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Posted: Thu Mar 05, 2009 4:15 am
by cbloopy
Qloof234 wrote:I can't actually find the Blue Star file used by the game
It's C:\WA Editor v096\Data\Graphics\cvuupot1.wdf, where the graphics for all the buttons are located (yep, levelexits and adventure stars are really just types of buttons).
Posted: Thu Mar 05, 2009 4:24 am
by Qloof234
Ah, I see. Thanks!

Re: Again...
Posted: Thu Mar 05, 2009 4:29 am
by Clifford
Pawelec wrote:Give me it, I'll try to mix current WA Editor with yours MOFI Editor.
MOFI Editor Where?
Posted: Thu Mar 05, 2009 4:32 am
by Qloof234
He was asking for the tester/designer version, but, as has been mentioned, mixing the files won't do anything.
in before someone asks for it to be released by a tester/designer
For that matter, it doesn't work anymore - one, it's expired, two, it can ONLY work on a tester or designer computer, becuase it's locked there by system specs.
Posted: Thu Mar 05, 2009 4:36 am
by Qloof234
Double-post, but...
(Sorry, I just had to find an excuse to use my Pheonix Wright bubbles)
Posted: Thu Mar 05, 2009 4:37 am
by dlcs18
LOL!!!

Posted: Thu Mar 05, 2009 12:25 pm
by jdl
@ Cbloopy -

That's all I'm gonna say,

Posted: Thu Mar 05, 2009 2:21 pm
by jdl
Sorry for DPing, but can we make a level 0 for the adventure so you could actually get out of it? You can just rename the file to 0.wlv and then it will work, right?

Posted: Thu Mar 05, 2009 3:28 pm
by Qloof234
Almost, but we aren't sure of that yet
Also, we would still start at 0,0...
However, I'm still working on this adventure star system using the Enhanced GC, and the Generic Rectangle items.
Will post results once I get them
hobbes96@telus.net
Posted: Thu Mar 05, 2009 4:00 pm
by Qloof234
Double-Post AGAIN! What's gotten into me?
Anyways, though:
This was done using Colour ID numbers, to toggle the Blue Star and the Red Gate at the same time.
That NPC activated the Adventure, and the end of it teleported the Player character down to another area.
And the level.
The mini-adventures are just very small, simple areas - the "hub" is where everything takes place.
Through experimenting, you need to use the Flip-Glitch in order to get an un-exploitable Adventure Star, without it teleporting you somewhere else.
However, it's an overall handy mechanism that creates the feel of a Hub-Adventure system, even if it's missing the Star sparkle when the Adventure Star shows up, and there isn't the level title.
Questions? Comments? Pie?

Posted: Thu Mar 05, 2009 4:37 pm
by Sammy_P
This. Is.... AWESOME!!
Posted: Thu Mar 05, 2009 10:16 pm
by mqdar
OMG OMG!!
It MAVs about a second after, but look what I did in the WA Editor! This picture is not edited in any way!
Who would like to know how I did this?

[size=0]I'm going to try something right now. It should work. That is, fully, even better than this. *shock*[/size]
Posted: Thu Mar 05, 2009 11:01 pm
by cbloopy
I already know. This is nothing new.
(from
http://pcpuzzle.com/forum/viewtopic.php?p=185162#185162)
cbloopy wrote:Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. [...] It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. [...] Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.
Posted: Thu Mar 05, 2009 11:09 pm
by jdl
I did it too! But, even though I made a 0.wlv file in the Adventures>Hubs folder and User Data>Adventures>Current>My Adventure folder just incase, it still MAV'd out. Why??? WHY???
For Hubs and Adventures in Hubs, we've only got about 99.9% of it achieved.
Cbloopy, can you write a program to edit the Master.dat file? This will be your ultimate goal! I don't think there's much left to do except this...
Posted: Thu Mar 05, 2009 11:29 pm
by Qloof234
jdl wrote:Cbloopy, can you write a program to edit the Master.dat file? This will be your ultimate goal! I don't think there's much left to do except this...
a program to edit the Master.dat file
a program to edit the Master.dat file
a program to edit the Master.dat file
DO WANT
Posted: Thu Mar 05, 2009 11:36 pm
by cbloopy
See
my earlier post again:
cbloopy wrote:In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.
This is C:\WA Editor v096\User Data\Player Profiles\<name of the profile you're using in the player>\Current\Hub. Because the program doesn't copy the files for you like the real games do, you have to put the hub level files there yourself.
Posted: Thu Mar 05, 2009 11:45 pm
by Qloof234
@ jdl and/or mqdar: How did you guys even get the Adventure Star to begin with?
Could either of you (or cbloopy, of course) send me the "adventure" with it?
Posted: Thu Mar 05, 2009 11:53 pm
by jdl
Qloof - I didn't. I just used CMD 8.
OMG IT WORKED LOL!!! LOOK OMG!
Posted: Thu Mar 05, 2009 11:54 pm
by Qloof234
Oh yeah, that.
Okay, will go look now... and will probably kill my computer doing it...

