Command 4 Discussion 2: Electric Boogaloo

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Command 4 Discussion 2: Electric Boogaloo

Post by Qloof234 » Fri Mar 14, 2014 12:04 pm

EDIT 20/04/2015: Fairly sizable update to the list! Explanation post here.

AKA Let's try and have a thread about this that avoids drama.
Emerald141 [from the Unofficial WA Editor Guide] wrote:8.4. Command 4: Modify Object
The honest truth: I don’t understand this command. No one really does, and it seems rather unlikely it’s ever going to get used. But since it is one of the commands, and this is supposed to be a ‘complete’ guide, I decided to put it here anyway. The information put forth here was given by master hex editor ‘cbloopy’, who is now inactive.

Command: 4
Data1: Object ID
Data2: Object modifier you want changed
Data3: What you want the modifier changed to
Data4: Not used
For the longest time, no-one's really known what this command does. However, just a few days ago, through some speculation and .exe digging, we've managed to dig up what the elusive Command 4 actually does!

To be specific, the sticking point in understanding the command was Data2 and Data3 - Data2 seemed logical enough, but no-one could find out what the modifier values actually were. Data3's problem was that it was hard to tell which values were actually correct and which weren't, because even if you got results out of it, they'd vary between objects.

However, the end result of too much free time, a HEX editor, and not knowing when to give up, has turned out to be a much better understanding of Command 4, or more specifically, how to use it.

As the description in Emerald's guide implies, it allows you to alter an object's settings directly. The modifiers in question are the same parameters you see in the Editor - Colour, SubColour, ID, and so forth. Here's a list of Data2 values that are known to have an effect (note that this list might not be complete and the effects of some values are unknown - the label from the game's code is included next to some values - mostly UNKNOWN or NO EFFECT values - for reference):
1: MovementType (credit to Emerald141 for finding this)
2: UNKNOWN: MovementTypeData
3: UNKNOWN: RadiusType
4: UNKNOWN: Data10 (this seems to be used for an NPC's X destination)
5: UNKNOWN: AttackPower
6: NPC Greeting: DefensePower (re-purposed as of WA3)
7: DestructionType (see below)
8: ID
9: Type (object logic)
10: SubType (sublogic)
11: Active
12: ActivationType
13: ActivationSpeed
14: UNKNOWN: Status
15: Frames remaining in current cycle: Timer (see below)
16: TimerMax1
17: TimerMax2
18: Teleportable (whether object can use teleporters or not)
19: PushButton (whether object can push buttons or not)
20: NO EFFECT: WaterReact
21: NO EFFECT: Telekinesisable
22: NO EFFECT: Freezable
23: Data0
24: Data1
25: Data2
26: Data3
27: Data4
28: Data5
29: Data6
30: Data7
31: Data8
32: Data9 (23 to 32 are the main object modifiers)
Additonal comments:

MovementType: How an object moves, i.e. bouncing around like a SpikeyBall, running away from the player like a Scritter, following them like a Chomper, etc. Not all values are known. Some can be found here.
MovementTypeData: cbloopy found this a long time ago, but to the best of my knowledge, no one knows what it actually does, if anything.
RadiusType: Probably an early development relic. Haven't tested this one.
Data10: Same as above, though it seems to be used for an NPC's X destination.
AttackPower/DefensePower: Probably an early development relic, though DefensePower was retooled into the NPC Greeting variable for WA3. Haven't experimented with values for DefensePower yet and I haven't tested AttackPower at all.
DestructionType: Changes the "type" of destruction animation that occurs when an object is destroyed. I only tested a few values - 1 is the default "white stars explosion" animation, while other values removed the effect entirely (though the score pop-up still appeared on destroying a chomper). Higher values might give different effects, I don't know.
ID: Self-explanatory.
Type: Object logic (i.e. key, coin, gate, NPC, etc.). Again, valid values can be found here.
SubType: Object "sub-logic". For objects with multiple behavioural styles (i.e. buttons - round buttons, square buttons, diamond buttons), this determines which "style" they use. Valid values can be found in the above link.
Active: Self-explanatory.
ActivationType: How an object "activates" (i.e. gates raising out of the ground, growing, fading in/out). Values can be found in the above link.
ActivationSpeed: How quickly an object activates (i.e. a gate opening/closing). Odd numbers and 0 don't work.
Status: At the very least, this is used for FireTraps - Namely, to determine whether they're firing or not (0 = not firing, 1 = firing). However, it still abides by the Timer settings - Setting a FireTrap's Status to 1 during an "off" cycle will make it fire for one frame then turn off again.
Frames remaining in current cycle/Timer: Connected to 14. Determines how many frames are left before the object switches statuses (i.e. Setting 15 to 60 while a FireTrap is off will make it start firing again after 60 frames/1 second, while setting it to 5 while it's on will make it turn off after 5 frames). Not sure if these two are used outside of FireTraps, though they likely are.
TimerMax1/TimerMax2: The "reference" values for objects with different cycles (i.e. TimerMax1 is how long a FireTrap will remain off for).
Teleportable/PushButton: Self-explanatory. When the value is 1, the object can use teleporters/push buttons. When the value is anything but 1, it can't.
WaterReact: Relic from early development. Has no apparent effect.
Telekinesisable/Freezable: Most likely early development relics. Probably controlled whether or not an object could be moved using the white Power glove or frozen using the blue Ice glove, in the pixel movement build. No apparent effect in the final game.

