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Posted: Sat Jul 30, 2011 11:30 pm
by MyNameIsKooky
I think I found something... I'll post in a little while if it is what I think it is.
Posted: Sun Jul 31, 2011 1:50 am
by MyNameIsKooky
Just as I expected. I've found the bytes that control a wop's logic, marked in red.
Posted: Sun Jul 31, 2011 1:52 am
by MyNameIsKooky
Now here are my messy notes on the different wop logics that can be put inside of the red marked area:
-=-KEY-=-
-: These bytes are right next to each other.
+: This represents a byte that should be ignored (and should be 00).
00-00: Static and not solid.
01-00: MAV upon sight.
04-01: Spikeyball.
0A+++00: Gate.
0A+++01: Cottage Door.
0A+++02: Dungeon Door.
0B-00: Tollgate.
0E-01: Busterfly/Glowworm.
14-00: Fire.
1E-00: Teleporter.
18-01: Spring.
22-01: Thwart.
28-00: Bridge.
33-00: Magic Shooter (MOFI).
34-00: Meteor (MOFI).
36-00: Magic Mirror (MOFI).
36-01: Rubber Ducky.
40-01: Void.
4A-01: Wysp.
54-01: Tentacle (MOFI).
5A+++00: Colour Square.
5A+++01: Colour Round.
5A+++02: Colour DiamondOnce.
5A+++03: Colour Diamond.
5A+++04: Colour Star.
5A+++05: ColX2Y Square.
5A+++06: ColX2Y Round.
5A+++07: ColX2Y DiamondOnce.
5A+++08: ColX2Y Diamond.
5A+++09: ColX2Y Star.
5A+++0A: LevelExit.
5A+++0B: NPC Modifier.
5A+++0C: Fake Stinker Exit.
5A+++0D: Adventure Star.
5A+++0E: Adventure Star (Used).
5A+++0F: General Command.
5A+++10: Rotator.
5A+++20: InvColour Square.
5A+++21: InvColour Round.
5A+++22: InvColour DiamondOnce.
5A+++23: InvColour Diamond.
5A+++24: InvColour Star.
5A+++25: InvColX2Y Square.
5A+++26: InvColX2Y Round.
5A+++27: InvColX2Y DiamondOnce.
5A+++28: InvColX2Y Diamond.
5A+++29: InvColX2Y Star.
5A+++30: Rotator Inv.
72-01++00: Green Crab (MOFI).
72-01++01: Red Crab (MOFI).
78-00: Wee Stinker.
7C-01: Ice Troll (MOFI).
D2-00: Transporter.
6E-00: Stinker NPC.
82+++0C: Stinker Exit.
86-01: Kaboom! (MOFI).
8C-00: Cage.
90-01: Baby Boomer (MOFI).
96-00: Scritter.
9A-01: Flip Bridge (MOFI).
A0-00: Wall.
A1-00: Waterfall.
A2-00: Cottage.
A3-00: Windmill Rotor.
A4-00: Fountain.
A5-00: Arcade.
A5-01: Scouge (MOFI).
A6-01: UFO (MOFI).
A7-01: Z-Bot (MOFI).
A8-01: Laser Gate (MOFI).
A9-01: Rainbow Coin (MOFI).
AA-00: Gold Star.
AB-00: Coin.
AC-00: Key.
AD-00: Gem.
AE-00: Token.
B3-00: Custom Item.
B4-00: Sign.
BE+++00: Splish.
BE+++01: Steam.
BE+++03: Spray.
C8-00: Glove Charger.
DC-00: Dragon Turtle.
E6-00: FireFlower.
F0-00: Barrel Reg.
F1-00: Barrel TNT.
F2-00: Cuboid.
FA-00: Chomper.
Posted: Sun Jul 31, 2011 1:52 am
by Technos72
I wish I would discover something like that.
Still living as a WA noob
EDIT: I think I may need that for a future series
Posted: Sun Jul 31, 2011 3:04 am
by Nobody
You > cbloopy
Posted: Sun Jul 31, 2011 3:05 am
by Technos72
Nobody wrote:You > cbloopy
Forgot to say that
D: D: D:
I wonder how many fails came at me today
Posted: Sun Jul 31, 2011 3:40 am
by MyNameIsKooky
I've had quite a day today. I figured out how gates and buttons fetch their colors and frames.
The colors of gates and buttons are retrieved from 32x32 tiles in a grid as in the image below. There are 64 32x32 tiles in the entire image, thus it would theoretically be possible to obtain 64 different "colors" through hacking.
The frames of gates are retrieved from 64x128 tiles in a grid made up of 64x128 tiles. Theoretically it would be possible to get 8 frames through hacking.
Due to limitations, it is only possible for us to use 16 different colors and 3 different gate frames without hacking. However, this limitation can be removed so we can use more colors and frames. The limitation is programmed inside of the editor executable... somewhere. Things could become interesting when the limitation gets removed. I'll begin looking for the code for the limitation.
Posted: Sun Jul 31, 2011 3:57 am
by TheThaumaturge
I can tell you've been busy today.
That's a great find!
Posted: Sun Jul 31, 2011 4:00 am
by MyNameIsKooky
I couldn't remove the limitations, but I can make wops for extra buttons.
Speaking of extra colors and frames, GREAT SUCCESS.
WE FINALLY HAVE BROWN-ISH BUTTONS AND GATES!!!1
Posted: Sun Jul 31, 2011 4:10 am
by MyNameIsKooky
DP.
The new buttons aren't pressable. GRAAAH.
Posted: Sun Jul 31, 2011 4:16 am
by MyNameIsKooky
TP.
I was first testing it on a square button. When testing it on a diamond button, Color 16 turns into Color 0 as soon as you step off of it.
It makes sense. Right now I'm working with the "pressed" versions of the colors. This makes gates of Color 16 unopenable, though...
Posted: Sun Jul 31, 2011 4:17 am
by Qloof234
Probably because the bottom colors on the default gate file are used just for pressed buttons. Just a wild guess.
Posted: Sun Jul 31, 2011 4:19 am
by MyNameIsKooky
We posted at the same time. DX
But yeah, we're both right.
I just wonder what will happen if it's possible to have buttons of the gate textures. Those will probably be in their "pressed" state as well.
Posted: Sun Jul 31, 2011 4:31 am
by MyNameIsKooky
DP.
The gates just keep repeating again after 3. I am disappoint.
Anyways, all of the buttons up to 20 so far are created in their "pressed" states. I expect this pattern to continue up until color 31. The colors might just loop back around after that. I'm hoping that we'll be able to get "gate colors."
The gates look pretty cool. They'll only be able to be opened by keys and general commands, though.
Posted: Sun Jul 31, 2011 11:44 am
by jafo1015
Nice discoveries Kooky. I'm a little embarrassed, I thought the information about which bytes controlled logic was already posted somewhere. I'd been using that for months. Maybe I should just post a summary about which bytes in a wop control what data. At least for the ones I know.
In the meantime: My son discovered a new adjuster, "Type." This will allow you to change the logic of an object right in the editor. As you can see in the screenshot below, a number is displayed. This number corresponds to the numbers that Kooky just posted for the logic, only in decimal form. Some of the objects, such as buttons, also have "SubType." This corresponds to the second number for some of the objects in Kooky's list.
For example:
Color Diamond:
Type = 90
SubType = 3
Posted: Sun Jul 31, 2011 4:52 pm
by StinkerSquad01
Alight!
Now con someone explain the what the - in MNIK's post mean, I couldn't understand what he said in the key.
EDIT: TELEPORTER BARRELS THEN????
Posted: Sun Jul 31, 2011 5:18 pm
by jafo1015
StinkerSquad01 wrote:Alight!
Now con someone explain the what the - in MNIK's post mean, I couldn't understand what he said in the key.
"-" is just to separate each byte, so it's easier to read.
For example:
04-01: Spikeyball. = 04 01 00 00 00
0A+++00: Gate. = 0A 00 00 00 00
Posted: Sun Jul 31, 2011 5:25 pm
by Emerald141
Posted: Sun Jul 31, 2011 5:41 pm
by jafo1015
Emerald141 wrote:So bytes 3 and 4 are always 00?
Yes. At least as far as I have seen.
Posted: Sun Jul 31, 2011 6:28 pm
by MyNameIsKooky
jafo1015 wrote:Nice discoveries Kooky. I'm a little embarrassed, I thought the information about which bytes controlled logic was already posted somewhere.
I think it was already discovered, but I eventually found it and posted it just in case.
As for the Type/SubType thing, that's a fantastic discovery! It should be useful when it comes to changing the button type without having to make several wops.
The +'s in my logic lists are supposed to represent bytes with the value of 00. And yeah, jafo's right about the -'s. Sorry for my messy habits.

