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

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Clifford
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Re: Hey!

Post by Clifford » Tue Feb 24, 2009 7:11 am

Nother brainwave...
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cbloopy
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Re: Hey!

Post by cbloopy » Tue Feb 24, 2009 7:15 am

mqdar wrote:
...[try it in Elements Test]...
Where is this level? Must you not tell? :?
:?: So I guess you haven't made use of Loopy's Secrets yet in MOFI? Did you at least get the 100 stars needed to get the rainbow keys?
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Re: Hey!

Post by mqdar » Tue Feb 24, 2009 6:11 pm

cbloopy wrote:
mqdar wrote:
...[try it in Elements Test]...
Where is this level? Must you not tell? :?
:?: So I guess you haven't made use of Loopy's Secrets yet in MOFI? Did you at least get the 100 stars needed to get the rainbow keys?
I KNEW that was it. :D

I pretty much know exactly what to do with Loopy's Secrets (partly from reading posts from the forum). I'm still annoying myself with Limited Access. Who dared to put in that scritter room?

Oh my, levels levels levels. Limited Access, Lots of Locks, Hall of Shadows... :o
And I'm not cheating!
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cbloopy
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Re: Hey!

Post by cbloopy » Tue Feb 24, 2009 9:10 pm

mqdar wrote:Oh my, levels levels levels. Limited Access, Lots of Locks, Hall of Shadows... :o
And I'm not cheating!
In that case, good luck! 8) Unfortunately you still have a little ways to go before you can make use of Loopy's secrets......
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Post by Qloof234 » Wed Feb 25, 2009 3:35 am

Image

Scritters texture in .PNG format for those who want it:

Image


Right-click, Save as... :wink:
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Clifford
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Post by Clifford » Wed Feb 25, 2009 8:07 am

From Now on when you make the wops, rename the file to wdf so no-one can edit it and make it in the CustomModels Folder.

i'm now consentrating on a wooden box.
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Post by cbloopy » Wed Feb 25, 2009 9:05 am

Clifford wrote:From Now on when you make the wops, rename the file to wdf so no-one can edit it and make it in the CustomModels Folder.
Huh? :?: You do know you can still open the files in Paint or similar even if you rename them, right?
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Post by Qloof234 » Wed Feb 25, 2009 3:09 pm

You don't even have to rename them to an image file - I directly opened the Scritter .wdf file through paint.
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Clifford
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Post by Clifford » Wed Feb 25, 2009 8:26 pm

I'm Getting confused. When I put a black scritter in the editor i don't see it in the game.
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Post by cbloopy » Wed Feb 25, 2009 8:57 pm

Clifford wrote:I'm Getting confused. When I put a black scritter in the editor i don't see it in the game.
Did you make sure to actually place the scritter in the level after you tweak the texturename option? I know when I edit levels, I often make the mistake where I right-click on an object already in the level, tweak some of its settings, but then forget to click on where the object is to put the modified object into the level. As a result, I never actually modified the object in the level.
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Post by Clifford » Wed Feb 25, 2009 9:23 pm

cbloopy wrote:
Clifford wrote:I'm Getting confused. When I put a black scritter in the editor i don't see it in the game.
Did you make sure to actually place the scritter in the level after you tweak the texturename option? I know when I edit levels, I often make the mistake where I right-click on an object already in the level, tweak some of its settings, but then forget to click on where the object is to put the modified object into the level. As a result, I never actually modified the object in the level.
Well in the editor, it was blank.

Anyway, do you think we could try to get some features from Wonderland Adventures POTZ e.g. Z-bots Scouge?
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Post by jdl » Wed Feb 25, 2009 9:31 pm

Hey Cbloopy, how about a custom moosic feature? And we use moosic that is released to the public. So no worries about copyrights! But if you name it "7.ogg" I don't think it will show up. Can you make a load music thingy so we can name it "Example.ogg" and just type that in?
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Post by cbloopy » Wed Feb 25, 2009 10:31 pm

jdl wrote:Hey Cbloopy, how about a custom moosic feature? And we use moosic that is released to the public. So no worries about copyrights! But if you name it "7.ogg" I don't think it will show up. Can you make a load music thingy so we can name it "Example.ogg" and just type that in?
Custom music is supported, but the editor doesn't have any way of letting you enter an arbitrary file name for the music. In fact, the music is just stored as a number in the WLV file.

