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

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cbloopy
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Post by cbloopy » Thu Jun 11, 2009 12:00 pm

bround wrote:DP.. but

There a secret on Data1 of FireFlowers:
That's hardly a secret. We knew about this since February:

http://pcpuzzle.com/forum/viewtopic.php?p=184215#184215

It's the start of the first successful effort for creating IceFlowers and MissileFlowers, remember? :wink:
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steelkeg
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Post by steelkeg » Thu Jun 11, 2009 1:15 pm

steelkeg wrote:Well, what I said was not understandable. I mean a TNT barrels that shoot brr when explode and not pow.

Anyone???
Kaboom!
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bround
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Post by bround » Thu Jun 11, 2009 1:26 pm

steelkeg wrote:
steelkeg wrote:Well, what I said was not understandable. I mean a TNT barrels that shoot brr when explode and not pow.

Anyone???
Sorry, but only thats can do if BRR is POW......
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steelkeg
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Post by steelkeg » Thu Jun 11, 2009 1:36 pm

why?


O=barrel
X=explosion - pow
Q=explosion - brr


QQQ________instead of____XXX
QOQ____________________XOX
QQQ____________________XXX when the barrel explodes is possible?
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bround
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Post by bround » Thu Jun 11, 2009 2:33 pm

Well, you can't freeze an item.
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cbloopy
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Post by cbloopy » Thu Jun 11, 2009 6:29 pm

steelkeg wrote:why?


O=barrel
X=explosion - pow
Q=explosion - brr


QQQ________instead of____XXX
QOQ____________________XOX
QQQ____________________XXX when the barrel explodes is possible?
Ah I see, I kept thinking you want Brr to blow up a barrel.

But unfortunately, I don't think it's possible to make the TNT barrel's "explosion spellballs" be anything besides Pow. I'll check and see. The fact that you can control a FireFlower's magic with Data1 is more an exception rather than the rule, a happy accident stemming from MS initially supporting the idea of MissileFlowers before abandoning the idea.

Also keep in mind that in WA Editor, Brr doesn't freeze the player at all, so even if "Brr TNT barrels" are possible they won't be as useful as you think. Finally, the fact that TNT barrels do Pow is designed with chain reactions in mind (the explosion of a TNT barrel causes an adjacent TNT barrel to explode, and so on). There are no chain reactions if the TNT barrel shoots Brr.
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bround
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Post by bround » Sat Jun 13, 2009 4:48 pm

Why does my MOFI Editor v001 Player didn't load Models?
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cbloopy
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Post by cbloopy » Sat Jun 13, 2009 7:54 pm

How many times do I have to say "you need MOFI to play any adventures that uses MOFI stuff"? :roll:
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Post by Clifford » Sun Jun 14, 2009 5:44 am

cbloopy wrote:How many times do I have to say "you need MOFI to play any adventures that uses MOFI stuff"? :roll:
About 5000 times! :lol:
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bround
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Post by bround » Sun Jun 14, 2009 8:30 am

Okay okay okay okay okay okay, (5000 okay) :( then my MOFI Hub Maker v001 will work!

EDIT:
Then I try to use MOFI Level Converter, I got an error message:
The level you select seems to be already using models new to MOFI.
If you are trying to convert the level back to a format loadable
by the WA Editor, sorry, this feature is not yet supported in this
version of the program.

Please upgrade to a newer version of the program, or try again
with a level from the Editor that you are converting to MOFI use.
I used MOFI Level Converter Version 0.1.2.0
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cbloopy
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Post by cbloopy » Mon Jun 15, 2009 12:11 am

bround wrote:Then I try to use MOFI Level Converter, I got an error message:
It looks like you're using the program on a level that has already been converted (eg. uses the real MOFI models, so that it plays in MOFI but MAVs in Editor). If you're sure that's not the case, PM me the file it's having trouble with and I'll take a look.
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Post by bround » Mon Jun 15, 2009 9:37 am

Sorry, but i already delete that file, But, I will need to update with my little Test. I'll update this post if I complete it.
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Post by bround » Mon Jun 15, 2009 1:21 pm

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Post by bround » Tue Jun 16, 2009 9:40 am

I've complete my WA:MOFI Hub Maker v001 and a Test Game. I attached it in Plunder:


MOFI Hub Maker v001

Test Game
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sonny
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Post by sonny » Fri Jun 19, 2009 2:55 am

How do u use the masterdat editor 2 get you 2 other levels instead of the one u start in? I step on a hub activater (star on the floor) but end up back in the same place. What did i do wrong? I put that new master dat in the same adventure I put the hubs in. Also, how does the bottom stuff (like level, cmd, data's, etc.) work? Finally, why is there a data 0? I'm so confused! :? :? :?

P.S. You could at least have put instructions! :roll:
(o_o) (0_0) (O_O) <(-_-)>
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Post by Qloof234 » Fri Jun 19, 2009 3:24 am

sonny wrote:P.S. You could at least have put instructions! :roll:
Stuff like this makes me cry.

He did put instructions. Go check.
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Post by bround » Fri Jun 19, 2009 9:11 am

I forgot the Master DAT info put in. Try ask cbloopy if you don't how to use it.