Data0 - Data9: These are used in almost every single object, besides most scenery. They rarely show up as such in-editor, though - for gates/keys/keycard, Data0 is Colour and Data1 is SubColour. For Stinker NPCs, Data0 is their eye/shoe colour, Data1 is their expression, Data2 is their hat model, Data3 is the hat colour, and so on. For Spikeyballs and Chompers (and presumably DragonTurtles, I haven't checked yet), Data2 is their speed.

One thing to keep in mind with these: If a Data# value controls an object's texture or model, any changes made to it will not appear in-game until you leave the level and come back. Whether that's stepping on an arrow that just redirects to that same level again, or using command 7 or whatever, texture/model changes only happen upon the level "refreshing". The only exception I know of is the Wee Stinker - Data8 controls the colour/texture, and for some reason it changes immediately (maybe because the game needs to swap between their expressions on the fly? who knows). There could be other exceptions, I don't know.

Particle effects, such as a Baby Boomer's fuse, change immediately. Another thing that changes immediately is a glove charger's colour and particles (because the game colours them on the fly). Logic changes also take effect immediately - Glove chargers can change spells without the level being reloaded.

As for what it could be used for... Here are a few ideas:
  • - A Baby Boomer escort level where the Boomer can explode more than once (by CMD4 setting Data8 to 1)
    - A "Magic Roulette" level, as exampled here
    - Making a FireTrap's cycles a bit more unique (i.e. fire for 200 frames, rest for 150, fire for 200 frames, rest for 60 - if someone can figure out how to use value 14, this could go even further)
    - Having a Chomper accelerate/decelerate (perhaps depending on player's progress through the level)
Anyways, yeah. Post any findings/experiments/hilarious bugs you find here. 8)

EDIT: Added details on value 1 to the list, courtesy of Emerald.
EDIT: Added details on value 19 to the list, courtesy of MNIK.
EDIT: Revamped list, added more details.
Last edited by Qloof234 on Mon Apr 20, 2015 7:57 am, edited 3 times in total.
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Post by Qloof234 » Fri Mar 14, 2014 8:55 pm

Reposting from the other thread. A few images of some shenanigans that involved CMD4.

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A gem that's had its Shape value changed to 1 (250-points/square gem). The model hasn't changed because the level wasn't reloaded.

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Used CMD4 to change the glove charger's magic between Pow and Floing.

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In trying to figure out what values did what, I accidentally set this NPC's logic to that of a Glowworm. I almost had a heart attack. :lol:

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After setting an NPC's logic to that of a UFO, then shooting Pow at it, this is what happens. More or less identical to the "death" bug in the old WA1 prototype, interestingly enough. I didn't fail the adventure for it, either (maybe the "YOU HAVE FAILED" thing is checking for object logic instead of the model).
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Post by Emerald141 » Tue Mar 18, 2014 7:57 pm

Last edited by Emerald141 on Fri Sep 02, 2022 11:34 pm, edited 1 time in total.
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Post by Qloof234 » Tue Mar 18, 2014 8:00 pm

Aha, that explains why messing with it causes unpredictable behaviour at times.

Nice find, thanks! Adding it to the list. :D
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Post by MyNameIsKooky » Tue Apr 22, 2014 10:24 pm

Data2: 19 isn't WaterReact. It's something else which I don't think I've ever seen before.

