The Ultimate WA Editor Hex-Editing Topic! Take A Look!

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Clifford
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Post by Clifford » Sat Feb 28, 2009 10:51 pm

I changed the y's of a coin to... god who knows?

and the id was something like -236403

Hubs WILL be difficult, we need a hub star, and you know how cbloofy did the texture on the wooden box, I think we will need something like that on the Hub star.

I'm trying to get Babyboomers to work however my code is fine but in the editor it shows mav and I know why.
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Post by Qloof234 » Sat Feb 28, 2009 10:54 pm

For. The. Last. Time.

It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
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Clifford
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Post by Clifford » Sat Feb 28, 2009 10:56 pm

Qloof234 wrote:For. The. Last. Time.

It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
You're Right
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Post by jdl » Sat Feb 28, 2009 10:57 pm

Qloof234 wrote:For. The. Last. Time.

It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
...Continuing on... Unless. You. Have. The. Programing.
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Post by Qloof234 » Sat Feb 28, 2009 10:59 pm

Clifford wrote:
Qloof234 wrote:For. The. Last. Time.

It's. Impossible. To. Get. Features. From. MoFI. In. The. WA. Editor.
You're Right
*facepalm*
I'm trying to get Babyboomers to work however my code is fine but in the editor it shows mav and I know why.

Yeah, okay... Sure... :roll:


We can only get them in if we can decompress the place where all the coding is for the game itself.

Which we can't.
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Post by jdl » Sat Feb 28, 2009 11:08 pm

All we need is a decompiler made for WA. What was WA made with? Blitz 3D! So, we just need a Blitz 3D decompiler right? :D Or, someone could download it and open the exe with it and look at all the coding!
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Clifford
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Post by Clifford » Sat Feb 28, 2009 11:10 pm

Blitz3d?
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Post by Clifford » Sat Feb 28, 2009 11:11 pm

Sorry, Double Post

Anyway, if i ask patrick to come into the forum then he might stop us or he might help us...
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Post by jdl » Sat Feb 28, 2009 11:12 pm

Clifford wrote:Blitz3d?
Yeah, that's what MS used to make all the Wonderland games! :D
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Post by cbloopy » Sun Mar 01, 2009 12:06 am

jdl wrote:I think our next goal, that would be extremely awesome to do, is making Hubs and Adventures in Hubs. :D :shock: :D Simple directory editing right? :?
Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:

- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.

- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.

- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.

- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.

So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
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Post by Clifford » Sun Mar 01, 2009 5:51 am

cbloopy wrote:
jdl wrote:I think our next goal, that would be extremely awesome to do, is making Hubs and Adventures in Hubs. :D :shock: :D Simple directory editing right? :?
Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:

- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.

- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.

- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.

- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.

So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.
But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.
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Post by cbloopy » Sun Mar 01, 2009 10:44 am

Clifford wrote:But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.
Chill, it's not like we're doing anything bad here. :roll: :wink:

This thread being one of most posted in recent weeks, I'm pretty sure Patrick had already read up on most of it. If he wants to "doomed" us it would've been done. :lol:

I would guess Patrick should welcome all these recent developments. Being that MS doesn't make money off the editor, it's understandable that it won't be their highest priority of things to work on, so it's only a good thing to have people figuring out ways to fill in some of the gap, with things like custom-texture gates and scritters, before a new editor comes out who-knows-when. :wink:
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what is hexeditor

Post by bround » Sun Mar 01, 2009 11:11 am

what is hexeditor?? can someone tell me?
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Post by richmond2010 » Sun Mar 01, 2009 11:28 am

Read the entire thread. :wink:
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Post by duncan » Sun Mar 01, 2009 2:59 pm

cbloopy wrote:
Clifford wrote:But if he comes along and he doesn't like this idea were doomed!
But if he does... check your pm box.
Chill, it's not like we're doing anything bad here. :roll: :wink:

This thread being one of most posted in recent weeks, I'm pretty sure Patrick had already read up on most of it. If he wants to "doomed" us it would've been done. :lol:

I would guess Patrick should welcome all these recent developments. Being that MS doesn't make money off the editor, it's understandable that it won't be their highest priority of things to work on, so it's only a good thing to have people figuring out ways to fill in some of the gap, with things like custom-texture gates and scritters, before a new editor comes out who-knows-when. :wink:
those gates that look like part walls, you can make without editing, all you do is put a gate inside of an wall. :lol:
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Post by cbloopy » Sun Mar 01, 2009 3:12 pm

duncan wrote:those gates that look like part walls, you can make without editing, all you do is put a gate inside of an wall. :lol:
Except walls don't come up and down like gates do, so unless I'm misunderstanding you, I don't think what you proposed would work.
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Post by cbloopy » Sun Mar 01, 2009 3:22 pm

cbloopy wrote:In the next day or two I'll create an adventure showing some more of the possibilities this opens up.
"Next day or two" has practically turned into a week, but here's a test adventure illustrating some fun ideas achievable by substituting one object's model for another. (Plus a few other "nonstandard" tweaks here and there.)