Posted: Sun Jul 31, 2011 6:51 pm
by Technos72
How do you put in WA and MOFI maps in the editor? I remember successfully doing it last year but wasnt able to now. If no, were the maps accessable in a previous version?
Posted: Sun Jul 31, 2011 7:19 pm
by jozsefkoma
If you referring to the MOFI maps,there is a wop made by someone (cbloopy, I think)
___________
The Object Logic isn't a new discover.I used it when I made wops like the scared wee stinker and baby chomper,because is more easier than replacing the model data.
MNIK,your list is very useful by the way.
Also the new adjustment is another awesome thing.
The Next step is a WOP Maker!
Posted: Sun Jul 31, 2011 7:26 pm
by Technos72
Ah! I remember now! After seeing cbloopy's topic of hacks I realise I was using the WA1 converter that time ago. I completely forgot about it!
Off to do my first story series (I think)
Posted: Sun Jul 31, 2011 7:49 pm
by MyNameIsKooky
all hail the new buttons
Posted: Sun Jul 31, 2011 7:53 pm
by jozsefkoma
MyNameIsKooky wrote:all hail the new buttons
Look like you tried to change the image's height and width.

Posted: Sun Jul 31, 2011 8:00 pm
by jozsefkoma
Sorry for double post,but I've discovered something...
A lot of wops have hidden adjustments(just like multi power FireFlower) and one of them is the Magic Charger particle control.
I didn't experimented with all kind of values,but I belive we can make a POP charger that will look like a Brr charger.
That will be something like A fake charger.
Posted: Sun Jul 31, 2011 8:15 pm
by MyNameIsKooky
After Color 63, things loop back to the start. The buttons behave very strangely, though. I wonder if I should keep going until Color 255...
Posted: Sun Jul 31, 2011 8:28 pm
by jozsefkoma
So it work with positive values,but will it work with negative values?
Posted: Sun Jul 31, 2011 8:39 pm
by MyNameIsKooky
jozsefkoma wrote:So it work with positive values,but will it work with negative values?
Yes. The negative buttons are pressable!

Posted: Sun Jul 31, 2011 11:36 pm
by jafo1015
MyNameIsKooky wrote:jafo1015 wrote:Nice discoveries Kooky. I'm a little embarrassed, I thought the information about which bytes controlled logic was already posted somewhere.
I think it was already discovered, but I eventually found it and posted it just in case.
As for the Type/SubType thing, that's a fantastic discovery! It should be useful when it comes to changing the button type without having to make several wops.
The +'s in my logic lists are supposed to represent bytes with the value of 00. And yeah, jafo's right about the -'s. Sorry for my messy habits.

Don't apologize. I thought your list was great
Had to take some time to record all of that.