSD is glitched at the edges :oops:
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richmond2010
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Post by richmond2010 » Tue Mar 17, 2009 11:38 pm

Thanks! That helps a lot. :D
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AJQZC
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Post by AJQZC » Wed Mar 18, 2009 7:42 am

Cbloopy, can I ask something please:

1. What's the Data0 for both Adventure Stars used for?
2. How is it possible to route back to the original Hub Game after winning the Adventure? (I selected 1 for Data0 for both stars, and an MAV pops out after I complete the adventure. :roll: :roll: )
3. How can I use commands to turn off the Adventure Star after I complete the level?
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Clifford
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Post by Clifford » Wed Mar 18, 2009 7:51 am

Bit earlyer on cbloofy made a program for solving that and also copy it into the player propile's hub folder.
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Post by cbloopy » Wed Mar 18, 2009 7:58 am

AJQZC:

The answers to all your questions are buried somewhere in this thread. Unfortunately none are very easy:

Data0 lets you specify the adventure number the star will bring you to. The game will then look for the adventure in <game main folder>\Data\Adventures\AdventureN where N is the value of Data0. You get a MAV if the game can't find the adventure at the expected location.

master.dat of the adventure the star links to will determine where you end up on the "hub" when you wins or loses the adventure. Because the Editor right now does not provide a way for you to edit those information in master.dat, I wrote a "MasterDatEditor" program (somewhere in this thread) that lets you do so. Hubs levels have to be manually copied to <game main folder>\User Data\Player Profiles\<your player profile>\Current\Hub. You get a MAV if the game can't find the hub level referenced by master.dat at the expected location.

In the real games, the adventure stars automatically turns blue once you win an adventure. But in the custom editor, I think because they change the way the game tracks your progress, that doesn't work. You can fake it by using the general command options in the hub (see MasterDatEditor again) to run some general commands after the player wins the adventure, to deactivate the yellow star and actvate a blue star in its place.
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Post by cbloopy » Wed Mar 18, 2009 8:01 am

Clifford wrote:Bit earlyer on cbloofy made a program for solving that and also copy it into the player propile's hub folder.
To clarify, my program doesn't help you with copying files into the player profile's hub folder. (Although I suppose that's something I can think about.) The MasterDatEditor program's purpose is to let you edit master.dat with the necessary information to integrate mini-adventures into the hub system.
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Post by AJQZC » Wed Mar 18, 2009 8:19 am

Thanks! Got it now. :lol:
You're a real IT Technician, cbloopy! 8)
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Clifford
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Post by Clifford » Wed Mar 18, 2009 9:04 am

cbloopy wrote:
Clifford wrote:Bit earlyer on cbloofy made a program for solving that and also copy it into the player propile's hub folder.
To clarify, my program doesn't help you with copying files into the player profile's hub folder. (Although I suppose that's something I can think about.) The MasterDatEditor program's purpose is to let you edit master.dat with the necessary information to integrate mini-adventures into the hub system.
I'm trying to say copy to hub manually and use cplopy's...
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JohnEmmanuel143
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Aargh!

Post by JohnEmmanuel143 » Wed Mar 18, 2009 3:43 pm

cbloopy,I always receive MAVS whenever the adventure ends,

Then I put all of these at The Adventure:
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Thank you For your Support ^_^
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Clifford
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Post by Clifford » Wed Mar 18, 2009 9:21 pm

Clifford wrote:
cbloopy wrote:
Clifford wrote:Bit earlyer on cbloofy made a program for solving that and also copy it into the player propile's hub folder.
To clarify, my program doesn't help you with copying files into the player profile's hub folder. (Although I suppose that's something I can think about.) The MasterDatEditor program's purpose is to let you edit master.dat with the necessary information to integrate mini-adventures into the hub system.
I'm trying to say copy to hub manually and use cplopy's...
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Qloof234
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Post by Qloof234 » Thu Mar 19, 2009 2:31 am

Clifford wrote:
Clifford wrote:
cbloopy wrote:
Clifford wrote:Bit earlyer on cbloofy made a program for solving that and also copy it into the player propile's hub folder.
To clarify, my program doesn't help you with copying files into the player profile's hub folder. (Although I suppose that's something I can think about.) The MasterDatEditor program's purpose is to let you edit master.dat with the necessary information to integrate mini-adventures into the hub system.
I'm trying to say copy to hub manually and use cplopy's...
What you said directly implies otherwise.
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Clifford
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Post by Clifford » Thu Mar 19, 2009 8:20 am

Qloof234 wrote:
Clifford wrote:
Clifford wrote:
cbloopy wrote:
Clifford wrote:Bit earlyer on cbloofy made a program for solving that and also copy it into the player propile's hub folder.
To clarify, my program doesn't help you with copying files into the player profile's hub folder. (Although I suppose that's something I can think about.) The MasterDatEditor program's purpose is to let you edit master.dat with the necessary information to integrate mini-adventures into the hub system.
I'm trying to say copy to hub manually and use cplopy's...
What you said directly implies otherwise.
Ummmm, what does this mean?
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JohnEmmanuel143
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!!!

