New WAE to MOFI Level Converter - What would you like in it?
New WAE to MOFI Level Converter - What would you like in it?
Hey all,
It looks like I've re-learned enough object oriented programming to make a level converter that will support the WOPs I recently posted (RetroScouge, RetroUfo, RetroZBot, and tentacles.) I will also make it capable of handling chloopy's WOP's as well, so you will only need one program to convert them all.
So, since I'm making a new program from scratch, I thought I'd ask everyone's opinion what they'd like to see in this program. So far, my ideas are:
1: Support for cbloopy's WOPs as well as mine.
2: Easily add more WOPs if more are discovered (conversion data will be stored in a separate file)
3: Multi-file conversion support
4: Select custom music
I may also add hub conversion support on a later version, but right now I just want to get the converter done. Still, I'll take suggestions for a user-friendly hub converter. My idea so far:
In addition to the master.dat editor, put objects in the hub levels themselves that the converter would use to set the master.dat files. For example, something like a general command button that the converter would use to set the coordinates for win and lose conditions and any commands to be executed.
Let me know what you think, or even if you want a new conversion program at all.
It looks like I've re-learned enough object oriented programming to make a level converter that will support the WOPs I recently posted (RetroScouge, RetroUfo, RetroZBot, and tentacles.) I will also make it capable of handling chloopy's WOP's as well, so you will only need one program to convert them all.
So, since I'm making a new program from scratch, I thought I'd ask everyone's opinion what they'd like to see in this program. So far, my ideas are:
1: Support for cbloopy's WOPs as well as mine.
2: Easily add more WOPs if more are discovered (conversion data will be stored in a separate file)
3: Multi-file conversion support
4: Select custom music
I may also add hub conversion support on a later version, but right now I just want to get the converter done. Still, I'll take suggestions for a user-friendly hub converter. My idea so far:
In addition to the master.dat editor, put objects in the hub levels themselves that the converter would use to set the master.dat files. For example, something like a general command button that the converter would use to set the coordinates for win and lose conditions and any commands to be executed.
Let me know what you think, or even if you want a new conversion program at all.
- Guppy Star
- Rainbow Master
- Posts: 919
- Joined: Sat Oct 16, 2010 7:20 am
Instead of master dat editor, you can make some options in ADVENTURE STAR.wop
ID
ACTIVE
DAT0
Z ADJUST
can you add following?
Lose X goal
Lose Y goal
Lose room no
Win X goal
Win Y goal
Win room no
First Command
Data1
Data2
Data3
Data4
Second Command
...
Third Command
...
more commands if possible
Please?
ID
ACTIVE
DAT0
Z ADJUST
can you add following?
Lose X goal
Lose Y goal
Lose room no
Win X goal
Win Y goal
Win room no
First Command
Data1
Data2
Data3
Data4
Second Command
...
Third Command
...
more commands if possible
Please?
Not possible. That'd be changing key components of WA, which is something we are not capable of, physically or legally. The best we can do right now is if someone made a Master.dat editor for the entire thing (that could edit those variables as well).Guppy Star wrote:Instead of master dat editor, you can make some options in ADVENTURE STAR.wop
ID
ACTIVE
DAT0
Z ADJUST
can you add following?
Lose X goal
Lose Y goal
Lose room no
Win X goal
Win Y goal
Win room no
First Command
Data1
Data2
Data3
Data4
Second Command
...
Third Command
...
more commands if possible
Please?
This is actually one of my plans for a hub converter. It appears the adventure star has enough unused data bytes to store "Win X,Y,Room and Lose X,Y,Room." I can't label them as such, they will instead be labeled as something like "Data2,Data3, etc." But it should still be easier than having to edit each master.dat file for every adventure.Guppy Star wrote:Instead of master dat editor, you can make some options in ADVENTURE STAR.wop
ID
ACTIVE
DAT0
Z ADJUST
can you add following?
Lose X goal
Lose Y goal
Lose room no
Win X goal
Win Y goal
Win room no
First Command
Data1
Data2
Data3
Data4
Second Command
...
Third Command
...
more commands if possible
Please?
As for the commands, think I can modify a general command button so that it's inactive and cannot be activated. The hub converter would then search for this object, take what data it needs from it, and put it in the master.dat file. Also, I'll keep the master.dat editor part, but add options to change to a custom music file, or change the win condition to include "rescue baby boomers" and "capture all crabs."
