The Ultimate WA Editor Hex-Editing Topic! Take A Look!
THE PROGRAM THAT LET YOU USE NEW MOFI STUFF IS FINALLY HERE!
[edit: 5/2/09: attachment updated to version 0.1.2.0.
If you are using the hacked Editor, you should upgrade MOFILevelConverter to version 0.1.2.0 or higher, otherwise some levels may not convert.]
After spending far more time than I like, I finally have a work in progress that you can start using!
Introducing the MOFI Level Converter, version 0.1.0.0. It is an alpha, which means there's still a lot of stuff I haven't finished, and probably a bug or two. But it is good enough for people to try it out.
The zip file includes the program, a help file (which is currently in Microsoft Word format), and a set of WOPs specially made to be used with the program.
The basic idea is this: you use those new WOPs in the WA Editor to add new MOFI stuff like crabs and kabooms to your levels; that works because the WOPs are using the "wrong" models, so that the Editor doesn't MAV. My program then converts your level, putting in the "correct" new MOFI models in place of the ones used in the WOPs. Voila! You save the converted level somewhere into demo MOFI's Data\Adventures folder, and the level is now playable in demo MOFI with all the exciting new MOFI stuff.
The help file shows you what each object looks like in the Editor, and in the game after conversion. It also explains the modifiers available for each object (eg. what does "Data1" mean for crabs for example).
Because it's a work in progress, right now only the following objects are supported:
- crabs
- kabooms
- baby boomers
- flip bridges
- laser gates
- coilys
- wooden boxes
- ice trolls
- MOFI bridges
I don't have a detailed schedule of when I plan to get the rest done, but the overall plan is as follows:
1) add support for the remaining "non-decorative" objects from MOFI: UFOs, z-bots, tentacles, scouges
2) get feedback from users for improvements on the user interface and bug fixes.
3) add support for all remaining MOFI objects [there are like at least 20, so this will take some time...]
4) add support for reverse conversions (eg. you can select a level from the actual MOFI game and it will convert it back into a format usable in the Editor)
5) add support for bulk conversions (eg. you can select a folder and the program will convert every .wlv file inside the folder and sub-folders)
Known issues so far (besides the incompleteness):
- the feet of Kabooms look detached from the body when they are sitting. [edit: confirm not to be an issue with my converter; it's like that in the real game also]
If you are using the hacked Editor, you should upgrade MOFILevelConverter to version 0.1.2.0 or higher, otherwise some levels may not convert.]
After spending far more time than I like, I finally have a work in progress that you can start using!
Introducing the MOFI Level Converter, version 0.1.0.0. It is an alpha, which means there's still a lot of stuff I haven't finished, and probably a bug or two. But it is good enough for people to try it out.
The zip file includes the program, a help file (which is currently in Microsoft Word format), and a set of WOPs specially made to be used with the program.
The basic idea is this: you use those new WOPs in the WA Editor to add new MOFI stuff like crabs and kabooms to your levels; that works because the WOPs are using the "wrong" models, so that the Editor doesn't MAV. My program then converts your level, putting in the "correct" new MOFI models in place of the ones used in the WOPs. Voila! You save the converted level somewhere into demo MOFI's Data\Adventures folder, and the level is now playable in demo MOFI with all the exciting new MOFI stuff.
The help file shows you what each object looks like in the Editor, and in the game after conversion. It also explains the modifiers available for each object (eg. what does "Data1" mean for crabs for example).
Because it's a work in progress, right now only the following objects are supported:
- crabs
- kabooms
- baby boomers
- flip bridges
- laser gates
- coilys
- wooden boxes
- ice trolls
- MOFI bridges
I don't have a detailed schedule of when I plan to get the rest done, but the overall plan is as follows:
1) add support for the remaining "non-decorative" objects from MOFI: UFOs, z-bots, tentacles, scouges
2) get feedback from users for improvements on the user interface and bug fixes.
3) add support for all remaining MOFI objects [there are like at least 20, so this will take some time...]
4) add support for reverse conversions (eg. you can select a level from the actual MOFI game and it will convert it back into a format usable in the Editor)
5) add support for bulk conversions (eg. you can select a folder and the program will convert every .wlv file inside the folder and sub-folders)
Known issues so far (besides the incompleteness):
- the feet of Kabooms look detached from the body when they are sitting. [edit: confirm not to be an issue with my converter; it's like that in the real game also]
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Last edited by cbloopy on Sat May 02, 2009 8:16 am, edited 3 times in total.
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- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
You could try but strange things may happen. Certainly all the new MOFI elements will not work.Qloof234 wrote:In theory, the level can be played in the Editor provided the converter hasn't been used, right?
I have further news though: I found a way to trick demo MOFI into going into a "custom adventures" mode similar to the player program in WA Editor package. Do this:
1) create a copy of everything in your demo MOFI folder (if you have WACP set up, that would not be a bad starting point; make a copy of the entire game folder and subfolders), copying it to some other folder. Make sure localsave is on.
Call this the "testbed copy".
2) copy the Adventures folder from the Editor (c:\WA Editor v096\User Data\Adventures) into the GameData folder of your testbed copy of demo MOFI.
3) Delete all adventures and hub folders under Data\Adventures in testbed demo MOFI, replacing them with the attached folders.
4) run testbed demo MOFI and select "Start New Game"
5) you'll basically be instructed to keep selecting "Abort Adventure". After doing this twice, you'll end up on the custom adventures selection screen!


