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

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Post by bround » Sun Mar 22, 2009 12:30 pm

jdl wrote:Only one thing: We need Patrick's approval before we start messing around with the actual games files and distributing the modified version of the whole game. :wink:

Yeah,
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Post by maxnick » Sun Mar 22, 2009 3:26 pm

cbloopy wrote:An additional bonus is, you can get some of the new MOFI features like Grow magic and IceFlower magic.
:shock: :shock:
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Post by Qloof234 » Sun Mar 22, 2009 4:47 pm

cbloopy... There are no words to describe how I feel right now.

Since I'm insane I'm going to go test this now... Wish me luck :lol:
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Post by cbloopy » Sun Mar 22, 2009 4:57 pm

jdl wrote:So your saying whenever we put the Red or Green Glove Chargers in, it will automatically be Floing and GROW!
Yep, I've tested that and it works. I can also confirm that Floing (as in replay a level you already played) and having adventure stars automatically turn blue also works.
Only one thing: We need Patrick's approval before we start messing around with the actual games files and distributing the modified version of the whole game. :wink:
I already talked to Patrick before I post about it. He's okay with it. Just don't try to sell the custom adventure as your own game. :wink: You could also ask people to download the demo version MOFI themselves, and just distribute the changed/new files to add on top of and replace the ones in MOFI.

One more thing: in MOFI the game starts on hub level 1 (x,y)=(37,8.). You can easily get around this by putting a LevelExit object there to warp you to whatever location on whatever hub level you want, to get to the real starting point of your adventure.
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Post by Qloof234 » Sun Mar 22, 2009 5:02 pm

<3

Maybe porting WA:CP into the MoFI Demo... :wink:

I would lurv to use MoFI stuff in it, so if the designers are okay with it...


Actually, in theory, we wouldn't have to retexture it, would we? We could just copy in the .wdf texture files from WA itself, right?
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Post by Nobody » Sun Mar 22, 2009 6:12 pm

A real (well, partially) MOFI editor???

:!: :!: :!:

:shock: :shock: :shock:

:D :D :D

:? :? :?

:?: :?: :?:

:mrgreen: :mrgreen: :mrgreen:




...Whatever. :lol:

But... But... But... the missiles!!!

:( :( :(

:x :x :x

:?: :?: :?:

:? :? :?

:idea: :idea: :idea:

:twisted: :twisted: :twisted:




...Whatever. :lol:
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Post by Qloof234 » Sun Mar 22, 2009 6:21 pm

:lol: :lol: :lol:
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Post by Qloof234 » Sun Mar 22, 2009 6:46 pm

Double-post; But I got all my files from CP in the MoFI demo, including the first level that should teleport me to the game itself. The game loads this, but instantly crashes, because the player starting position is on top of the arrow.

As it should be, it's set to send the player to hub area 2 (referred to as the hub by -2). I'm testing it with just 2 right now, but I'm confused as to why this happened.


Okay, done testing. Just one thing that anyone using this should be aware of:

Instead of using negative level numbers for the Hub, MoFI uses positive numbers, e.g. in the Editor, Hub area 2 should be referenced by a LevelExit as -2, but in MoFI, it must be referenced as 2.
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Post by maxnick » Sun Mar 22, 2009 11:09 pm

cbloopy wrote:I've just had a quick test with this idea and looks like it basically works.
Can you post it???
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Post by jdl » Sun Mar 22, 2009 11:20 pm

One more thing:

We will have to turn localsaveoff to localsaveon because if we open our Custom Adventures profile with the actual MOFI game, it might MAV out. :wink:
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Post by jdl » Mon Mar 23, 2009 12:22 am

DP but I just got an idea!

Cbloopy, can you use the files from any level or Adventure in MOFI to make WOPs for the stuff we can't normally get in the Editor, like the red and green Crabs, Tentacles, and Flip Bridges?
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Post by Qloof234 » Mon Mar 23, 2009 12:24 am

Maybe there's a use to the developer editor in this after all...