Right now, I have actual work to do, so I'm just concentrating on getting the level converter part done. Hub converter will have to wait until my work lets up a bit. But don't worry, my son will keep pestering me to do it, so I won't put it off forever.
P.S. It looks like we've figured out the Magic Mirror thingy. Testing.....
- Guppy Star
- Rainbow Master
- Posts: 919
- Joined: Sat Oct 16, 2010 7:20 am
Which is your son's username in the forum if he has one?jafo1015 wrote:
Right now, I have actual work to do, so I'm just concentrating on getting the level converter part done. Hub converter will have to wait until my work lets up a bit. But don't worry, my son will keep pestering me to do it, so I won't put it off forever.
P.S. It looks like we've figured out the Magic Mirror thingy. Testing.....
How do you edit wonderland and do all converter work?
My son's still a little young to be unleashed upon internet bulletin boards, so he shares my username.Guppy Star wrote:
Which is your son's username in the forum if he has one?
How do you edit wonderland and do all converter work?
To make the converter programs, I'm using Microsoft Visual Studio Express 2010, it's free as long as you don't mind having a Windows Live account, and it supports Basic, C++, C# and Javascript.
The WOPs are a result of looking in a .wlv file with a HEX editor until we find the object we want, such as "!RetroScouge". Then, copy the chunk of data for it into a new file and name it "whatever.wop" We usually have to play around with the data bytes a little to figure out what byte controls what property, and we have to erase the x and y coordinates before we have a useful WOP. Since the WA Editor was made before MOFI, it doesn't recognize !RetroScouge, and crashes. So, we replace that with something like !Scritter, which it does know, but keep the logic for the Scouge. The converter program simply replaces !Scritter back to !RetroScouge, so it will play correctly in the game. All of this finding and replacing can be done manually in a HEX editor, but that would be a real pain if you have a lot of MOFI objects. For that matter, you can write an entire level from scratch with nothing but a HEX editor, provided you know what all the data bytes mean, but that would just be INSANE.
- Guppy Star
- Rainbow Master
- Posts: 919
- Joined: Sat Oct 16, 2010 7:20 am
I can't modify cbloopy's converter without the source code, and I have no idea how he hacked the editor. That took programming knowledge way beyond what I have.Guppy Star wrote:You can edit cblopy's mofi level converter to add your new WOP's and support both his and yours, or edit the hacked editor as well, similarly
- tyteen4a03
- Rainbow AllStar
- Posts: 4386
- Joined: Wed Jul 12, 2006 7:16 am
- Contact:
- Guppy Star
- Rainbow Master
- Posts: 919
- Joined: Sat Oct 16, 2010 7:20 am
- DEEMAN223344
- Rainbow MegaStar
- Posts: 3145
- Joined: Tue Dec 04, 2007 8:07 pm
That's impossible, because that data is stored in the master.dat's not adventure stars. And that's the only way it would work.jafo1015 wrote:This is actually one of my plans for a hub converter. It appears the adventure star has enough unused data bytes to store "Win X,Y,Room and Lose X,Y,Room." I can't label them as such, they will instead be labeled as something like "Data2,Data3, etc." But it should still be easier than having to edit each master.dat file for every adventure.Guppy Star wrote:Instead of master dat editor, you can make some options in ADVENTURE STAR.wop
ID
ACTIVE
DAT0
Z ADJUST
can you add following?
Lose X goal
Lose Y goal
Lose room no
Win X goal
Win Y goal
Win room no
First Command
Data1
Data2
Data3
Data4
Second Command
...
Third Command
...
more commands if possible
Please?
As for the commands, think I can modify a general command button so that it's inactive and cannot be activated. The hub converter would then search for this object, take what data it needs from it, and put it in the master.dat file. Also, I'll keep the master.dat editor part, but add options to change to a custom music file, or change the win condition to include "rescue baby boomers" and "capture all crabs."
Right now, I have actual work to do, so I'm just concentrating on getting the level converter part done. Hub converter will have to wait until my work lets up a bit. But don't worry, my son will keep pestering me to do it, so I won't put it off forever.
P.S. It looks like we've figured out the Magic Mirror thingy. Testing.....