


Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
I agree with mqdar. Really, cbloopy take a break.mqdar wrote:Oh Cbloopy, take your time. You've done more than enough for us all. We should be giving you a break.cbloopy wrote:FYI, I do have a way that will one day let you make use of all the new MOFI objects. I just need to write a program, and I don't have a lot of free time right now. Please be patient.![]()
EDIT: If their too big, e-mail me them. You should know my e-mail from when you sent me wg.exe.I wrote:If it was Visual Basic, send me the .vb files and let me take over for a while.![]()
Sorry, I used C++ for this. Visual Basic might've been easier in some respects but I haven't used it in a long time. Thanks for the offer to take over though.Clifford wrote:Cbloopy, just wondering, which program did you use to make the converters with???
If it was Visual Basic, send me the .vb files and let me take over for a while.![]()
cbloopy wrote:To be clear, it's not like I'm working on this non-stop 24 hours a day, since I do have a life outside of Wonderland even if it doesn't seem like it.And some of the complications have little to do with the actual programming aspects (things like what models to substitute for, and figuring out the correct scalings to use in the WOPs [and therefore the corrections to perform in the converter program] so that the substituted models look roughly the same size in the Editor as the intended model, etc.) There's also the fact that every time I add something new, I'll have to update the documentation on the adjusters for the new object (eg. what does DataX mean for such and such?)
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
Yeah, it seems like a pretty good idea, but...Qloof234 wrote:I was just thinking now from seeing AJ's avatar...
What if we could convert levels from WA into the WA Beta or vice versa?![]()
I'm not suggesting cbloopy should go and try making a converter for it right this minute or directly after finishing the MoFI converter, but it's still a pretty cool thought, right?
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
I looked at the WOP data, this is not a new object. It's just the Adventure Star object with Data0 set to 0, and the standard model replaced with the generic square. It works as a restart in in WA Editor because when you select standalone adventures to play, the game basically acts like you've gone to adventure #0.jozsefkoma wrote:Adventure restart is a new object. The new object restart adventures in wa editor, but in mofi not function.
WHAT!!! SO IT'S PROGRAMED IN THE EDITOR!?!cbloopy wrote:So......
Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!
But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.
You can download the modified Editor.exe and the MOFI WOPs here:
http://www.geocities.com/cbloopy/HackedEditor.zip
(I can't attach here because it's too big. I tried MediaFire but it's broken.)
But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.
And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
No, I think cbloopy programed them in the editorClifford wrote:WHAT!!! SO IT'S PROGRAMED IN THE EDITOR!?!
Now it is. I added the programming necessary in Editor.exe for the Editor to load the new MOFI models, at least for the decorative objects. It still doesn't have any programming to handle non-decorative object models like !Kaboom or what-not.Clifford wrote:WHAT!!! SO IT'S PROGRAMED IN THE EDITOR!?!
Hey Qloof234, I have good news on that front! In the course of the work needed to hack Editor.exe to support the new MOFI decorative models, I've also figured out how to change the MOFI map screen so black is transprent. You need a hex editor for this, as we're changing wg.exe.Qloof234 wrote:Okay, neither black or white are transparent on the map screen. I have one last idea but it's likely not going to work because I have to hack Photoshop as well to get it going.
Code: Select all
89 5C 24 04 E8 FC FF FF FF 89 04 24 C7 44 24 04 30 00 00 00
Epic. Thank you so much for this, I'm going to try it soon.cbloopy wrote:Hey Qloof234, I have good news on that front! In the course of the work needed to hack Editor.exe to support the new MOFI decorative models, I've also figured out how to change the MOFI map screen so black is transprent. You need a hex editor for this, as we're changing wg.exe.Qloof234 wrote:Okay, neither black or white are transparent on the map screen. I have one last idea but it's likely not going to work because I have to hack Photoshop as well to get it going.
1) Open wg.exe from demo MOFI in a hex editor.
2) Use the hex editor's search feature to search for the following sequence of bytes (in hex):3) Check that the hex editor finds exactly one place in wg.exe where that sequence of bytes is found (so that if you make it search from past the first occurrence, it doesn't find a second occurrence in the file). If it manages to find more than one occurrence of the bytes in your copy of wg.exe, stop and don't attempt the rest of the instructions below. Let me know if you hit that problem.Code: Select all
89 5C 24 04 E8 FC FF FF FF 89 04 24 C7 44 24 04 30 00 00 00
4) Change the byte that's "30" in hex to "34" in hex.