Setting the Data3 value to something other than 1 causes creatures with ID Data1 to be unable to press ANY buttons (general commands included). However, setting Data3 back to 1 fixes this.
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Post by Qloof234 » Wed Apr 23, 2014 12:03 am

Hmm, interesting. Not sure what that'd be about. Added to the list, if anyone can figure this out even further than let us know. :)
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Post by Wonderman109 » Wed Apr 23, 2014 12:50 am

MyNameIsKooky wrote:Data2: 19 isn't WaterReact. It's something else which I don't think I've ever seen before.

Setting the Data3 value to something other than 1 causes creatures with ID Data1 to be unable to press ANY buttons (general commands included). However, setting Data3 back to 1 fixes this.
Perhaps something to do with ActivateID? :?
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Post by MyNameIsKooky » Wed Apr 23, 2014 6:20 pm

Wonderman109 wrote:
MyNameIsKooky wrote:Data2: 19 isn't WaterReact. It's something else which I don't think I've ever seen before.

Setting the Data3 value to something other than 1 causes creatures with ID Data1 to be unable to press ANY buttons (general commands included). However, setting Data3 back to 1 fixes this.
Perhaps something to do with ActivateID? :?
For buttons, ActivateID is Data8, so it can't be that.
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Post by Qloof234 » Wed Apr 23, 2014 11:01 pm

So not really a new "discovery", but I realized just last night - using Command 4, it's possible to basically have the game check if a player's done something in one level, and if so, to cause a change in another level.

You'd need a space of at least five tiles in either direction in the "destination" level (or levels), but all the same, I think this could be very useful, since it doesn't require the infamous flip-glitch to pull off.

Visual aid to make this easier to explain:

Image

On the picture, the dark green dots are the "regular" entrances for each level, while the light green dot is an "altered" entrance. The blue/light blue/light purple tiles are all commands, and the dark blue/indigo triangle is an item, for the sake of this example.

So, one way or another, say you've got a system like this set up wherein if the player picks up the item/steps on a certain tile (be it via just a general command on said tile or by having Chompers off-screen "tracking" the player's position), you want something to happen in another level.

What you can do is call a CMD4 prompt to alter the level-exit and change its co-ordinates (or maybe even the level it points to, like I've done with HR) slightly.

In the destination level, the light purple tile is the command you want to execute once the condition above has been met. The light blue tiles immediately surrounding it deactivate the command, while the medium blue tiles around them re-activate it. This way, unless the player uses Blink or the Vault (or Shards/Magic Mirror, I suppose), the command can't be pushed normally (Best thing would be to set ActivateID to Player so that stray monsters/NPCs don't activate it).

What the CMD4 in the other level does is change the co-ordinates by a tile or so, so that the player spawns on top of the purple command tile, without crossing the deactivation commands.

The only real requirement for this to work properly is to make sure the player can't avoid crossing the activation/deactivation commands while walking around, and that they don't spawn on top of the command you want to execute.
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Post by LittleZbot » Thu Apr 24, 2014 5:32 pm

MyNameIsKooky wrote:However, setting Data3 back to 1 fixes this.
Strangely, this does not appear to work for the main character. As shown in this video, the player's ability can be deactivated, but not reactivated.

EDIT: Nevermind, this turned out to just be because the player could no longer press the reactivation command. If a monster or something had pressed the command, it would have worked.
Last edited by LittleZbot on Tue Oct 25, 2016 7:40 pm, edited 1 time in total.
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Post by Krishiv738 » Fri Apr 25, 2014 8:04 am

Data2=19 of CMD 4 does this

Code: Select all

Data1(Object A)'living object'eg.chompers,player.etc
Data2:19
Data3(Object B)Item/button Id 
Data4:NOTHING
This makes object A cannot collect/press Object B.
It's can be known as Non-Activate
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Post by Qloof234 » Fri Apr 25, 2014 8:11 am

If you didn't notice, MNIK pointed out what it does literally just five posts ago.

For that matter, your description's incorrect as well - It only affects buttons, and it affects all buttons, not just one with Data3 as their ID.
Last edited by Qloof234 on Fri Apr 25, 2014 8:36 am, edited 3 times in total.
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Post by Qloof234 » Fri Apr 25, 2014 8:29 am

DP.

Come to thing of it, re: 19/WaterReact - Come to think of it, isn't 19 likely to be the WaterReact slot anyways?

