Need learning how to make your own wops? Clicky Clicky!
Need learning how to make your own wops? Clicky Clicky!
I made this guide for people new to the editor. I've heard Wonderman struggle about it several times..
WA Editor Hexediting lessons!!
Lesson 1: Adding adjustments:
Several of new people to the editor suffer from the problem that they need more adjustmentts for objects, It's really simple.
Requirements:
-Hex-editor (I use Neo)
-Attention (LOL)
Do it:
1-open the wop in hex editor.
2-Click on the dot after the last byte.
3-Count the number of letters in the word (i.e. TextureName has 11 letters)
4-Type the number of letters in the word in hex on your keyboard.*
-Now you shall have a byte after the last byte in the file with a number on it (in hex of course)
5-type 6 zeroes on your keyboard.
6-Type the name of the adjustment on the text side (if you write it in hex side it will mess up everything.)
7-Backup the file and save.
Let's take this example, we want to add texturename adjustment for say, the bed object, this must happen.
Hex Side:
*after last byte* 0b 00 00 00 *bytes representing TextureName word*
Text Side:
*after last letter* ....Texturename
*: Hex umbers:
0=00
1=01
2=02
3=03
4=04
5=05
6=06
7=07
8=08
9=09
10=0a
11=0b
12=0c
13=0d
14=0e
15=0f
Anyone likes that lesson?
Oh, almost forgot the picture:
WA Editor Hexediting lessons!!
Lesson 1: Adding adjustments:
Several of new people to the editor suffer from the problem that they need more adjustmentts for objects, It's really simple.
Requirements:
-Hex-editor (I use Neo)
-Attention (LOL)
Do it:
1-open the wop in hex editor.
2-Click on the dot after the last byte.
3-Count the number of letters in the word (i.e. TextureName has 11 letters)
4-Type the number of letters in the word in hex on your keyboard.*
-Now you shall have a byte after the last byte in the file with a number on it (in hex of course)
5-type 6 zeroes on your keyboard.
6-Type the name of the adjustment on the text side (if you write it in hex side it will mess up everything.)
7-Backup the file and save.
Let's take this example, we want to add texturename adjustment for say, the bed object, this must happen.
Hex Side:
*after last byte* 0b 00 00 00 *bytes representing TextureName word*
Text Side:
*after last letter* ....Texturename
*: Hex umbers:
0=00
1=01
2=02
3=03
4=04
5=05
6=06
7=07
8=08
9=09
10=0a
11=0b
12=0c
13=0d
14=0e
15=0f
Anyone likes that lesson?
Oh, almost forgot the picture:
You do not have the required permissions to view the files attached to this post.
Previous Adventure:Time Out
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
- Wonderman109
- Rainbow MegaStar
- Posts: 3532
- Joined: Thu Jun 28, 2012 11:25 pm
-
- Rainbow AllStar
- Posts: 4548
- Joined: Fri Dec 26, 2008 4:56 pm
You're welcome Wonderman!!
@Emerald: How come I didn't notice that before?
um.. Since I already posted lesson 1, I'm going to take rest of things with ore details.
___________________________
@Emerald: How come I didn't notice that before?
um.. Since I already posted lesson 1, I'm going to take rest of things with ore details.
___________________________
Previous Adventure:Time Out
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
- Wonderman109
- Rainbow MegaStar
- Posts: 3532
- Joined: Thu Jun 28, 2012 11:25 pm
HyperSpeeds? That would be interesting! I'll try to do it if I have time.
Previous Adventure:Time Out
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
- Wonderman109
- Rainbow MegaStar
- Posts: 3532
- Joined: Thu Jun 28, 2012 11:25 pm
I totally forgot about this. But Here I go:
Lesson 2: Hyperspeeds and default values
In some levels you might need a chomper with an ultimate speed that the player can't outrun him in any way. Or you might need an insanely high hitpoints for a fireflower so that the player can never kill it. You have two solutions for this issue. One of them is to keep increasing the value to an insanely high value (like 1000) using your mouse, but it's time consuming and boring. So we go with the second choice: To set the default value in the wop itself.
Let's test that on a magic charger firstly. Open up the magic charger wop with your hexeditor.
You'll find two groups of f's. ignore the first, and come to the second. After the second group of f's, there's a byte (02), change it to - for example - (07). This will change Data0 (In case of the charger, the color) to the value 7. Which is the white nul magic. Open it up in the editor and put it in a level, then go to the player and test. It's shown in the following picture:
Now, if we want to make a default speed for a chomper 1000 (insanely high). Open the chomper wop and look at the value after the second group of f's. It's 0 by default (The default speed for a chomper. The Hex code for the number 1000 is 3e8. For some reason, it has to be reversed. So change the first byte after the f's to the value (e8) and the second one after the f's to (03). Save it as "HyperChomper", open it up in the editor. The speed will be defaultly set to 1000.
(Note that each value is expressed in 4 bytes) It means that the first four bytes after the f's represent the first value (Data0) and the next four bytes express the second value (Data1), and so on.
This pic explains it all:
What do you think?
Lesson 2: Hyperspeeds and default values
In some levels you might need a chomper with an ultimate speed that the player can't outrun him in any way. Or you might need an insanely high hitpoints for a fireflower so that the player can never kill it. You have two solutions for this issue. One of them is to keep increasing the value to an insanely high value (like 1000) using your mouse, but it's time consuming and boring. So we go with the second choice: To set the default value in the wop itself.
Let's test that on a magic charger firstly. Open up the magic charger wop with your hexeditor.
You'll find two groups of f's. ignore the first, and come to the second. After the second group of f's, there's a byte (02), change it to - for example - (07). This will change Data0 (In case of the charger, the color) to the value 7. Which is the white nul magic. Open it up in the editor and put it in a level, then go to the player and test. It's shown in the following picture:
Now, if we want to make a default speed for a chomper 1000 (insanely high). Open the chomper wop and look at the value after the second group of f's. It's 0 by default (The default speed for a chomper. The Hex code for the number 1000 is 3e8. For some reason, it has to be reversed. So change the first byte after the f's to the value (e8) and the second one after the f's to (03). Save it as "HyperChomper", open it up in the editor. The speed will be defaultly set to 1000.
(Note that each value is expressed in 4 bytes) It means that the first four bytes after the f's represent the first value (Data0) and the next four bytes express the second value (Data1), and so on.
This pic explains it all:
What do you think?
Previous Adventure:Time Out
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
I need suggestions for what the next tutorial can be about. If you have anything concerning hex-editing wops, inform me.
And also please state whether the second lesson was understandable through the pics and the text.
And also please state whether the second lesson was understandable through the pics and the text.
Previous Adventure:Time Out
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons
Latest Adventure:Please Don't Feed The Dinosaurs!
Upcoming Adventure: History Lessons