Paradise Quest - The Wonder Shards - Uploading...

Help Topics, Bug Reports, Feature Requests, etc.
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Blazeknight
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Post by Blazeknight » Thu Dec 26, 2013 5:50 am

Happy 11th page!!!

More screenshots... like I told you, there are tons of places in this game

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Image
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tb
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Post by tb » Sun Dec 29, 2013 1:16 am

they are nice
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Blazeknight
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Post by Blazeknight » Sun Dec 29, 2013 3:04 am

A little 2 or 3 help questions. Please give a DETAILED explanation

1. How does the WA1 token arcade machine work with adv stars?
2. How to make the beach sounds?
3. Why aren't maps working in POTZ?
4. Can I get a Grynkler.wop?
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StinkerSquad01
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Post by StinkerSquad01 » Sun Dec 29, 2013 3:19 am

Beach sounds are technically a music track, so that should clear things up.
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Blazeknight
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Post by Blazeknight » Sun Dec 29, 2013 3:30 am

StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 29, 2013 5:25 am

Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Blazeknight wrote:3. Why aren't maps working in POTZ?
The feature was probably removed.
Blazeknight wrote:4. Can I get a Grynkler.wop?
The coding for stinkers was updated for POTZ, and as of now, there's no POTZ Stinker wop available. For now, you'll probably just have to wait for the WA3 Editor.
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Qloof234
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Post by Qloof234 » Sun Dec 29, 2013 6:03 am

I thought I'd made a post about maps somewhere outside of the HR thread, but apparently not...

Anyways, PoTZ never actually loads the map graphics into memory (they aren't even included with PoTZ by default). When you use the map item, the game loads the graphics that are in memory - Since PoTZ never even loads them, the game crashes.
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Blazeknight
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Post by Blazeknight » Sun Dec 29, 2013 6:18 am

MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
So, the 12th byte from the left of the title should have a FF and the next 3 to the right should also have FF? (12,11,10,9th bytes)
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StinkerSquad01
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Post by StinkerSquad01 » Sun Dec 29, 2013 6:27 pm

Blazeknight wrote:
StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
I'm pretty sure it's in the POTZ music I posted.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Dec 29, 2013 8:18 pm

Blazeknight wrote:
MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
So, the 12th byte from the left of the title should have a FF and the next 3 to the right should also have FF? (12,11,10,9th bytes)
Yep!
StinkerSquad01 wrote:
Blazeknight wrote:
StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
I'm pretty sure it's in the POTZ music I posted.
The beach sounds are randomly generated and do not have their own music file.
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StinkerSquad01
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Post by StinkerSquad01 » Sun Dec 29, 2013 9:38 pm

Oh right, I was thinking of the cave noises.
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dig 222
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Post by dig 222 » Sun Dec 29, 2013 9:56 pm

@Blazeknight
I can give you THIS, probably won't help but... bleh
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Pawelec
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Post by Pawelec » Sun Dec 29, 2013 10:40 pm

MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Or easier way: set the music to -1 with WA Editor Tools :wink:
"Let us return to the past; it will be progress."
by Giuseppe Verdi
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Blazeknight
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Post by Blazeknight » Mon Dec 30, 2013 12:16 am

Pawelec wrote:
MyNameIsKooky wrote:
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Or easier way: set the music to -1 with WA Editor Tools :wink:
I'm sorry but I don't see a -1 in the music menu of the tools. It consists of only 0 to 12
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StinkerSquad01
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Post by StinkerSquad01 » Mon Dec 30, 2013 1:10 am

You can edit a certain .txt file (don't remember the name of it) to add/change the music list.
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Blazeknight
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Post by Blazeknight » Mon Dec 30, 2013 2:19 am

Thanks, it worked :D
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Blazeknight
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Post by Blazeknight » Mon Dec 30, 2013 7:19 am

TRAILER IS READY!!! :D :D :D
FIRST PAGE
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Dec 30, 2013 8:49 am

Looks like great fun! Can't wait! :D
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Blazeknight
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Post by Blazeknight » Mon Dec 30, 2013 10:16 am