I mean, compare these lists, the first from the WA3E Data Thread:

Code: Select all

DefensePower 
???25 
ID 
Type 
SubType 
Active (flag) 
???26 
ActivationType 
ActivationSpeed 
???27 
Timer 
TimerMax1 
TimerMax2 
???28 
???29 
WaterReact (does nothing) 
???30 
???31 
???32 (01?) 
???33 (4FF1) 
???34 (4FF2) 
Data0 
Data1 
Data2 
Data3 
Data4 
Data5 
Data6 
Data7 
Data8 
Data9 
To the known CMD4 value list:

Code: Select all

6 - DefensePower (actually NPC Greeting) 
7 - N/A 
8 - ID 
9 - Type (Object logic) 
10 - SubType (sublogic) 
11 - Active 
12 - ActivationType 
13 - ActivationSpeed (Odd numbers and 0 do not work) 
14 - Something to do with TimerMax1? Not sure 
15 - Number of frames remaining in TimerMax2 
16 - TimerMax1 
17 - TimerMax2 
18 - N/A (Timer?) 
19 - ??? Something to do with whether entities can push buttons or not... 
20 - 22 - N/A 
23 - 32 - Data0 to Data9 (main object modifiers)
Other than Timer/TimerMax1 shenanigans, from DefensePower onwards, the lists are identical. Logically, that should put WaterReact and 19 on the same spot.

Has anyone tried using WaterReact in the WA3 Editor?

EDIT: GUYS

WaterReact actually DOES do something in the Editor

I'm not sure what just yet, but adding it to a Chomper - Instead of the old blank variable name the old Editor gave, it starts at 10.
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Post by StinkerSquad01 » Fri Apr 25, 2014 12:12 pm

Hmm. Maybe it has to do with waterchompers...

EDIT: Just kidding apparently. Both normal and waterchompers have WaterReact 10.
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Post by MyNameIsKooky » Fri Apr 25, 2014 2:08 pm

Almost every object has a default WaterReact of 10. The same was the case in WA1E. The fact that it can be adjusted in the editor now doesn't really mean anything unless it does something in-game

EDIT: Also, I'm pretty sure WaterReact was adjustable in WA1E too.
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Post by Qloof234 » Fri Apr 25, 2014 7:05 pm

Was it? I could've sworn it just showed up as an empty option in the old Editor.
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Post by Krishiv738 » Sat Apr 26, 2014 7:45 am

WaterReact could be height from water level(0)
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Post by LittleZbot » Sat Apr 26, 2014 7:55 am

Wait a second... didn't Krishiv get banned?
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Post by Qloof234 » Sat Apr 26, 2014 8:27 am

No, he didn't, and no, if WaterReact does anything, it's almost certainly not related to water anymore.
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Post by Emerald141 » Sat Apr 26, 2014 1:34 pm

Last edited by Emerald141 on Fri Sep 02, 2022 11:39 pm, edited 1 time in total.
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Post by LittleZbot » Sat Apr 26, 2014 1:38 pm

Emerald141 wrote:
LittleZbot wrote:Wait a second... didn't Krishiv get banned?
He got banned from Epigam and the chat. He has not yet been banned from PcPuzzle.
Oh, okay. It's sort of confusing when he's mentioned constantly as being banned on the chat. Sorry, Krish!
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Post by Emerald141 » Wed Aug 06, 2014 9:57 pm

Last edited by Emerald141 on Sat Sep 03, 2022 1:48 am, edited 1 time in total.
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Post by Jutomi » Wed Aug 06, 2014 10:01 pm

Firstly, I notice that having too many of these seems to almost break the adventure; I've tried, but since I couldn't add linkers, I had to literally change the entire level's design by hand, and add zipbots instead. :P

Secondly, if it's like command 51, you might have to make sure that one of the objects is placed after another object.

Or, ratherly, in the editor, you might want to try selecting and re-adding the object, then doing the same with the button,
and then testing it in the player.
If that doesn't work, do it the other way around; readd the button, then the object, save, and test.

Not sure if that'd help with command 4, but that's how it works with command 51.
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Post by Emerald141 » Fri Aug 08, 2014 1:35 pm

Last edited by Emerald141 on Sat Sep 03, 2022 1:44 am, edited 1 time in total.
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Post by Qloof234 » Mon Apr 20, 2015 7:22 am

Holy thread revival, Batman!

I was bored earlier today and browsing the PoTZ beta forums, when I stumbled upon a reply Patrick made when I asked what CMD4 did.

In it, he included what I believe was a snippet of code from WA itself (that I'll refrain from posting here) that labelled several object modifiers. In hindsight, knowing what CMD4 does, the code caught my eye, so I copied it for comparison to our known values list.