Posted: Fri Mar 06, 2009 12:10 am
by jdl
Qloof234 wrote:Okay, will go look now... and will probably kill my computer doing it...

Does it... LAG?

*Kidding*
Posted: Fri Mar 06, 2009 12:11 am
by Qloof234
Posted: Fri Mar 06, 2009 12:22 am
by cbloopy
Qloof234 wrote:@ jdl and/or mqdar: How did you guys even get the Adventure Star to begin with?
Could either of you (or cbloopy, of course) send me the "adventure" with it?
I didn't know about Cmd 8 until recently, so I just extracted the data from a WA1 level and create a WOP from it, which I've attached here.
Data0 is the adventure number.
Posted: Fri Mar 06, 2009 12:37 am
by jdl
Adventure Star works! It even shows the little "firework stars" whenever it's activated.
Were almost ready! If we can do this, making MOPI would be SOOOOOOOO much easier!
Wow, just think... We wouldn't have gotten this far with the Editor without you Cbloopy, thanks!

Posted: Fri Mar 06, 2009 12:39 am
by Qloof234
cbloopy, you deserve a medal for all this.
No wait, not a medal. A hundred medals, at least.
Posted: Fri Mar 06, 2009 1:00 am
by jdl
Qloof234 wrote:cbloopy, you deserve a medal for all this.
No wait, not a medal. A hundred medals, at least.
This enough?

hobbes96@telus.net
Posted: Fri Mar 06, 2009 1:07 am
by Qloof234
Also, I have the Hub files and the Adventure stuff working:
However, even though there IS a 0.wlv in the Hub folder, it crashes.
Probably since I didn't copy it into the folder in the Profile, right?
MAJOR IMPORTANT EDIT: Nope, we need to change the destination level in order for the game to work right... I think...
Posted: Fri Mar 06, 2009 1:20 am
by jdl
@ Qloof - Yeah, you need it in the Player Profiles>Whatever>Current>Hub folder.
I noticed that after you step on the star and enter an Adventure, that if you restart it, then abort it, it doesn't take you back to the Hub. It just aborts you out of the whole thing to the Adventure Selection Screen.

But if you just abort, it takes you to the Hub.
Need: Program to edit the Master.dat files.
Posted: Fri Mar 06, 2009 1:37 am
by mqdar
Oh I get it now. We've all figured
that part out. I used command 8 too. Ooooh, so that means that everyone knows that if you create an "Adventures" folder in "Data," you can do that? Or has Cbloopy figured out how to change where the game looks?
The master file: I think that if you open up a level's master file in a hex editor (like Notepad++), and then go to the 21st byte (byte, address, or both?) after "Standard," (the end of the text part) you find the bytes for the winning level and losing level number, X coordinate, and Y coordinate, all separated by three bytes. Then there's another set of "00"s, and I have no idea what the rest all means.
Right at the very end is the level's starting coordinates, also separated by three bytes.
Oh... I get it. When you play an adventure, WA stores the hub as it is in the player profile. Oh! Ok, I'll start downloading all this stuff now...
Posted: Fri Mar 06, 2009 1:45 am
by jdl
mqdar wrote:Oh I get it now. We've all figured
that part out. I used command 8 too. Ooooh, so that means that everyone knows that if you create an "Adventures" folder in "Data," you can do that? Or has Cbloopy figured out how to change where the game looks?
The master file: I think that if you open up a level's master file in a hex editor (like Notepad++), and then go to the 21st byte (byte, address, or both?) after "Standard," (the end of the text part) you find the bytes for the winning level and losing level number, X coordinate, and Y coordinate, all separated by three bytes. Then there's another set of "00"s, and I have no idea what the rest all means.
Right at the very end is the level's starting coordinates, also separated by three bytes.
Oh... I get it. When you play an adventure, WA stores the hub as it is in the player profile. Oh! Ok, I'll start downloading all this stuff now...
We also need to change the directory it looks for all this stuff.
I don't have Notepad++, or any other "fancy" programs you all have. I also do not know anything about Hex, except changing Hex numbers (I think 0-255 is Hex numbers) into Decimal numbers using the calculator on the computer. I usually do that whenever I am using Block Tool.
Posted: Fri Mar 06, 2009 1:57 am
by cbloopy
mqdar wrote:Ooooh, so that means that everyone knows that if you create an "Adventures" folder in "Data," you can do that? Or has Cbloopy figured out how to change where the game looks?

Well I did already mention C:\WA Editor v096\Data\Adventures in (you guess it) that same post I kept referring to. I can't really change where the game looks since different adventures are in different folders. It wouldn't be that hard anyway for someone to just copy the files there.
The master file: I think that if you open up a level's master file in a hex editor (like Notepad++), and then go to the 21st byte (byte, address, or both?) after "Standard," (the end of the text part) you find the bytes for the winning level and losing level number, X coordinate, and Y coordinate, all separated by three bytes.
Yep, know that already (otherwise how could I claim that the info is in master.dat)? What I don't know yet is
how the information is stored for triggering actions on the hub page after winning. And of course writing the program to let you change the information. [edit: scratch that, I've also figured that out too, I think]