6) finally, select any custom adventure and start playing it, then save it into any save slot. From now on, instead of going through steps 4 and 5 to get to the selection screen, just select "load game" and load from this save slot, and then "abort adventure", and you'll end up back on the selection screen!
You'll need to repeat steps 4-6 once per player profile you use in testbed demo MOFI.
I haven't tested this thoroughly. I already notice that unlike the Editor, when you play custom adventures this way, they seem to always start off with the magic glove, the spy eye and the glow gem already in your item bag.

I suspect there's probably an easier way to activate this "test mode", maybe via some key combination, but I'll have to ask Patrick to see if such a shortcut exists.
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Yeah, that was something done by default during the testing stage for MoFI. The Designer Editor always started off levels with the gloves, glowgem, and spy-eye by default, for convenience.cbloopy wrote: I haven't tested this thoroughly. I already notice that unlike the Editor, when you play custom adventures this way, they seem to always start off with the magic glove, the spy eye and the glow gem already in your item bag.I'm not sure how to suppress this but it might be a boon in testing.
As for the discovery itself:
...

- CatHat5678
- Rainbow Wonderlander
- Posts: 185
- Joined: Sat Nov 29, 2008 2:57 am
CatHat5678 wrote:not even ms has found those yetmaxnick wrote:![]()
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Next you'll be telling us you found WA3 elements!!!![]()
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Oh yeah, on my tests, it works just fine.
EDIT: I've resolved this issue, my computer glitched and it looked like it said Data8: 1 but it wasn't.
Picture of the level for those curious:

Also, one question for cbloopy.
Is there anyway for us to get the map object along with the pieces out of MoFI? I'm wondering because I was planning to put a map of the Hub world in CoPr.
Last edited by Qloof234 on Wed Apr 15, 2009 2:33 pm, edited 1 time in total.
I checked on my computer and the fuse is lit for Data8 = 1, unlit for Data8 = 0. Can you check your level again? In my WOP Data8 should already be set to 1.Qloof234 wrote:It seems like the data values for fuses (Baby Boomers) is switched, cuz in my test level I had two of them set to Data8: 1, which should mean the fuse is lit according to the word document in the zip. However, ingame, the fuses aren't lit at all.
If you are indeed getting different results, please send me your test level (both before and after conversion) and I'll take a look.
Here you go, the WOP. It's basically just a custom item making use of a new Fn value (just like how there are already Fn values for the Glove, Spy-Eye, etc.), which currently you can't set in the Editor (so I set it for you in the WOP).Qloof234 wrote:Is there anyway for us to get the map object along with the pieces out of MoFI? I'm wondering because I was planning to put a map of the Hub world in CoPr.
The value of "Fn ID" in the item specifies which part of the map the map piece is for. If you go to the Data\Graphics\Map folder you'll see files nbqqjfdf0.wdf through nbqqjfdf8.wdf. The "0" one is the graphics for parts of the map you haven't picked up yet, and the rest are various pieces of the map. A map piece item with Fn ID of X corresponds to the .wdf file numbered X+1. So for example, set Fn ID to 2, and when the player picks up the map piece, the part of the map in file nbqqjfdf3.wdf will be revealed.
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When I try to convert a level in a few adventures, the converter claims that the level does not need to be converted as it does not have any MoFI elements. Yet, when I placed the adventure under the new directory, there would be a MAV in the MoFI game.
...And I don't know what to do about the wop files...
Help, anyone? Please?