Guess what? It matches up perfectly. It was only of the first 22 values, but seeing as the only unknowns we had were below 22 in the first place, this is at least notable for the sake of documentation.

I haven't experimented with all of the values, but here's a more comprehensive list of CMD4 values. Values listed as "NO EFFECT" are values that didn't seem to do anything when tested - They might still have effects, but we don't know of any yet. Values listed as "UNKNOWN" are ones I haven't tested in-depth, meaning that while I don't know of any effects they have, they might still have some. Values listed as "???" are ones that I don't understand, for one reason or another. Values of interest are in bold.
  • 1 - MovementType (credit to Emerald141 for finding this)
    2 - MovementTypeData (what this does is currently unknown)
    3 - UNKNOWN - Label: RadiusType (likely an early development leftover
    4 - ??? - Label: Data10 (yep, that's what it's called! I don't know if this does anything for objects besides apparently being the X destination for NPCs)
    5 - UNKNOWN - Label: AttackPower

    6 - NPC Greeting - Label: DefensePower (I believe these two are both remnants of early development, with DefensePower being re-purposed for NPC greetings)
    7 - DestructionType (I've only tested a few values with this - 1 makes the object explode with the standard "white stars" explosion, other values disable the effect (but not the sound) entirely. Not sure if any higher values do anything different)
    8 - ID
    9 - Type
    10 - SubType
    11 - Active
    12 - ActivationType
    13 - ActivationSpeed
    14 - ??? - Label: Status (interesting label on this one... so far I've only noticed effects on firetraps - a Status value of 0 means "not firing". Setting it to 1 during a "down" cycle will make the trap fire for a frame, though. Doesn't seem)
    15 - Frames remaining in current Timer/Status (?) cycle - Label: Timer (I had this one labelled as "Frames remaining in TimerMax2" - meaning you could set it to change how long a firetrap's current "on" cycle would last. In reality, it applies to whatever cycle is currently active - if you set it to 1 while the trap's off, it'll turn back on in one frame, and vice-versa!)

    16 - TimerMax1
    17 - TimerMax2
    18 - Teleportable (this one does exactly what it sounds like - if set to anything other than 1, the object won't be able to use teleporters! Tested on NPCs, the player, and a chomper, with the same effect on all three. NPC/Chomper pathing will still avoid the teleporter, though)
    19 - ButtonPush (credit to MNIK for finding this - self-explanatory, if set to anything other than 1, the object can't activate buttons, including commands. Tested on an NPC and the player)
    20 - UNKNOWN - Label: WaterReact (everyone's favourite dummy modifier. I haven't tested this one, but I don't think it does anything anymore)
    21 - NO EFFECT - Label: Telekinesisable (yes, that's genuinely the label on this one. Pretty sure this is from early development, determining whether the player could drag the object around with the "Power" gloves)
    22 - NO EFFECT - Label: Freezable (like 21, I'm fairly sure this is from early development - in the pixel-movement build Patrick released, you could freeze barrels, which you can't do in the final. Unfortunately, by extension, this doesn't seem to do anything in the final game)
I'll update the OP with this information shortly.
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Post by ab-47 » Mon Apr 20, 2015 11:58 am

Hey Qloof234, remember the Wonderland Arcade back in WA1? one of the arcade games called "Waka Waka" had a special attribute to the player. From what I can remember, when the player takes a gem, a new sound is produced and is heard as "waka" instead of the default gem sound.

Could that be related to command 4? or did MS use some sort of an internal code for these levels only? (same as the mystery levels in MOFI, which cannot be cheated via immediately winning the adventures.)
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Post by Qloof234 » Mon Apr 20, 2015 7:41 pm

Unfortunately, I'm pretty sure that's hard-coded in the game. Copying Wakka Wakka into the WAE and playing it makes it use the default gem sounds, while copying a different adventure into one of the Wakka Wakka slots makes it use the unique gem sounds. :(
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Post by Yzfm » Mon Apr 20, 2015 7:54 pm

Interesting discoveries! So, out of curiosity, have you tested if the telekinesisable has an effect on whether the object is flashable or not? Or Free able with Brr?
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Post by garirry » Mon Apr 20, 2015 8:31 pm

Wow! :shock: Good job for discovering this!
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Post by Qloof234 » Mon Apr 20, 2015 9:09 pm

Yzfm wrote:Interesting discoveries! So, out of curiosity, have you tested if the telekinesisable has an effect on whether the object is flashable or not? Or Free able with Brr?
Yeah, I have - No effect on either of them, sadly.
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