Posted: Mon Mar 09, 2009 1:59 am
My little brother can make silver stars!
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Let me show you how it's really done.mqdar wrote:Ok, with Cbloopy's new discoveries and Master Dat File Editor, I've made an adventure in which, when you complete the mini-adventure, its star is deactivated. That is good for a start.
But...
As we know already, the star just... fades out...
Yes I'm pretty sure. All bytes in master.dat are accounted for or are 0 in the real games as well, and likewise for the bytes comprising of the Adventure Star WOP.It seems to me that the star linking to mini-adventure #0 is disabled automatically after completing a mini-adventure, because the default value for disabling the star is 0. Cbloopy, are you sure you got all the necessary data when you (somehow) extracted it from a WA file?
It is more likely just a casualty of the changes made to allow you to select an adventure to play. Notice for example how the scoring display is also broken.Or maybe this was all just a long-thought-out sneaky plan from MS, yes, MS?![]()
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Maybe, he just took out that little tiny bit that makes EVERYTHING perfect.
To be fair, even if that weren't a problem, I would hardly call things "perfect". The game shouldn't be looking in Data\Adventures if it truly supports hubs for custom adventures, and it should automatically copy hub files over to the player profile\current folder when you start playing an adventure. Restart should not break the whole thing like it does now. Scoring should work unlike now. The WA editor should have the hub options editable, so that you wouldn't need MasterDatEditor.exe in the first place. Floing should be supported. And so forth.mqdar wrote:Maybe, he just took out that little tiny bit that makes EVERYTHING perfect.
7 =Pmqdar wrote:Of course, you could just use command 8 with a special tile (like what Dlcs does) to fix this problem with adventure stars.
I don't think there's a command per se to directly turn yellow stars blue. I believe it's build into the game's handling of yellow stars. Testing shows that the game doesn't just turn the star you stepped on, it will turn any other stars on any other hub levels (even ones you haven't been to before completing the mini-adventure) referring to the same mini-adventure.Qloof234 wrote:Ya know, I can't help but wonder why the blue star command isn't in the WA Editor - Seeing as its graphic file is still in the Data folder.
I'll say it again, and hopefully for the last time.bround wrote:YES!! PLEASE!!
Ummm What's this Genric thing?cbloopy wrote:Let me show you how it's really done.mqdar wrote:Ok, with Cbloopy's new discoveries and Master Dat File Editor, I've made an adventure in which, when you complete the mini-adventure, its star is deactivated. That is good for a start.
But...
As we know already, the star just... fades out...![]()
Attached is a test level showing a few ways to turn a yellow star blue. To make it easier to use, there are no hubs in this test level. I use dialog commands in this test level to trigger the actions that would normally be specified in master.dat.
Also attached are the WOPs I use to make this possible, they are updated versions of Adventure Star and Generic Square, as well as the new "Adventure Star (Used)" object.
For the test level, you also need to download the attached "star001tile.bmp" in c:\WA Editor v096\CUSTOM.
Yes I'm pretty sure. All bytes in master.dat are accounted for or are 0 in the real games as well, and likewise for the bytes comprising of the Adventure Star WOP.It seems to me that the star linking to mini-adventure #0 is disabled automatically after completing a mini-adventure, because the default value for disabling the star is 0. Cbloopy, are you sure you got all the necessary data when you (somehow) extracted it from a WA file?
It is more likely just a casualty of the changes made to allow you to select an adventure to play. Notice for example how the scoring display is also broken.Or maybe this was all just a long-thought-out sneaky plan from MS, yes, MS?![]()
![]()
![]()
Maybe, he just took out that little tiny bit that makes EVERYTHING perfect.
For example, maybe with the changes, the game ignores adventure number when storing your scores (since you weren't supposed to be using adventure stars to start them, instead using the selection screen, so normally there's no adventure number to speak of), instead always considering you to have won adventure 0. This is especially evident if you put in an adventure star for #0 in a regular adventure (forget hubs), don't ever step on the adventure star, and just win the regular adventure itself. If you now replay the regular adventure again, the adventure star would become blue.
Hu Hummm... We DON'T want Ms's DIScourages.mqdar wrote:Cbloopy, can't you take a joke?
Let's think. Why is there not a command for chagning a yellow star to a blue star?