Post by JohnEmmanuel143 » Thu Mar 19, 2009 9:28 am

Help!I have discovered that you get a mav when you talk to anything after your adventure!
How Can I Ever Get Rid OF THIS Sorry,But This Word Has Been Removed Due To A Violence MAVVV! :evil:



Edit 1:Oh and Cbloopy,Can You Add More Commands please? :lol:
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Re: !!!

Post by richmond2010 » Thu Mar 19, 2009 11:14 am

JohnEmmanuel143 wrote:Sorry,But This Word Has Been Removed Due To A Violence
What did you say?

Well it works perfectly on mine. No MAVs after completing one adventure from an adventure that I made. (Still creating)
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Qloof234
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Post by Qloof234 » Thu Mar 19, 2009 6:06 pm

Clifford wrote:
Qloof234 wrote:
Clifford wrote:
Clifford wrote:
cbloopy wrote:
Clifford wrote:Bit earlyer on cbloofy made a program for solving that and also copy it into the player propile's hub folder.
To clarify, my program doesn't help you with copying files into the player profile's hub folder. (Although I suppose that's something I can think about.) The MasterDatEditor program's purpose is to let you edit master.dat with the necessary information to integrate mini-adventures into the hub system.
I'm trying to say copy to hub manually and use cplopy's...
What you said directly implies otherwise.
Ummmm, what does this mean?
What you said seems to be saying that the program "solves the Adventure-Hub (Level 0, X0 Y0) glitch and also copies it into the player profile's hub folder".

At least, that's what it reads like - I understand now that you're saying otherwise, though.
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Re: !!!

Post by cbloopy » Thu Mar 19, 2009 7:09 pm

JohnEmmanuel143 wrote:Edit 1:Oh and Cbloopy,Can You Add More Commands please? :lol:
What, 3 is not enough for you? :roll: :lol:

Well I can't, not only is there the matter of programming, but more importantly, there is no room right now in master.dat to store any additional commands even if I could modify the programming. The file format of master.dat would need to be modified to be able to store any additional commands.

If the additional commands you need to run are within the levels already referenced in the 3 commands you used up, you can use the NPC move trick to execute the additional commands for you:

1) If the command runs on the level the player ends up on after winning the adventure, then simply execute CMD 61 from master.dat. Use that CMD 61 to move a hidden offscreen NPC with MovementSpeed 1000 or so across a bunch of general command buttons, to execute a sequence of whatever general commands you want.

2) If the commands need to run on another level, have the level set up with a Speed 1000 chomper hidden offscreen that will move onto an inactive, one-time-use general command button carrying CMD 61. Then you can use the master.dat commands to activate that general command button on that level so that the next time you visit the level, the button's CMD 61 will be execute, which if you set up to move a hidden offscreen NPC across a bunch of buttons as in method #1, will execute a sequence of commands for that level.

The one thing I don't have a good workaround right now is if you need additional commands to affect additional levels outside of the ones referenced in the 3 commands in master.dat. One thing you can try in that case is "multiple warping". As an example, say you intended the player to end up on hub level 10 after winning, but you also want to run a command on level 1, but you've already used up all 3 commands in master.dat.

You set master.dat so that instead of going to level 10 upon winning, you actually go to a hidden location on level 1. That hidden location needs to be inaccessible any other way except by warping from master.dat (eg. a rather offscreen location, on a fake wall surrounded by real walls). Put a general command button on that location running CMD 61. That command will move a Movement-1000 offscreen NPC across multiple buttons to execute the commands you want executed for level 1, plus a final button that executes CMD 7, to warp the player back to level 10 as intended.

The idea is that the warping to and out of level 1 happens quickly enough that it's not really seen by the player, so that to whoever's playing, it looks just as if you directly ended up on level 10. You can even chain this so additional levels are covered (eg. win -> level 1 -> level 3 -> ... -> level 10) but of course, the more levels there are in the warp chain, the more noticeable to the player that you are warping through multiple levels.

[Disclaimer: none of the methods suggested above have been tested. If you do decide to use them though, do let us know how well or not it works!]
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Re: !!!

Post by cbloopy » Thu Mar 19, 2009 7:17 pm

JohnEmmanuel143 wrote:Help!I have discovered that you get a mav when you talk to anything after your adventure!
How Can I Ever Get Rid OF THIS Sorry,But This Word Has Been Removed Due To A Violence MAVVV! :evil:
Sorry I forgot to mention this, but you also need to copy the dialog files (*.dia) for the hub into the same location you put the .wlv level files for the hub.
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