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

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mqdar
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Post by mqdar » Fri Feb 20, 2009 12:02 am

jdl wrote:Why? :? What exactly is in this file anyway? It seems like programming.
Yes, as Duncan says, you would have to somehow extract the programming from wg.exe, and very carefully put it manually into the editor's wg.exe. As if any of us could do that. :wink:
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Post by duncan » Fri Feb 20, 2009 12:08 am

Shhhhh............... it might not work anyway, Patrick could have been aware of this long ago and made it impossible. as if any coding from MOFI put in the
editor would cause a MAV.
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Post by jdl » Fri Feb 20, 2009 12:31 am

Maybe. And half this stuff were trying to do is very hard anyway so...

Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
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Post by maxnick » Fri Feb 20, 2009 2:45 am

Did you change the model texture file?
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Post by Clifford » Fri Feb 20, 2009 6:47 am

We could change them but we can only have one or the other.

Edit2:

I did it but the Thwart looks extreemly ugly!
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well,

Post by JohnEmmanuel143 » Fri Feb 20, 2009 9:44 am

I did!But only changes textures like for example,
a color of a scritter is blue,you want it green.
turn it to green by using paint!That's how I got green void crystals!
I also tried to turn a scritter into a pumpkin but it looked more like a
basket ball with a green tail....
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Post by cbloopy » Fri Feb 20, 2009 10:43 am

jdl wrote:Maybe. And half this stuff were trying to do is very hard anyway so...

Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
Because with what you did, you never actually got an IceFlower in the editor. Here try this:

1) make a copy of cuboid.wop into the "bridges" folder under "object presets"
2) rename the copy in "bridges" to "xyzzy.wop"
3) open the editor and edit any level

Notice that in the "Bridges" category you now have an "Object: xyzzy", but it's obvious that this xyzzy object is none other than a normal cuboid.
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Post by JohnEmmanuel143 » Fri Feb 20, 2009 11:10 am

cbloopy wrote:
jdl wrote:Maybe. And half this stuff were trying to do is very hard anyway so...

Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
Because with what you did, you never actually got an IceFlower in the editor. Here try this:

1) make a copy of cuboid.wop into the "bridges" folder under "object presets"
2) rename the copy in "bridges" to "xyzzy.wop"
3) open the editor and edit any level

Notice that in the "Bridges" category you now have an "Object: xyzzy", but it's obvious that this xyzzy object is none other than a normal cuboid.
Yes,infact,cbloopy is right!

I got a plan to make an Ice flower:
Copy gjsfgmpxfsjdf.wdf and paste it at Data\Models\FireFlower...
after that,rename gjsfgmpxfs04.wdf into extra....
then name it to gjsfgmpxfsjdf.wdf.....

note:
You will notice that he still breathes fire right?
that's what I dunno how to change....
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Post by DEEMAN223344 » Fri Feb 20, 2009 2:31 pm

cbloopy wrote:
jdl wrote:Maybe. And half this stuff were trying to do is very hard anyway so...

Oh and, why doesn't the IceFlower look like an IceFlower in the editor?
Because with what you did, you never actually got an IceFlower in the editor. Here try this:

1) make a copy of cuboid.wop into the "bridges" folder under "object presets"
2) rename the copy in "bridges" to "xyzzy.wop"
3) open the editor and edit any level

Notice that in the "Bridges" category you now have an "Object: xyzzy", but it's obvious that this xyzzy object is none other than a normal cuboid.

yeah, the Ka-boom in MOFI said the Xyzzy would be a rip off for so many coins because you have blink that does the exact same thing.

but yes, when you copy a .wop file and rename it, the object from the wop
file and the renamed one are exactly the same thing. :shock: :lol:


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Post by mqdar » Fri Feb 20, 2009 7:44 pm

JohnEmmanuel143 wrote:note:
You will notice that he still breathes fire right?
that's what I dunno how to change....
That is where programming comes in. We'll never do it. :wink:
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Post by cbloopy » Fri Feb 20, 2009 8:38 pm

Clifford wrote:Meanwhile my next goal is ice thwarts, ice fire flowers and putting colour 1 magic into the .wop file.
Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming), here's something actually useful and works.

