New MOFI Hub (CANCELLED) - WA Mysteries of Sundog Island

Help Topics, Bug Reports, Feature Requests, etc.
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md
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Post by md » Tue Dec 28, 2010 7:17 pm

Ok, here's the progress report:
  • -I've pretty much finished the area for the hub in the 'demo version'.
    -I need to complete 8 adventures and one of those I need to finish off.
If I keep it up at this rate the demo will be up and running in a couple of weeks, a month at the latest! :D :D
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^_^
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Post by ^_^ » Wed Dec 29, 2010 5:02 pm

md wrote:I took a look in "Data\Models\Other" and I found a volcano texture for the actual object in MOFI. I also found the starship, the tentacles, but no volcano textures for the background on the Main Menu.

Hmm...? :?
Is this what you ment? :?:
I thought not.
Try deleting the Volcano model itself, because the menu volcano may be a 3D model, without a texture.
Future someone wrote:3D models without a texture are white
Yes, i know.
Shup.
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DEEMAN223344
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Post by DEEMAN223344 » Wed Dec 29, 2010 5:16 pm

That would MAV the game upon loading.
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md
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Post by md » Wed Dec 29, 2010 7:16 pm

DEEMAN223344 wrote:That would MAV the game upon loading.
I know because if it can't find a file it says:

Could not load <Filename>
Try Again
Nope

So maybe I could change it somehow? :?

EDIT: Maybe instead of red, I could make it blue to look like a glacier.
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StinkerSquad01
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Post by StinkerSquad01 » Wed Dec 29, 2010 7:20 pm

A whitish blue, yeah that could work!
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md
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Post by md » Sat Jan 01, 2011 7:51 pm

Ok, I made the volcano model be blue instead of red and I made it as bright as I can, but in the game it's kind of a dark blue for some reason. :?

Hmm...? :?:
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MyNameIsKooky
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Post by MyNameIsKooky » Sat Jan 01, 2011 7:58 pm

The shading for the volcano in the title is probably emphasized, thus creating the "black" effect in the original.
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Post by DEEMAN223344 » Sat Jan 01, 2011 8:47 pm

The people who have read the hex-editing topic all the way through (like me) will lol at this. You sadly, can't change the model that appears there without replacing the volcano model - and there isn't a model that resembles aglacier.
However, cbloopy did release a hack you can use on wg.exe to tell the game (you just lost the game) to not make the volcano appear.
cbloopy wrote:
Clifford wrote:I'm going on holiday and'll be back 2 weeks later. Do you think you could also release a patch for wg.exe so that:
<snip>
It doesn't show the volcano on the title screen.
Okay, I've figured that out finally:

1) open demo MOFI's wg.exe in a hex editor.

2) use the hex editor's search feature to find the following sequence of bytes (in hex):

Code: Select all

81 EC 08 00 00 00 B8 03 00 00 00 C1 E0 02 03 05 00 00 00 00
Double check that it only finds one occurrence of the above byte sequence in the file. If not then abort the remaining steps and let me know.

3) You might want to make a note of the address/file location where the hex editor found the byte sequence in your copy of wg.exe. I don't give out exact addresses because that may differ between versions of demo MOFI (yes, there are at least 2 known versions of wg.exe even for demo MOFI, v1.00 and v1.02). That way if you want to change it back or change it to something else, you can just go directly to where the bytes are in your particular copy of wg.exe.

4) change only the first "03" in the sequence (the one that comes after "B8") to "2E". Leave all other bytes alone.

5) save the changes and try it out!

The "03" is what makes the game looks for !Obstacle03 for the model to use on the title screen. !Obstacle03 is the volcano model. The change above causes the game to look for !Obstacle46 instead, which is the model for the MOFI bridge, so we substituted the MOFI bridge for the volcano just for the title screen. And the MOFI bridge model is apparently small enough that it is invisible when shown on the title screen.

You can try out other values in place of using "2E" (although if you use a value that doesn't correspond to an !ObstacleXX MOFI knows about, the game MAVs). "2C" for example will show the ship model instead.
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Post by StinkerSquad01 » Sat Jan 01, 2011 10:36 pm

Then md can do the ship, it could be the party of Stinkers' ship! :D
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md
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Post by md » Sun Jan 02, 2011 4:13 am

MyNameIsKooky wrote:The shading for the volcano in the title is probably emphasized, thus creating the "black" effect in the original.
No, I ment that I changed the colour to replace the red lava to look like snow (if you look closely, you'll see lava), not the whole volcano to look blue instead of black. :piratewink:

Unless you ment what I was talking about. :D
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Guppy Star
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Post by Guppy Star » Mon Jan 03, 2011 11:55 am

If you have made any progress, why don't you attach some screenshots?
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Post by md » Mon Jan 03, 2011 7:36 pm

Ok, here's a screenshot of an adventure in my game:
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Post by md » Sun Jan 09, 2011 8:45 pm

Here's a short list of some locations I'm going to have on Sundog Island:
  • -Ice Mountain
    -Snow Caves
    -Freeze Valley
    -Stinker Square
    -Ice Temple
    -Glacial Path
Do they sound good? :D
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Post by boywhoflies » Sun Jan 09, 2011 8:51 pm