Problem is, Patrick might not want us to do that... :?
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Post by jdl » Mon Mar 23, 2009 12:49 am

It's really funny that we have now gone through 21 pages of this topic, gotten access to the different types of magic, been able to make Hubs, being able to edit Master.dat files, have different monster textures, and more things, but Patrick hasn't said one thing! :shock: :lol:

I was expecting a "Wow, you guys have managed to do even more things with the Editor then I ever thought of including in it!" kind of moment. (I'm pretty sure he would say something a little more different then that. Just my example.)
Maybe we have him speechless! :wink: :lol:

Biggest achievement so far: HUBS!!!!!!!!
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Post by Qloof234 » Mon Mar 23, 2009 1:08 am

jdl wrote:It's really funny that we have now gone through 21 pages of this topic, gotten access to the different types of magic, been able to make Hubs, being able to edit Master.dat files, have different monster textures, and more things, but Patrick hasn't said one thing! :shock: :lol:
Quoted for truth.
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Post by mqdar » Mon Mar 23, 2009 3:36 am

Or maybe Patrick has better things to do in life than saying 'pointless' things like what Jdl has imagined. He mostly likely won't have half the free time we have. :wink: :lol:
But really MS, you should at least just reply to this topic. It must be the best topic ever created in this forum!

Wait, OMG, I have the best idea! In the next MP, include Cbloopy and his amazing discoveries! :D
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Post by CatHat5678 » Mon Mar 23, 2009 6:14 am

cbloopy wrote:I'm thinking maybe we should consider Clifford's idea about using MOFI.
yes it works!!! :D
oh and blink+levelexit=MAV :x :x :x
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Post by cbloopy » Mon Mar 23, 2009 9:27 am

cbloopy wrote:When I have time I'll look into this a little more to work out what exactly you need to get this fully working.
To set up demo version of MOFI for running your own custom hub-based adventure:

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.

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.

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.)

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.

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.
Last edited by cbloopy on Mon Mar 23, 2009 9:50 am, edited 5 times in total.
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Post by cbloopy » Mon Mar 23, 2009 9:29 am

CatHat5678 wrote:oh and blink+levelexit=MAV :x :x :x
No problem blinking to a levelexit for me. You should check and see whether you set up your levelexit correctly (ie. whether the level it goes to actually exists).
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Post by maxnick » Mon Mar 23, 2009 11:41 am

Can we get maps now???
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Post by AJQZC » Mon Mar 23, 2009 11:58 am

cbloopy wrote:
cbloopy wrote:When I have time I'll look into this a little more to work out what exactly you need to get this fully working.
To set up demo version of MOFI for running your own custom hub-based adventure:

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.

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.

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.)

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.

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.
You're a genius! :D
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Post by Pawelec » Mon Mar 23, 2009 5:53 pm

What? MOFI Magics avaible in Editor? I can't believe! But I still don't understand your idea...

HELP!!!!!!!!!!
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Post by Midnight Synergy » Mon Mar 23, 2009 7:43 pm

mqdar wrote:Or maybe Patrick has better things to do in life than saying 'pointless' things like what Jdl has imagined. He mostly likely won't have half the free time we have. :wink: :lol:
But really MS, you should at least just reply to this topic. It must be the best topic ever created in this forum!

Wait, OMG, I have the best idea! In the next MP, include Cbloopy and his amazing discoveries! :D
A little of this, a little of that. I don't usually read this section of the board much myself, and I have zero time these days. I did skim it though, and while I haven't tried any of this out myself, it looks pretty cool and impressive. Well done!

I'd also definitely be interested in putting something in the Midnight Post about all this - but this is still so much in motion, maybe let's wait until a first "final" results are out (e.g. a completed custom adventure)?

Finally, while there will not be a WAMOFI editor anytime soon, my plan is to make a final version of the editor bundled with the next game that would include all the bells and whistles necessary to make your own true hub/adventure game setups.

p
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Post by jdl » Mon Mar 23, 2009 7:57 pm

Midnight Synergy wrote:I'd also definitely be interested in putting something in the Midnight Post about all this - but this is still so much in motion, maybe let's wait until a first "final" results are out (e.g. a completed custom adventure)?
Sounds good! :D
Midnight Synergy wrote:Finally, while there will not be a WAMOFI editor anytime soon, my plan is to make a final version of the editor bundled with the next game that would include all the bells and whistles necessary to make your own true hub/adventure game setups.
Yea, Hubs! :mrgreen:
I wonder what new gadgets there will be to play around with in WA 3... :?:
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Post by mqdar » Mon Mar 23, 2009 8:45 pm

:D He speaks! :D

:lol: :lol: :lol: :lol:

Hubs? HUBS?! IN AN OFFICIAL WA EDITOR?!?! OMG wow... :shock:
Ok, no more pestering MS. :P
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Post by Qloof234 » Tue Mar 24, 2009 12:14 am

Midnight Synergy wrote:
mqdar wrote:Or maybe Patrick has better things to do in life than saying 'pointless' things like what Jdl has imagined. He mostly likely won't have half the free time we have. :wink: :lol:
But really MS, you should at least just reply to this topic. It must be the best topic ever created in this forum!