Unzip and copy the WOP files into C:\WA Editor v096\Data\Editor\ObjectPresets\Magic and you'll now get "Orange GloveCharge" etc. in the editor under the "Magic" category of objects, in addition to the existing regular "GloveCharge".

Note: for some reason the white glovecharge displays as blue when put a new one into a level, but if you save the level and reopen it it will turn white. It is always white, even if it looks blue when you put a new one in a level.
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Post by Qloof234 » Fri Feb 20, 2009 8:50 pm

You, good sir, are a God amongst men.
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Post by richmond2010 » Sat Feb 21, 2009 12:04 am

I should always say that too.
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Post by jdl » Sat Feb 21, 2009 1:52 am

Qloof234 wrote:You, good sir, are a God amongst men.
I second that emotion. :shock:
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Post by maxnick » Sat Feb 21, 2009 2:02 am

:shock:
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cbloopy
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I kinda got an IceFlower......

Post by cbloopy » Sat Feb 21, 2009 2:34 am

cbloopy wrote:Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming)
I might've been a little too dismissive of this. Earlier today it occurred to me that the IceFlower is not really a completely new thing. In fact it was mentioned before with red magic, that MS had the idea of FireFlowers that shoot other stuff, just that they abandoned it for the actual game. But red magic is still available in the editor, so why not red-magic-shooting FireFlowers? Or other magic-shooting FireFlowers?

So with that thought in mind, I put on my hacker hat and see what I can come up with. This is what I currently ended up with.

Unzip NewFlowers.zip, copying the files into C:\WA Editor v096\Data\Editor\ObjectPresets\Monsters. You'll get an "IceFlower" and a "MissileFlower" in the editor. They are actually both just FireFlower but with a new "Data1" option available for you to tweak.

Now download my "Flower Test" adventure and try it out (note: you can try out the adventure w/o the WOP files, because the level files actually contain copies of what's in a WOP file, for each object in the level. This is how I extracted the Ice Flower object template from a MOFI level).

First thing you notice is that they all look like your regular FireFlower. I don't think there's a way to make the game pick a different texture. Sorry. The MissileFlower shoots red magic. The Ice Flower shoots Brr magic but annoyingly, it doesn't work on you, only other things like monsters and NPCs for example. I don't know why.

Other positive values of Data1 will change what the fireball looks like (you'd notice a pattern between the Data1 value and the NPC Exclamation particle chart here). But they all act like regular fireballs. Negative values of Data1 will give you the other spells (so if 1 is red, 0 is orange, then -1 is yellow etc., which is why the "IceFlower" has -3), most of which have no effect on anything. Values from -7 or lower seem to be all the same, you'll get a sort of "rainbow shoot".

My work shows that the IceFlower in MOFI actually uses FireFlower with Data1 = 1, which is the MissileFlower in the editor. So I think the MOFI game handles the FireFlower settings differently than the editor, making it unlikely for us to get the true IceFlower magic in the editor.
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Post by Qloof234 » Sat Feb 21, 2009 2:58 am

First off, cbloopy > God. (no offense to anyone religious)

Second:


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Post by dlcs18 » Sat Feb 21, 2009 2:59 am

That is so awesome! :shock:
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Post by mqdar » Sat Feb 21, 2009 4:49 am

:shock:

I haven't tried it yet, but... how did that feel when it worked? Very clever idea, wow! :wink: You wouldn't have been able to do that with the original WA though.

Maybe it never looks like an ice flower because the programming with the current WA Editor just says, "Use this texture for the fire flower." In MOFI it adds the new programming which can look for a different texture. Also, the freezing spell ice flowers use is new. It has different properites.

Now to download that irresistable zip file... :P
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Post by Qloof234 » Sat Feb 21, 2009 5:42 am

I'm actually willing to bet that Fire Flowers and Ice Flowers were different objects - truth be told, I can't remember :lol:
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Woohooo!!!!

Post by JohnEmmanuel143 » Sat Feb 21, 2009 5:44 am

Now it's even easier to add new powers!!!!Cbloopy have been a big help!!!!
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Re: I kinda got an IceFlower......

