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Posted: Thu Dec 22, 2011 6:04 pm
by StinkerSquad01
General Command

Posted: Sun Dec 25, 2011 2:01 pm
by wonderland5000
You need to hack these hex ( or assembly ) locations to always step through the turtle. ( wg.exe )

00211DDD :: compareadventures
00211DF5 :: controlaccessory
00211E0C :: controlbabyboomer
00211E24 :: controlbowler
00211E38 :: controlbutterfly
00211E4F :: controlbutton
00211E63 :: controlcage
00211E75 :: controlcamera
00211E89 :: controlchomper
00211E9E :: controlcrab
00211EB0 :: controlcustomitem
00211EC8 :: controldialog
00211EDC :: controlfireflower
00211EF4 :: controlflipbridge
00211F0C :: controlfloingbubble
00211F26 :: controlgate
00211F38 :: controlgem
00211F49 :: controlglovecharge
00211F62 :: controlgoldcoin
00211F78 :: controlgoldstar
00211F8E :: controlgrowflower
00211FA6 :: controliceblock
00211FBC :: controlicefloat
00211FD2 :: controlicons
00211FE5 :: controlkaboom
00211FF9 :: controlkey
0021200A :: controlkeyblock
00212020 :: controlletters
00212035 :: controllight
00212048 :: controlmeteorite
0021205F :: controlmirror
00212073 :: controlmoveobject
0021208B :: controlnpc
0021209C :: controlobjects
002120B1 :: controlparticleemitters
002120CF :: controlparticles
002120E6 :: controlpickupitem
002120FE :: controlplayer
00212112 :: controlplayeringame
0021212C :: controlretrocoily
00212144 :: controlretrolasergate
00212160 :: controlretrorainbowcoin
0021217E :: controlretroscouge
00212197 :: controlretrozbotufo
002121B1 :: controlrubberducky
002121CA :: controlscritter
002121E0 :: controlshadow
002121F4 :: controlsigns
00212207 :: controlskymachinemap
00212222 :: controlspellball
00212239 :: controlspring
0021224D :: controlstargate
00212263 :: controlsteppingstone
0021227E :: controlstinkerwee
00212296 :: controlstinkerweeexit
002122B2 :: controlteleporter
002122CA :: controltentacle
002122E0 :: controlthwart
002122F4 :: controltransporter
0021230D :: controltrap
0021231F :: controltroll
00212332 :: controlturtle
00212346 :: controluseditem
0021235C :: controlvoid
0021236E :: controlwisp

Posted: Tue Dec 27, 2011 8:22 am
by MyNameIsKooky
I've found out how to get music above 255.ogg working with only a Hex Editor!

We know that the bytes for 254.ogg in a .wlv file look like this:

Code: Select all

FE 00 00 00
Because FE is Hexadecimal for 254.

Now, how do we get something like 308.ogg into the music bytes?
308 in Hexadecimal is 134, or 01 34 in byte notation.

The thing is, .wlv files read the music bytes in reverse order, so you'll need to put 01 34 in reverse order, following by the remaining 00's. The result will look like this:

Code: Select all

34 01 00 00
Viola! 308.ogg will now play in the desired .wlv!

Posted: Tue Dec 27, 2011 3:53 pm
by Emerald141

Posted: Tue Dec 27, 2011 3:55 pm
by MyNameIsKooky
Me too. >:I

Posted: Thu Dec 29, 2011 1:43 pm
by Qwerty20000
I have made an unofficial MOFI EDITOR with all custom things and wops discovered till today.

I call it "THE ULTIMATE MOFI EDITOR - 2012"

Go here to see and download:
http://pcpuzzle.com/forum/viewtopic.php?p=298120#298120

Posted: Wed Feb 29, 2012 8:35 am
by pinaryasalar
jozsefkoma wrote:Part 1: http://www.mediafire.com/?ub17ogb3byg2a59
Part 2:http://www.mediafire.com/?du4et3wc7pz31ch
Part 3: http://www.mediafire.com/?5i28t3344xxddsm
Part 4:http://www.mediafire.com/?uj8xnw265qzj62n
Part 5: http://www.mediafire.com/?tm28pw1ukvs8zkk
Download and put all together.
Start the exe file and install it.
I work on a method to make more wops
Please reupload this links because does not work

Posted: Wed Feb 29, 2012 4:57 pm
by Sammy_P
pinaryasalar wrote:
jozsefkoma wrote:Part 1: http://www.mediafire.com/?ub17ogb3byg2a59
Part 2:http://www.mediafire.com/?du4et3wc7pz31ch
Part 3: http://www.mediafire.com/?5i28t3344xxddsm
Part 4:http://www.mediafire.com/?uj8xnw265qzj62n
Part 5: http://www.mediafire.com/?tm28pw1ukvs8zkk
Download and put all together.
Start the exe file and install it.
I work on a method to make more wops
Please reupload this links because does not work
Jozefkoma has been (i think) inactive for a while, so you won't expect them being back up very soon.

Posted: Wed Mar 07, 2012 10:11 pm
by Emerald141

Posted: Thu Mar 08, 2012 2:18 am
by Emerald141

Posted: Thu Mar 08, 2012 8:15 am
by |Cookie|
Emerald141 wrote:DP.

I think someone found a while back that if you zoom out enough in the Editor, you can see the tile and water selection screen. Well, I just found out that if you keep holding 9, you can even go up to the level texture and, eventually, the object pic.
Oh WOW!
I didn't seen that before! :shock:
I wonder what they doing there! :?
And if you hold 9 and then 1 you will see it like a star !

