Just a few comments of mine re: WA Editor Errors/Glitches/Etc.
jdl wrote:- If the user clicks south of the level border while editing, the Editor crashes. [Confirmed.]
I don't know how the Editor works at all, so I could very well be wrong here (and I likely am), but I think this is the result of overflow.
When the player clicks east of the level, nothing malicious happens. What my theory is (and I mentioned this to Jdl before as well) is that the level has a "size index" that maxes out at 101. When the player clicks east of the level, it's trying to write to higher positions in that index, but if the level's smaller, it actually writes into the vertical size index. When the player clicks south of the level, the same thing happens, but it writes outside of the size index entirely.
I could be completely wrong, but this is just my guess.
jdl wrote:- The first byte in a dialog (.dia) file counts the number of interchanges, allowing the Editor and Game to work out where text goes properly. If the value increases to above 101, the Editor spits out an Array Index Out Of Bounds error and crashes (for that matter, it does that if a level's size is set to larger than 101 as well). [Confirmed.]
As I mentioned earlier, I think the byte at the beginning is used for the player and editor to determine what blocks of text go where. If the player changes the byte artificially (e.g. Hex editor), then text can get pushed into AskAbouts instead of interchanges.
jdl wrote:- Lots of levels in the player cause it to crash. This sometimes makes the player crash when archiving levels as well. [Confirmed.]
This one seems to be somewhat random. I've had times where I could have dozens of custom adventures loaded with no trouble, and others where it would MAV with a fraction of the amount. I'm not exactly sure what could be causing this...?
jdl wrote:- If you save while your magic gloves aren't charged, and load while they are charged, you will have your gloves charged with white magic that destroys things (this magic is only usable if you click the glove icon, as right clicking doesn't turn it on. This magic also has an infinite number of charges) and you can see the glove icon in the upper left corner. [Confirmed.]
I think I can guess as to the cause for this one, again. As we've found out, the game has obsolete magic spells outside of the rainbow magic we know of - these don't do anything, as they're unprogrammed. The white spell acts similar to POW (my guess is that it was programmed into the game first, idk) - What I think causes it to appear is due to how the game stores the player's active magic.
I haven't checked this, so I could be wrong, but my guess is that the save files record the ID number of the player's magic (which should be between 1 and 7), the number of spells they have left (1-9), and whether the player can use magic (a simple 0/1, I think). However, when the player loads a save without magic when they've had the gloves active, it resets the values of the spell and the number of shots to 0, but doesn't reset the "can use magic" variable. As a result, the game reads 0/0 as the player's spell, and since the first glove graphic in the game is the white one, it loads that.
The infinite charges is because the player's charge number is set to 0. My guess is that the game checks what value the number of shots is
after the player fires, and if it's equal to 0 they can't use it anymore. In this case, what it would be doing is setting the number of shots to -1 then checking if it's 0.
Once again, I could be wrong, but I find speculating about this fun
jdl wrote:- Kilicool's post
here. [Unconfirmed, I haven't tried this yet.]
I went and tried this myself, I couldn't reproduce this - However, that was on the unofficial MoFI Editor. Can someone verify this in the vanilla WA Player?
jdl wrote:- When you load a level in the editor that has glove chargers in it, they're just squares of the color you chose instead of using the glove charger graphic. [Confirmed.]
My guess is that it's not loading the graphics properly for the chargers that are already placed.
jdl wrote:- I'm not sure what causes this but there's a chance that the icon graphics might not appear on items that uses an icon set. [Confirmed.]
Do you mean in-game, or in the Editor? I know I've had it happen to me in-game once before, it fixed itself when I rebooted the Player.
jdl wrote:- Thwarts and Fireflowers can shoot through walls if they are right next to the wall. [Confirmed.]
Can someone check if this applies to Spell Shooters in MoFI as well? My guess would be that it does.
jdl wrote:- You can give gates a subcolor more than four. They don't work though, but I'm just saying that there's no restrictions on the WOP. [Confirmed.]
Oh, they don't actually work? That... Kinda sucks...
jdl wrote:- Not sure if this has been fixed, but when you load a save, dragon turtles and other objects can go through you as if you're a ghost if you just stand there and don't move. After you move, it fixes itself. [Unconfirmed, I haven't tried this yet and I still don't know if it's been fixed.]
This was definitely unfixed in the Player v096. I'm not entirely sure about MoFI onwards, though.
jdl wrote:- Chompers are immune to firetraps. [Unconfirmed, I haven't tried this yet.]
If I recall, in the 096 Player they're immune, but in MoFI they're not. I'm not certain on that, I'll double-check soon.