5) Save your changes.
Voila! Now the game will display the map with black being transparent. To revert, just repeat the above steps with "30" and "34" reversed.
There's a reason I bolded this line:Emerald141 wrote:Whenever I try to open the new editor I get the error message:Code: Select all
Couldn't Load Mesh:data\models\Other\volcano01.b3d
The new editor requires the files from MOFI for the new models be present.cbloopy wrote:But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
cbloopy wrote:And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
But, how would that do anything, and how did you figure out that it would?cbloopy wrote:4) Change the byte that's "30" in hex to "34" in hex.
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
This came about because in copying and adjusting the programming for !ObstacleXX models and textures, at first the transparency thing didn't work as expected, and then at a closer look I found that the model textures that require the black transparency thing, when the texture is loaded the code uses particular options represented by a number passed into the programming that handles texture loading (which ultimately likely passes into Blitz3D's build-in texture handling code).mqdar wrote:But, how would that do anything, and how did you figure out that it would?
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
That's right. This is also why some things will still be very difficult to discover. For example it'll probably be difficult to figure out where MOFI has the programming for, say, the 1.wlv (37,8 ) starting location, because unlike the name of a file, there could be tons of places where the program happens to use the numbers 37 or 8, so I won't have a single specific memory address to watch for.mqdar wrote:So, with the help of a debugger, you didn't look for it yourself, you got the game to 'tell you' where it was.
Well assembly code is just machine code translated into a more human-readable form. I don't remember exactly what it means, I just pick a snippet of the bytes making up the machine code in question so you can search for them in the hex editor.You know assembly code? But the instruction "89 5C 24 04 E8 FC FF FF FF 89 04 24 C7 44 24 04 30 00 00 00", whatever it is, isn't assembly code, is it? If it is, then tell me, what does it mean exactly?
Skype wrote:[7:23:42 AM] Darx: Click here to give me an internet!
[7:23:57 AM] 'a'a: *clicks here*
Okay, I've figured that out finally:Clifford wrote:I'm going on holiday and'll be back 2 weeks later. Do you think you could also release a patch for wg.exe so that:
<snip>
It doesn't show the volcano on the title screen.
Code: Select all
81 EC 08 00 00 00 B8 03 00 00 00 C1 E0 02 03 05 00 00 00 00
cbloopy wrote:So......
Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!
But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.
You can download the modified Editor.exe and the MOFI WOPs here:
http://www.geocities.com/cbloopy/HackedEditor.zip
(I can't attach here because it's too big. I tried MediaFire but it's broken.)
But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.
And remember that you still need MOFI demo to actually play any levels using the new MOFI models.
How did you do this? Using a decompilier???cbloopy wrote:So......
Well, I got fed up with the model substitution approach. It's just too much work and complications. I decided to finally attempt hacking new code (ie. programming) into the Editor. It took some work but as you can see from that glorious screenshot above, I finally got it to load new objects that uses "!ObstacleXX" for model names. They are basically all the decorative objects in the game. Yep, the Editor just took one big step closer to being a MOFI level editor!
But don't throw away MOFILevelConverter.exe just yet. It's not going away anytime soon. For the changes I made here, it's not even really new code, just copies of existing code modified to load the additional objects. In general, the kind of hacking needed to add truly new code is kinda like trying to dig to the center of the Earth with a spoon. It may be theoretically possible, but very impractical. In other words, there are still many things that will be easier to implement in MOFILevelConverter than the hacking route.
You can download the modified Editor.exe and the MOFI WOPs here:
http://www.geocities.com/cbloopy/HackedEditor.zip
(I can't attach here because it's too big. I tried MediaFire but it's broken.)
But before doing so, make sure to copy the data\models folder from MOFI/demo MOFI into WA Editor v096. The hacked Editor now expects the new MOFI model files to be present, and will not run if they aren't.
I purposely named the hacked editor with the same name of Editor.exe. While you can keep the original file, you should rename the original file to something else. Because the new MOFI WOPs uses !ObstacleXX models that the old Editor doesn't understand, the old Editor will MAV if you accidentally go to one of the new MOFI objects while browsing objects in the editor. By making my hacked version be Editor.exe, you are less likely to accidentally run the old unhacked version.
And remember that you still need MOFI demo to actually play any levels using the new MOFI models.