Wait, OMG, I have the best idea! In the next MP, include Cbloopy and his amazing discoveries! :D
A little of this, a little of that. I don't usually read this section of the board much myself, and I have zero time these days. I did skim it though, and while I haven't tried any of this out myself, it looks pretty cool and impressive. Well done!
Let's remember that it's thanks to cbloopy most of this has been found, and thanks to Clifford we got our "Pow" magic. :wink:
Midnight Synergy wrote: I'd also definitely be interested in putting something in the Midnight Post about all this - but this is still so much in motion, maybe let's wait until a first "final" results are out (e.g. a completed custom adventure)?
I must admit, I would think putting it in there earlier, and then displaying a finished custom "adventure" when one's done would be better for Editor publicity - It'll likely take a looooooong time to finish one :lol:

Assuming that by adventure, you mean this whole Hub-MoFI, etc. thing.
Midnight Synergy wrote: Finally, while there will not be a WAMOFI editor anytime soon, my plan is to make a final version of the editor bundled with the next game that would include all the bells and whistles necessary to make your own true hub/adventure game setups.
<3
Methinks I've overused that now :lol:

Would that include fixing the click-below screen glitch? That has to be my least-favorite part of the Editor in general.
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Post by Pawelec » Tue Mar 24, 2009 4:01 pm

To get MOFI Editor we need:
1) modifications in wg.exe,
2) models,
3) WOPs.

1 and 3 are the hardest.
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Post by mqdar » Tue Mar 24, 2009 7:28 pm

Pawelec wrote:1) modifications in wg.exe,
MG, how many times must I say that we cannot do that?!
2) models,
True, and that isn't hard, is it? :D
3) WOPs.
Remember, Cbloopy has figured all that out. :wink:
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Post by Qloof234 » Tue Mar 24, 2009 10:46 pm

Actually, outside of magic (for the time being), we can't get any MoFI features usable in the Editor, even though they wouldn't be playable in the Editor, but placable (so that they would work once the level was moved into the MoFI demo).

I PM'ed Patrick asking about this (seeing as the Developer Editor has access to all MoFI Features), and he said that he wants to see where the official game is going first, so no.

If we added them, we'd probably have to be careful not to use them in stand-alone levels anyways...

It's impossible for us to edit the game's coding. What we're doing here isn't editing the game's coding, but manipulating already existing (albeit unaccessible) elements. In the case of MoFI magic, that's not editing the game's code, either - MoFI automatically recognizes a glove charger of a certain colour (e.g. Red, Blue, etc.) as having a certain power, even if the level was made in the WA Editor.
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Post by mqdar » Wed Mar 25, 2009 1:28 am

Qloof234 wrote:It's impossible for us to edit the game's coding. What we're doing here isn't editing the game's coding, but manipulating already existing (albeit unaccessible) elements. In the case of MoFI magic, that's not editing the game's code, either - MoFI automatically recognizes a glove charger of a certain colour (e.g. Red, Blue, etc.) as having a certain power, even if the level was made in the WA Editor.
You've said that a little too much now. Not that it's entirely your fault. :lol:

BTW, I gave up on my current secret idea for my big adventure. I have a new idea which will make use of the MOFI folder, so that the hub will work properly.
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Post by Qloof234 » Wed Mar 25, 2009 1:34 am

mqdar wrote:
Qloof234 wrote:It's impossible for us to edit the game's coding. What we're doing here isn't editing the game's coding, but manipulating already existing (albeit unaccessible) elements. In the case of MoFI magic, that's not editing the game's code, either - MoFI automatically recognizes a glove charger of a certain colour (e.g. Red, Blue, etc.) as having a certain power, even if the level was made in the WA Editor.
You've said that a little too much now. Not that it's entirely your fault. :lol:
Yeah, good point. I just really don't see how it's that hard to understand...

You people are not easily deterred. :lol:
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