Well, first of all, the command would be too specific, and it's easy enough, and usually easier, to simply hard-code a 'special' object, such as an adventure star, to deactivate after the mini-adventure it links to is completed.
MS! Will you ever come here and reply to this topic?! We all want your thoughts, opinions, help, editor updates, encouragement, discouragement... and the list goes on and on and on!
Sorry for DP but anyway,cbloopy wrote:I don't think there's a command per se to directly turn yellow stars blue. I believe it's build into the game's handling of yellow stars. Testing shows that the game doesn't just turn the star you stepped on, it will turn any other stars on any other hub levels (even ones you haven't been to before completing the mini-adventure) referring to the same mini-adventure.Qloof234 wrote:Ya know, I can't help but wonder why the blue star command isn't in the WA Editor - Seeing as its graphic file is still in the Data folder.
So my current theory is that as part of the changes that allows custom adventures to be selected and scored, the game loses the ability to associate scores with any adventure numbers other than 0, which would explain why only the adventure stars referring to #0 are turned blue automatically. This could also possibly explain why the scoring screen always show a score of 0 for mini-adventures you entered via a star (unless the star leads you to #0, in which case it would behave upon winning as if you finish the custom adventure itself, consistent with my theory).
Bugs like that are to be expected, this is why hubs aren't an officially supported feature in the WA Editor. Naturally, MS makes the smallest changes needed to support the official features (eg. ability to select custom adventures), and so it's luck what side effects those changes might have on features that are not officially supported but left in the game's programming.
That only works for General Command buttons I believe. Moreover, it would only delete the yellow star, not turning it to blue (which is internally treated as a different type of button from yellow in the game). Worst of all, it might not work correctly depending on when exactly the game starts to save state for the hub--if it does so after the button is deleted as a result of repeatable set to no, then if you abort you wouldn't be able to re-enter the adventure again.Clifford wrote:Sorry for DP but anyway,
Isn't there a repeatable option there?
cbloopy (Turning Yellow Stars Blue) wrote:We use CMD 5 rather than CMD 2, because "destroy" is instantaneous. "Deactivate" triggers a fade-out.

Well, my idea was not to see any transitions at all, but to create the illusion that the star is already blue when you return to the hub, like in the actual game. This is helped by the fact that the game does the zoom-out thing when it returns to the hub, which helps distract the player from seeing any sort of transition.Qloof234 wrote:First off. The fade-out from Gold to Blue looks much better than the spontaneous turning from Gold to Blue.
Hmm, I admit I haven't tried that out with the hub command options. I wonder if CMD 5 works at all on anything with the hub commands.Second off. CMD 2 or 3 are guarenteed to work, and yet all of the times I've tried CMD 5 on the Gold Stars, it's failed.
If the yellow star starts off visible, then my method also only needs one command (just destroy the yellow star so the blue star underneath is revealed).Third off. You only use one command, and it both activates the Blue Star and deactivates the Gold Star (Command 3).
First thing: Well, actually, I got it to work once, and for a split second the star was gold as the Hub reloaded. With command 3, it fades out as soon as the hub loads entirely.cbloopy wrote:Well, my idea was not to see any transitions at all, but to create the illusion that the star is already blue when you return to the hub, like in the actual game. This is helped by the fact that the game does the zoom-out thing when it returns to the hub, which helps distract the player from seeing any sort of transition.Qloof234 wrote:First off. The fade-out from Gold to Blue looks much better than the spontaneous turning from Gold to Blue.
Hmm, I admit I haven't tried that out with the hub command options. I wonder if CMD 5 works at all on anything with the hub commands.Second off. CMD 2 or 3 are guarenteed to work, and yet all of the times I've tried CMD 5 on the Gold Stars, it's failed.
Wow, that sounds pretty bad, what happens exactly when it "seemed to break everything"?Qloof234 wrote:Second: It does, as I said, I got it once. However, it just seemed to break everything while I was working on CP before.
Are you sure? You did use the version of Adventure Star.wop in the attached HubStarWOPs.zip, right? (Not whatever ones I might've posted earlier.) I just re-download it and try it out and I got ZAdjust in there.Qloof234 wrote:It says we can change the Z positioning of Gold Stars, but the .WOPs you posted have just its ID, Active, and Data0 (adventure number).