Highlight: gates and bridges aren't the only things that can come out of the ground/water...... :wink:

[edit: added missing rainbowcoin custom texture]
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Last edited by cbloopy on Sun Mar 01, 2009 3:47 pm, edited 1 time in total.
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Post by maxnick » Sun Mar 01, 2009 3:31 pm

I think your missing a rainbow coin texture...
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Post by dlcs18 » Sun Mar 01, 2009 3:37 pm

yea... I don't have the rainbow coin txture either and it isn't in your zip...

I will try and find it sumwhere else on the board now. :P
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Post by cbloopy » Sun Mar 01, 2009 3:49 pm

Whoops my bad. :oops: I've just added the missing rainbowcoin texture to the zip file.
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Post by jdl » Sun Mar 01, 2009 4:05 pm

Your adventure is EPIC WIN!!! How did you DO that?!?! The star and star hole! The bridge! The temple! The teleporter! :shock: :shock: :shock:
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Post by dlcs18 » Sun Mar 01, 2009 4:16 pm

Oh... My... God... :shock:

THAT IS THE AWESOMEST THING I HAVE EVER SEEN IN THE WORLD OF WONDERLAND!!!
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Post by jdl » Sun Mar 01, 2009 4:21 pm

CAN YOU PLZ POST THE MODEL ADJUSTER NOW!!! :shock: :shock: :shock:
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Post by Qloof234 » Sun Mar 01, 2009 4:33 pm

:lol: :lol: :lol:
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Post by duncan » Sun Mar 01, 2009 8:04 pm

cbloopy wrote:
jdl wrote:I think our next goal, that would be extremely awesome to do, is making Hubs and Adventures in Hubs. :D :shock: :D Simple directory editing right? :?
Oh, I have no problem getting the adventure stars in the editor, the real problem is that it isn't quite enough. Here's what I know so far about hubs in the editor:

- If you put an adventure star and step onto it, the editor will still look for the adventure in c:\WA Editor v096\Data\Adventures\Adventure<N>, just like the actual game. Instead of the folder where your custom adventure is stored. So if there're two separate adventures with hubs that someone wants to play, they'll need to do the copying themselves whenever they switch from playing one to the other.

- It looks like the information on where you end up on the hub (level file number, x, y) after completing an adventure or aborting, that's actually stored in the master.dat file of the adventure. As are presumably the actions triggered in the hub for winning the adventure. Needless to say, the editor right now doesn't have any means for you to edit those information in a master.dat file.

- In the real games, whenever you create a new player profile, the game will copy all the levels and dialog files from <game main folder>\Data\Adventures\Hub into a "Hub" folder somewhere inside the player profile folder. This is not done automatically in the editor however, but the game will still look for the Hub folder in the player profile folder for level files for the hub. So you'd need whoever's playing to do the copying themselves.

- The custom adventure player will probably not be able to show your progress (whether you won or got "Gold") in the adventure selection screen, since your progress is no longer confined to a single adventure when you start having hubs.

So while it's not impossible, it would be very difficult right now to work with hubs for both the adventure designer and the player, because both the editor and the player is missing some pieces to properly support hubs for custom adventures. It would probably be best to wait for Patrick on this.


no.Try to find a command to and make it possible to tweak where you end up when winning, or aborting. If its in the real games, its somewhere in the editor.
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Post by Qloof234 » Sun Mar 01, 2009 9:05 pm

No.

The data for aborting the stage is indeed in the master file - there is NOT a command that controls where you land once you win.




Just because it's in the game doesn't mean it'd be here. In fact, chances are that Patrick would've worked on that first, so that we don't get in too deep.
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Post by duncan » Sun Mar 01, 2009 9:30 pm

even so. it might be deep deep deep in the editor's coding
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Post by Qloof234 » Sun Mar 01, 2009 9:33 pm

Good point, companies are prone to just coding out certain unused elements in games.

...


Yes, SEGA, I'm looking at you. :wink:
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Post by dlcs18 » Sun Mar 01, 2009 10:56 pm

duncan wrote:even so. it might be deep deep deep in the editor's coding
Maybe a bit too deep though. 8) :lol:
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Post by jdl » Sun Mar 01, 2009 11:09 pm

dlcs18 wrote:
duncan wrote:even so. it might be deep deep deep in the editor's coding
Maybe a bit too deep though. 8) :lol:
:lol:

Can we edit the Master.dat file? :?:
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