Post by Clifford » Sat Feb 21, 2009 6:33 am

cbloopy wrote:
cbloopy wrote:Instead of all these desperate, doomed attempts with ice thwarts and ice flowers (keep dreaming)
I might've been a little too dismissive of this. Earlier today it occurred to me that the IceFlower is not really a completely new thing. In fact it was mentioned before with red magic, that MS had the idea of FireFlowers that shoot other stuff, just that they abandoned it for the actual game. But red magic is still available in the editor, so why not red-magic-shooting FireFlowers? Or other magic-shooting FireFlowers?

So with that thought in mind, I put on my hacker hat and see what I can come up with. This is what I currently ended up with.

Unzip NewFlowers.zip, copying the files into C:\WA Editor v096\Data\Editor\ObjectPresets\Monsters. You'll get an "IceFlower" and a "MissileFlower" in the editor. They are actually both just FireFlower but with a new "Data1" option available for you to tweak.

Now download my "Flower Test" adventure and try it out (note: you can try out the adventure w/o the WOP files, because the level files actually contain copies of what's in a WOP file, for each object in the level. This is how I extracted the Ice Flower object template from a MOFI level).

First thing you notice is that they all look like your regular FireFlower. I don't think there's a way to make the game pick a different texture. Sorry. The MissileFlower shoots red magic. The Ice Flower shoots Brr magic but annoyingly, it doesn't work on you, only other things like monsters and NPCs for example. I don't know why.

Other positive values of Data1 will change what the fireball looks like (you'd notice a pattern between the Data1 value and the NPC Exclamation particle chart here). But they all act like regular fireballs. Negative values of Data1 will give you the other spells (so if 1 is red, 0 is orange, then -1 is yellow etc., which is why the "IceFlower" has -3), most of which have no effect on anything. Values from -7 or lower seem to be all the same, you'll get a sort of "rainbow shoot".

My work shows that the IceFlower in MOFI actually uses FireFlower with Data1 = 1, which is the MissileFlower in the editor. So I think the MOFI game handles the FireFlower settings differently than the editor, making it unlikely for us to get the true IceFlower magic in the editor.
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I keep getting MAV. Help PLz!
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Post by richmond2010 » Sat Feb 21, 2009 6:40 am

cbloopy, you are like god...
Actually, you ARE god!

You joined us in New Year’s day, and yet cleverer than us all!

now to download...

@Clifford: No, you can’t make FlipBridges unless you create a .wop file.
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Post by mqdar » Sat Feb 21, 2009 6:54 am

richmond2010 wrote:cbloopy, you are like god...
Actually, you ARE god!

You joined us in New Year’s day, and yet cleverer than us all!

now to download...

@Clifford: No, you can’t make FlipBridges unless you create a .wop file.
We. Cannot. Get. Features. From. MOFI. Without. The. Programming.
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Post by Clifford » Sat Feb 21, 2009 7:34 am

richmond2010 wrote:cbloopy, you are like god...
Actually, you ARE god!

You joined us in New Year’s day, and yet cleverer than us all!

now to download...

@Clifford: No, you can’t make FlipBridges unless you create a .wop file.
By the way, how did cbloopy get the ice flower?

@richmond2010
Do you mean CREATE one or copy the item from a mofi level.
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Post by bround » Sat Feb 21, 2009 8:14 am

This works!??!????? Tell me??? not it is virus ????? :?: :?: :?: :?:
i have computer with a lot of virus :evil:
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Post by richmond2010 » Sat Feb 21, 2009 9:49 am

You can’t copy it from MoFI because they don’t have wop files.
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Post by jdl » Sat Feb 21, 2009 12:48 pm

Cbloopy, what can you not do? :shock:

Hmm... Would their be any possible chance of making a aiming flower? That would be useful for Pop or blink. :wink: Just an idea. It is EXTREMELY unlikely that anybody could do such a thing. (The tile the magic ball goes to would be data 2! Example: x:16, y:27.)
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Woohooo!

Post by JohnEmmanuel143 » Sat Feb 21, 2009 1:21 pm

Now what to do is to change ice flower texture!!!!
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Re: Woohooo!

Post by jdl » Sat Feb 21, 2009 1:40 pm

JohnEmmanuel143 wrote:Now what to do is to change ice flower texture!!!!
Or, do that and make a red FireFlower for the red spell balls, green for the green spell balls, etc. That way you can tell what they are! But you'd just need to change it for the red the ice spell balls since their the only ones that do anything. :wink:
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