Minor update: I've uploaded a newer version of MOFILevelConverter. The only change of note in version 0.1.1.0 is that the program can now remember the last place you load a file separately from the last place you save a file, which should reduce the amount of folder navigation needed to convert a file, especially if you're converting the same file a few times (common during testing) or converting a bunch of files from the same adventure folder. There are no updates of note in the help document or the WOPs.
Download version 0.1.1.0 from this post.
Download version 0.1.1.0 from this post.
You can PM me the levels that are giving you trouble. However, perhaps the MAVs in your levels are unrelated to MOFI (eg. missing object textures etc in your MOFI folder).AJQZC wrote:When I try to convert a level in a few adventures, the converter claims that the level does not need to be converted as it does not have any MoFI elements. Yet, when I placed the adventure under the new directory, there would be a MAV in the MoFI game.
Help, anyone? Please?![]()
Are there elements in the level you believe are MOFI-specific? I did a few weeks ago released a couple of WOPS fo such elements that don't require new models; the program will report "no conversions necessary" on those.
If you're not actually using any MOFI elements, try playing the level in WA Editor and see if you get the same MAV problems.
You put the WOP files in one or more folders inside the "c:\WA Editor v06\Data\Editor\Object Presets" folder. Then in the Editor, you'll get a bunch of new objects corresponding to the new MOFI elements. For example, if you dump these new WOP files all in a "MOFI" folder you created inside the Object Presets folder, in the Editor you can find and use the new objects from the new WOPs by going to object category "MOFI".AJQZC wrote:...And I don't know what to do about the wop files...
Because of model substitution, in the Editor they will not look much like the real MOFI thing, but hopefully they are at least distinctive enough not to be too easily mistaken for non-MOFI objects.
Once you're done editing the level(s), run each level file (.wlv) through the MOFILevelConverter program, and save the conversions (which will use the correct MOFI models) into the appropriate folder in demo MOFI.
I'll try making another test level to check it out first, because it's got me confused as well.cbloopy wrote:I checked on my computer and the fuse is lit for Data8 = 1, unlit for Data8 = 0. Can you check your level again? In my WOP Data8 should already be set to 1.Qloof234 wrote:It seems like the data values for fuses (Baby Boomers) is switched, cuz in my test level I had two of them set to Data8: 1, which should mean the fuse is lit according to the word document in the zip. However, ingame, the fuses aren't lit at all.
If you are indeed getting different results, please send me your test level (both before and after conversion) and I'll take a look.
EDIT: Disregard this issue, my comp glitched and said Data8 was set as 1 when it was set as 0.
False alarm...
Awesome. Just awesome.cbloopy wrote:Here you go, the WOP. It's basically just a custom item making use of a new Fn value (just like how there are already Fn values for the Glove, Spy-Eye, etc.), which currently you can't set in the Editor (so I set it for you in the WOP).
The value of "Fn ID" in the item specifies which part of the map the map piece is for. If you go to the Data\Graphics\Map folder you'll see files nbqqjfdf0.wdf through nbqqjfdf8.wdf. The "0" one is the graphics for parts of the map you haven't picked up yet, and the rest are various pieces of the map. A map piece item with Fn ID of X corresponds to the .wdf file numbered X+1. So for example, set Fn ID to 2, and when the player picks up the map piece, the part of the map in file nbqqjfdf3.wdf will be revealed.
So, about this, once you pick up a map piece you get the whole unfinished map, right?
Last edited by Qloof234 on Wed Apr 15, 2009 2:31 pm, edited 1 time in total.
Yes if I understand you correctly. There'll be a map item in your item bag and when you select it, you open the whole map, but only the parts of the map you have picked up map pieces for will be revealed, the rest will show as a bunch of question marks.Qloof234 wrote:So, about this, once you pick up a map piece you get the whole unfinished map, right?
Basically it behaves exactly like how it does in MOFI.
I have no idea. I kinda doubt it but you should test it out and see.Qloof234 wrote:Would I be right in assuming that black would be a transparent colour on the map template? I got an idea to put on the map in CoPr...