Image

PROGRESS (including testing & debugging): 90%
Adventures: 130/150
Hub Rooms: 67/75
Dialogues: 78/80
Segments: 8/9
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tb
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Post by tb » Mon Dec 30, 2013 2:41 pm

trailer is really nice & great. i miss visual effects and getting out for the fireflower was funny :lol:
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Blazeknight
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Post by Blazeknight » Tue Dec 31, 2013 9:42 am

Can someone please add me Texturenames to potzz wops?
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Wonderland King
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Post by Wonderland King » Tue Dec 31, 2013 7:09 pm

The trailer looks AMAZING. Can't wait to play it! :D :D :D
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Krishiv738
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Post by Krishiv738 » Wed Jan 01, 2014 8:15 am

Blazeknight wrote:Can someone please add me Texturenames to potzz wops?
I added texture names to zap-bots only.You could use power wop
I am getting outta here, nothing is new, everything is boring.
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Blazeknight
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Post by Blazeknight » Wed Jan 01, 2014 8:52 am

Krishiv738 wrote:
Blazeknight wrote:Can someone please add me Texturenames to potzz wops?
I added texture names to zap-bots only.You could use power wop
But if you do it, it becomes a regular wop and the convertor reports "an unexpected error"
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Krishiv738
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Post by Krishiv738 » Wed Jan 01, 2014 10:50 am

Okay here's my tiny mini help.

1.download a hex editor.(use XVI32,it's free)

2.open wop file in hex editor

3.scroll down and you should see ....Data0....Data2 and so on

4.In hex-side,at the bottom(after lines are over)type 0b-00-00-00 (0b is the number of alphabets(including exclamation mark) in the parameter

5.In text-side,you will see 4 dots,Write !TextureName there
I am getting outta here, nothing is new, everything is boring.
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Blazeknight
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Post by Blazeknight » Wed Jan 01, 2014 1:56 pm

It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string

By the way... I've completed 99.99% of the creation process. What's left to do is the last adventure in Rainbow's End where you combine the powers of all the shards together to powerup the rainbow crystal which restores harmony in nature.

Here are the last screenshots of the area AMETHYST ABYSS and CREEPY CASTLE where you get the last shard i.e. TOXIC SHARD...

Amethyst Abyss - Fully thwart ambushed
Image
Image
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Image

CREEPY CASTLE - The Penultimate Frontier
Image
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THE TOUGHEST ADVENTURE - Really challenging one!
It took me 5 hours to make this one called "Hallway of magic" where all 7 magics are available and you must co-ordinate the use of magics together to win. Trust me, it's really a hard puzzle and playing it is not easy

Image
Image

The creation becomes over by then... Only one more segment left to test... I'll complete it completely by Jan 5th and release it on Jan 13th as scheduled :D :D :D

Please reply and wish me luck, my friends! :D
Last edited by Blazeknight on Wed Jan 01, 2014 2:07 pm, edited 2 times in total.
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Krishiv738
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Post by Krishiv738 » Wed Jan 01, 2014 2:00 pm

Blazeknight wrote:It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string
Wait,what 02,are you adding that parameter at the end or starting of the parameter values?02 is for ID parameter,so ID came after the TextureName,right.
I am getting outta here, nothing is new, everything is boring.
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Blazeknight
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Post by Blazeknight » Wed Jan 01, 2014 2:11 pm

Krishiv738 wrote:
Blazeknight wrote:It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string
Wait,what 02,are you adding that parameter at the end or starting of the parameter values?02 is for ID parameter,so ID came after the TextureName,right.
Actually its like this:

1. Open the wop in hex editor
2. Add 0B 00 00 00 to the end
3. Write !TextureName as text after step 2
4. Now add a 02 as hex after step 3
5. It works in the editor.exe
6. It works in the player too
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Blazeknight
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Post by Blazeknight » Thu Jan 02, 2014 8:34 am

I've got a problem.. shard teleportation MAV's if I use it eventhough I've placed arrows in the teleport co-ordinates of the other levels
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Krishiv738
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Post by Krishiv738 » Thu Jan 02, 2014 8:58 am

Blazeknight wrote:I've got a problem.. shard teleportation MAV's if I use it eventhough I've placed arrows in the teleport co-ordinates of the other levels
Because POTZ doesn't support shard teleportation,POTZ is made up of MoFI wg.exe.And MoFI wg.exe is not made of wa's Wg.exe
I am getting outta here, nothing is new, everything is boring.
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