EDIT: You can't need adventure star to activate the hub. It'll activate then you'll click "Start New Game" or load a game. Adventure Star is for adventures, Data0 is for Adventure ID.
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Pawelec
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Re

Post by Pawelec » Sun Jun 21, 2009 11:06 am

OK, few questions:

1. Will tentacle be able in Editor?
2. Can we make WOPs for all items (such as Outdoor, Buttons, Houses) with changeable ID and Active value (I need to make Watervine active after pushing a Button)?
3. I want to make Bridges/Barrels in a row.
I - wall
F - floor
B# - Bridge/Barrel with SubColor #
X - Invisible Button, which is activating all Bridges/Barrels
X# - Invisible Button, which is deactivating Bridges/Barrels with SubColor #
/ between symbols - means that two objects are at the same tile

I F I
I B0 I
I B0 I
I B0 I
I B1/X0 I
I B0 I
I B0 I
I X I
I F I


Can I use the Flip Glitch to place Bridge/Barrel and Button at the same tile?

Cbloopy, please, answer.
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Post by maxnick » Sun Jun 21, 2009 3:49 pm

Yes you can :wink:
Uijt jt nz tjhobuvsf.
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Re: Re

Post by cbloopy » Sun Jun 21, 2009 7:49 pm

I'm going to take a little break from the WA Editor, so don't be alarm by my less frequent responses here.
Pawelec wrote:1. Will tentacle be able in Editor?
Some day. Don't know when.
Pawelec wrote:2. Can we make WOPs for all items (such as Outdoor, Buttons, Houses) with changeable ID and Active value (I need to make Watervine active after pushing a Button)?
Yes. However, many of them don't work as intended if you directly Activate/Deactivate them. For example, decorative objects still block the tile they're on even when they've been deactivated.

One way around it would be to use model substitution, or more precisely, change the object's Type to something like a gate that behaves properly when activated/deactivated. Maybe someday I'll make a WOP editor or something so you could more easily do this kind of stuff.
Can I use the Flip Glitch to place Bridge/Barrel and Button at the same tile?
Yes, but there might be some side effects from this. In particular, I know for example that buttons placed on water tile will make the tile always act like floor not water. So the tile with both bridge and button might or might not behave the way it normally does (eg. you might still be able to stand on it even when the bridge isn't active). Of course, I haven't tried out this setup which involves the flip glitch, so maybe it'll work differently. Just try it out and see.
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Post by Emerald141 » Sun Jun 28, 2009 12:52 pm

Last edited by Emerald141 on Thu Sep 01, 2022 7:33 pm, edited 1 time in total.
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Clifford
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Post by Clifford » Wed Jul 08, 2009 5:42 am

... Hello?
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Post by DEEMAN223344 » Wed Jul 15, 2009 8:41 pm

mqdar wrote:
jdl wrote:Cbloopy, the testers didn't have access to the MOFI Editor, only the designers did. :cry: :cry: :cry:
Actually, I think that the first testers did have the MOFI Editor. It is the second tester group, which you are part of, that only got the game itself.

Pawelec, do you seriously think that anyone would give you the MOFI Editor just because you so desparately want it? Think of it this way:

I have the MOFI Editor, but when did I and when did I not use it? I used it for making my adventures in the game. Now? No, I hardly use it at all, only for someone I know in person. I use the editor that everyone can use, because no one else can run adventures with the new elements. The adventures you could create right now are good enough as they are, and I've already started making my first BIG adventure. :wink: You don't need all this fancy new stuff. :)
:lol:
Now you can start using that editor because we CAN run the adventures. :wink:
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Post by CatHat5678 » Thu Jul 16, 2009 9:45 am

Clifford wrote:... Hello?
hello clifford! :D
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bround
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Post by bround » Thu Jul 16, 2009 10:09 am

I tryed build the Z-Bot and the Scourge WOP.

I'll tell you; the Z-Bot's Model name is !Retrozbot
and the Scourge's one is !Retroscourge
I'm working on find the Tencale Model Name.
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Post by Emerald141 » Thu Jul 16, 2009 12:53 pm

Last edited by Emerald141 on Thu Sep 01, 2022 7:42 pm, edited 1 time in total.
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Post by Nobody » Thu Jul 16, 2009 4:21 pm

bround wrote:I tryed build the Z-Bot and the Scourge WOP.

I'll tell you; the Z-Bot's Model name is !Retrozbot
and the Scourge's one is !Retroscourge
I'm working on find the Tencale Model Name.
It's not the names of the models we need, it's replacement models for the editor.
i should change my signature to be rude to people who hate pictures of valves
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bround
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Post by bround » Sun Jul 19, 2009 12:03 pm

Nobody wrote:
bround wrote:I tryed build the Z-Bot and the Scourge WOP.

I'll tell you; the Z-Bot's Model name is !Retrozbot
and the Scourge's one is !Retroscourge
I'm working on find the Tencale Model Name.
It's not the names of the models we need, it's replacement models for the editor.
I mean it.
___________________________________________________________________
The Tencale is !Tencale
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Blast!10
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Post by Blast!10 » Sun Jul 26, 2009 1:01 pm

And after lots of failed experiments with HEX-editing, we managed to get this one.

:wink: :wink: :wink:

We = steelkeg + me.
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CatHat5678
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Post by CatHat5678 » Fri Jul 31, 2009 4:48 am

I don't think that would be very tasty :P
Last edited by CatHat5678 on Sat Aug 29, 2009 12:08 am, edited 1 time in total.
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