If you're trying to create "holes" in the map and transparency isn't supported, an alternative would be to make the holes look like charred marks (so it looks like parts of the map is burnt or something).
We can play the levels in the editor? EDIT:50th post!
Click here to go to WA:The Dark Abysm topic (Postponed until Wonderland Fangame is made).
Not exactly, not in the WA Editor because it doesn't have the programming for any of the new MOFI features. But you can use the freely available demo version of MOFI to play levels that use MOFI features. The WACP ("community project") is an example of this.Serlan wrote:We can play the levels in the editor?
The basic steps to setting up demo MOFI for playing hub-based adventures is described in this post. You can also use the trick and files in this more recent post to put demo MOFI into a "custom adventures" mode that lets you select individual standalone custom adventures to play, like in the Editor version of the game. The only issue with that method is that you will always start out with the magic gloves, glow gem, and spy-eye in your inventory. You might be able to remove them through dialogue though as a last recourse.
Unfortunately, I tried that out and it doesn't work. Actually, further testing shows that if an item (of any sort) in your inventory has ID = -1, then using dialog Fn 5 to remove it won't work (item not removed), even though the dialog does behave as if it found and removed the item. Not sure if that's a bug or intentional.cbloopy wrote:The only issue with that method is that you will always start out with the magic gloves, glow gem, and spy-eye in your inventory. You might be able to remove them through dialogue though as a last recourse.
[edit: in fact, it looks like using dialog Fn 5 on ID = -1 never works, even if you inventory is empty! The dialog will always behave as if it found an item (by going to interchange+2).]
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
could you get us glyphs, and tell us how to get the shards to behave like in WA?cbloopy wrote:I checked on my computer and the fuse is lit for Data8 = 1, unlit for Data8 = 0. Can you check your level again? In my WOP Data8 should already be set to 1.Qloof234 wrote:It seems like the data values for fuses (Baby Boomers) is switched, cuz in my test level I had two of them set to Data8: 1, which should mean the fuse is lit according to the word document in the zip. However, ingame, the fuses aren't lit at all.
If you are indeed getting different results, please send me your test level (both before and after conversion) and I'll take a look.
Here you go, the WOP. It's basically just a custom item making use of a new Fn value (just like how there are already Fn values for the Glove, Spy-Eye, etc.), which currently you can't set in the Editor (so I set it for you in the WOP).Qloof234 wrote:Is there anyway for us to get the map object along with the pieces out of MoFI? I'm wondering because I was planning to put a map of the Hub world in CoPr.
The value of "Fn ID" in the item specifies which part of the map the map piece is for. If you go to the Data\Graphics\Map folder you'll see files nbqqjfdf0.wdf through nbqqjfdf8.wdf. The "0" one is the graphics for parts of the map you haven't picked up yet, and the rest are various pieces of the map. A map piece item with Fn ID of X corresponds to the .wdf file numbered X+1. So for example, set Fn ID to 2, and when the player picks up the map piece, the part of the map in file nbqqjfdf3.wdf will be revealed.
- JohnEmmanuel143
- Rainbow Seeker
- Posts: 283
- Joined: Sat Aug 02, 2008 10:27 am
Agreed, it would be pretty awesome to get the Glyph/Shard teleportation method working in a user-made WA-MoFI-Demo-Game, but then again, we have that map system that cbloopy made (not the map from MoFI, but the level/map thing where you can teleport to areas you've been to).
Only problem would be that it's hard to get set-up using the huge Generic Rectangle/Square, but we could just use a level texture instead.
22 posts!
Only problem would be that it's hard to get set-up using the huge Generic Rectangle/Square, but we could just use a level texture instead.

22 posts!
- JohnEmmanuel143
- Rainbow Seeker
- Posts: 283
- Joined: Sat Aug 02, 2008 10:27 am
Yeah, but the teleporting and the animation if the mirror stuff.
I did tried to make one,but it's worse,
Why not Hack into Mofi's Files?
Gets an Idea!
Hey!What if we Reverse the Tool cbloopy created then use it on a level of Mofi so we can Hack it!And Look on the file...
Till then,We enjoy the Map cbloopy Made!
I did tried to make one,but it's worse,
Why not Hack into Mofi's Files?

Hey!What if we Reverse the Tool cbloopy created then use it on a level of Mofi so we can Hack it!And Look on the file...
Till then,We enjoy the Map cbloopy Made!