Posted: Thu Mar 08, 2012 1:14 pm
by Emerald141

Posted: Thu Mar 08, 2012 1:44 pm
by |Cookie|
Emerald141 wrote:That's not a star, that's the underside of the block and water.
Oh,no!
I forget!
Thanks to tell me that! :P

Posted: Mon Apr 02, 2012 6:07 am
by epicdude15
I need help.About the hacked editor.I just downloaded it and replaced it when i open it it says Couldn't load Mesh : Data/Models/other/volcano01.b3d

Posted: Fri Jul 06, 2012 11:26 am
by Dark Drago
Don't let this die!
Its the epitome of hub designing...

By the way, 1 question:
What do the six numbers represent?
255 255 255
100 100 100

Posted: Fri Jul 06, 2012 11:37 am
by StinkerSquad01
Lighting. The top values are directional light, and the bottom is global light, each column represents one of the values of RGB.

Posted: Fri Jul 06, 2012 1:13 pm
by Dark Drago
Thanks, I have more questions:

1. In master data editor, how do you set commands like 23 and 24? What does data 1,2 etc represent?
2. Can someone tell me properies of commands 61,62,63 and co?
3. How to make MOFI like beaches?

Posted: Fri Jul 06, 2012 1:39 pm
by StinkerSquad01
1. Don't know, sorry.
2. Check Emerald's guide.
3. If you mean the terrain, its the "Height" value, not to be confused with XTrude.

Posted: Sat Jul 07, 2012 4:25 pm
by Dark Drago
StinkerSquad01 wrote:1. Don't know, sorry.
2. Check Emerald's guide.
3. If you mean the terrain, its the "Height" value, not to be confused with XTrude.
No, not terrain...
Something in the HEIGHT makes it appear like MOFI
When I tried it today, suddenly water goes up and down from nowhere in a tile

Posted: Sat Jul 07, 2012 5:30 pm
by Wonderman109
kidkidaaa1 wrote: I wonder what they doing there! :?
The buttons for selecting the object, level texture, and water tile thingies just zoom you in to that place in the editor's massive zoning screen.

Posted: Fri Jul 13, 2012 11:37 pm
by Yzfm
Hey, an idea was rolling inside my brain for a while...

Perhaps we can retrieve semi-working pushable wood boxes??

Using A scritter, CMD 51, Model tweaking and NPC Move Tricks an acccomplish that, perhaps??

Posted: Fri Jul 13, 2012 11:47 pm
by Emerald141

Posted: Sat Jul 14, 2012 12:18 am
by Wonderman109
Emerald141 wrote:Wooden boxes that turn to face you, yes.
Then make a custom texture that gives one side of the box's face a smiley face and you have a smiley box! :lol:

Posted: Sat Jul 14, 2012 12:22 am
by Yzfm
If anybody misunderstands me, I mean that we can use some kind of mechanism to get wooden crates pushable like boxes in classi triology..

Partially working, remember...

I made something similar a while ago:

The result was an invisible partially (and a bit differently) functioning wood box..

If you are interested, I can show what steps I did...

Posted: Thu Jul 19, 2012 2:59 pm
by wonderland5000
Just found out .wlv (1x1) level,
1st hex - width
2nd hex - 00 or arrayoutofbounds
3rd hex - 00 or aoob
4th hex - 00 or aoob
5th hex - height

6th, 7th, 8th , aoob
9th - block top texture

10th, 11st, 12nd, aoob
13rd nothing?

14, 15, 16th aoob
17th side texture

EDIT:
The three hex before the fourth are decimal modifiers or something

Posted: Thu Jul 19, 2012 3:31 pm
by Yzfm
wonderland5000 wrote:Just found out .wlv (1x1) level,
1st hex - width
2nd hex - 00 or arrayoutofbounds
3rd hex - 00 or aoob
4th hex - 00 or aoob
5th hex - height

6th, 7th, 8th , aoob
9th - block top texture

10th, 11st, 12nd, aoob
13rd nothing?

14, 15, 16th aoob
17th side texture
Umm.. what??

Posted: Thu Jul 19, 2012 3:52 pm
by wonderland5000
The level format

Posted: Thu Jul 19, 2012 7:24 pm
by DEEMAN223344
On the subject of boxes,I think red crabs would work better.

Posted: Thu Jul 19, 2012 9:21 pm
by wonderland5000
And just found out WA numbers are stored in floats.

http://msdn.microsoft.com/en-us/library ... .aspx#Y600

for conversion to hex.

Posted: Thu Jul 19, 2012 9:49 pm
by Yzfm
DEEMAN223344 wrote:On the subject of boxes,I think red crabs would work better.
You have a point, but it would be nice to give that crab (or scarredy turtle wop) a model of a box. Plus Crabs can be chase around corners (I don't think we can do something to that...). Decreasing the destination the crab is frightened from will be nice (movement type).

I tried something,

1. I hexed the wooden box.wop and gave it three new adjustments, ID, Type and subtype (you don't need subtype).

2. I changed the logic of the box to a dragonturtle (Check kooky's list)

3. I gave it an ID of 1

4. I let stinky start on a GC with these adjustments:
CMD Data1 Data2 Data3 Data4
51 1 0 0 30 (I think??)

5. I compiled and tried the level.. It now is an invisible obj. that moves one step away if nothing is between me and it. it can be pushed diagonally and around corners.(It MAVS or stops working if I restart, abort, or close the wg.exe)