Yes, they do. :D
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md
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Post by md » Thu Jan 13, 2011 7:50 pm

Here's a plan for the text of a cutscene I may have in the game:
  • "The ICE TROLLS have caused many traumas on Sundog Island, it is now up to you to take out the ICE TROLLS."
    "Now to show you a little look of the fortress!"
    "After the tempest... silence... and darkness."
Look is the word that won't fade away with the other text.
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Post by jozsefkoma » Thu Jan 13, 2011 7:58 pm

DEEMAN223344 wrote:The people who have read the hex-editing topic all the way through (like me) will lol at this. You sadly, can't change the model that appears there without replacing the volcano model - and there isn't a model that resembles aglacier.
However, cbloopy did release a hack you can use on wg.exe to tell the game (you just lost the game) to not make the volcano appear.
cbloopy wrote:
Clifford wrote:I'm going on holiday and'll be back 2 weeks later. Do you think you could also release a patch for wg.exe so that:
<snip>
It doesn't show the volcano on the title screen.
Okay, I've figured that out finally:

1) open demo MOFI's wg.exe in a hex editor.

2) use the hex editor's search feature to find the following sequence of bytes (in hex):

Code: Select all

81 EC 08 00 00 00 B8 03 00 00 00 C1 E0 02 03 05 00 00 00 00
Double check that it only finds one occurrence of the above byte sequence in the file. If not then abort the remaining steps and let me know.

3) You might want to make a note of the address/file location where the hex editor found the byte sequence in your copy of wg.exe. I don't give out exact addresses because that may differ between versions of demo MOFI (yes, there are at least 2 known versions of wg.exe even for demo MOFI, v1.00 and v1.02). That way if you want to change it back or change it to something else, you can just go directly to where the bytes are in your particular copy of wg.exe.

4) change only the first "03" in the sequence (the one that comes after "B8") to "2E". Leave all other bytes alone.

5) save the changes and try it out!

The "03" is what makes the game looks for !Obstacle03 for the model to use on the title screen. !Obstacle03 is the volcano model. The change above causes the game to look for !Obstacle46 instead, which is the model for the MOFI bridge, so we substituted the MOFI bridge for the volcano just for the title screen. And the MOFI bridge model is apparently small enough that it is invisible when shown on the title screen.

You can try out other values in place of using "2E" (although if you use a value that doesn't correspond to an !ObstacleXX MOFI knows about, the game MAVs). "2C" for example will show the ship model instead.
Replace it with 0A (Obstacle 10,the mushroom) if you want to don't see it.
It is too small or too big to can be saw.
Image
Image
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md
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Post by md » Fri Jan 14, 2011 7:31 pm

I think the pirate ship will do.

Thanks!! :D

EDIT: If not, I'll try the MOFI Bridge or the mushroom so there is nothing.
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md
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Post by md » Sun Jan 16, 2011 7:26 pm

Does this menu look better:
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StinkerSquad01
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Post by StinkerSquad01 » Sun Jan 16, 2011 7:34 pm

Yes. :)
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Post by boywhoflies » Sun Jan 16, 2011 7:44 pm

It defanetly does! :D
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md
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Post by md » Sun Jan 16, 2011 7:49 pm

Ok, here's two screenshots to get you all excited! :D
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Post by boywhoflies » Sun Jan 16, 2011 7:54 pm

That's sick! :D
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StinkerSquad01
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Post by StinkerSquad01 » Sun Jan 16, 2011 10:17 pm

Arrr! Looks great! :piratesmile: :piratewink: :piratelol:
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md
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Post by md » Mon Jan 17, 2011 7:27 pm

Ok, here' another pic:
Is it good?
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StinkerSquad01
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Post by StinkerSquad01 » Mon Jan 17, 2011 10:02 pm

No *shot*
Yes it looks really good.
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Guppy Star
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Post by Guppy Star » Tue Jan 18, 2011 3:11 am

Looking great and pretty impressive md...
You have good graphic skills...
Will you accept these areas also for your hub project?

1. Polar Waters?
2. Crystal Hills ( the one with basic style floor 3)
3. Gorge depths?

They'll be good too
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Post by sam22 » Tue Jan 18, 2011 4:28 am

cool
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md
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Post by md » Tue Jan 18, 2011 7:47 pm

Guppy Star wrote:Looking great and pretty impressive md...
You have good graphic skills...
Will you accept these areas also for your hub project?

1. Polar Waters?
2. Crystal Hills ( the one with basic style floor 3)
3. Gorge depths?

They'll be good too
I'll think about it, I was thinking of making a chasm before you get to Stinker Square so maybe I'll call it Gorge Depths! :D :)

Anyway, here are two more screenshots:

Start of an adventure:
Image

Same adventure, but showing colouful scritters:
Image

Hope you all like it! :D
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Post by Sammy_P » Tue Jan 18, 2011 7:53 pm

How long till Demo 1 is done?
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md
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Post by md » Tue Jan 18, 2011 7:57 pm

Well, I've decided to go a little more in the game, because the start isn't as good as the rest of the game and I wanted to add a little more interest in the game for Demo 1! :D

Probably sometime next month! :D :)
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