I can tell you how to hex-edit a WLV file to get music beyond "6":

1) download and install a suitable hex editor like xvi32. (link)
2) Backup the file you're about to hex edit, in case you make a mistake.
3) If you have the WA editor running, make sure you don't have the level you're about to hex edit opened, so you don't accidentally overwrite the changes of your hex edit when you go back to the WA editor.
4) in the hex editor, open the WLV file for the level you want the music to be changed.
5) go to the end of the file. You should see the adventure title in there.
6) Place the cursor at the first letter of the title.
7) Go back 12 bytes. For example in xvi32, press LEFT 12 times after placing the cursor at first letter of title.
8.) The cursor is now at the byte that selects the music.
9) Open up Windows Calculator (in Start Menu -> Accessories)
10) Go to the "View" menu and select "Scientific"
11) Make sure "Dec" (decimal) is selected in the upper-left area (as opposed to "hex", "oct", or "bin")
12) Enter the number you want to use for the music. Let's say you want your custom music to be 11.ogg. Enter 11 in the calculator.
13) Now select "hex" to convert from decimal to hex. For 11 this will convert to B.
14) Go back to the hex editor, and enter "0B" for the value of the music byte. For example in xvi32, click on where the cursor is on the left side of the window (where it shows the hex values), then type "0B".
15) save the file.

repeat for other level files.

Level files hex edited this way can still be opened and edited in the WA Editor, however you'll lose the ability to change the music from the editor for such levels. To restore that, just hex edit the music back to something between 0-6.

Your custom .ogg file needs to be placed where all the game's music are stored, namely C:\WA Editor v096\Data\Music. It doesn't actually have to be an OGG file; the game's music engine seems to support a bunch of other formats as well. But for the game to find the music it has to be named <number>.ogg even if the file type is not actually OGG. With the hex-edit instructions given above, <number> can be anything between 7 to 255.

Windows might hide the file extension (the .ogg or similar). So to change a file's extension, you need to tell Windows to never hide the file extension:

1) Copy your music file to the C:\WA Editor v096\Data\Music folder.
2) Go to the folder.
3) If you see the extension, then go ahead and rename as usual. Otherwise press the ALT key to bring up the menu bar.
4) Go to "Tools" menu and select "Folder Options..."
5) Click on "View" tab.
6) under "Advanced Settings", uncheck the checkbox that reads "hide extensions for known file types".
7) Click OK. Windows should now show the extension of your music file, so you can rename it to <number>.ogg.

Finally, it appears that if you change the music of a level file while the WA Player is running, sometimes the change might not take effect in the WA Player until you exit and rerun WA Player.
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Post by jdl » Wed Feb 25, 2009 10:42 pm

I might try that. (Most-likely not because I'm afraid I'll mess something up.) Can you do this though:

Overwrite, say, 6.ogg with another 6.ogg that has your music in it?
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Post by dlcs18 » Wed Feb 25, 2009 10:44 pm

Yes, that works, but then you'd have to change it back for levels that use the theme of the first 6.ogg XD
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Post by cbloopy » Wed Feb 25, 2009 11:06 pm

jdl wrote:I might try that. (Most-likely not because I'm afraid I'll mess something up.)
It's not really that bad, it just sounds more complicated in my post because I tried to give very detailed instructions. And you can change the music after you're done with the rest of the level, so in worst case you just go back to the backup file and you haven't lost anything.

Messing up also doesn't affect anything else besides the file you hex edited, so if you're worry about other adventures or the game/editor itself being affected, don't worry.

And I can also write a program to do the same thing I described above, which will eliminate the human error in this. But that will have to wait until later this week.
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Post by jdl » Wed Feb 25, 2009 11:19 pm

Ok.
cbloopy wrote:And I can also write a program to do the same thing I described above, which will eliminate the human error in this. But that will have to wait until later this week.
That sounds interesting! :wink:
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Post by Qloof234 » Wed Feb 25, 2009 11:19 pm

Yikes, looks like we really are breaking into coding, hacking, and hex now.

@Clifford; Black is WA's default "clear" color - Which means you can go for a dark grey, but black won't show up in game.
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Post by Clifford » Thu Feb 26, 2009 7:09 am

The other colours didn;t show up as well.

Cbloofy, do you know what these y things with dots on are or do?
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Post by Clifford » Thu Feb 26, 2009 7:31 am

Strange,

This is my coding:

Code: Select all

   !Coin   !User Data\Custom Content\Models\Rainbow Coin.png333?333?333?        ÍÌÌ>                         ÀyÄ ÀyÄ ÀyÄ                                                            ffæ>                           ÿÿÿÿ«       é  é                                               ÿÿÿÿÿÿÿÿ                                                                                                                                                                                                               ID   Active
(Opened in Notepad but saved in hexdimical.)
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cbloopy
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Post by cbloopy » Thu Feb 26, 2009 12:32 pm

cbloopy wrote:Sorry, that has not been a success. Not only does there seem to be no "model adjuster" in the editor, but even manually hex-editing the WOP file to make it take a different model file didn't work either. I guess MS isn't kidding when they say custom models aren't supported.
I have an update on this. Although the editor still refuses to take arbitrary model files and lack a model adjuster, I have found that if I stick to using only the models within the game, I can change an object's usual model to some other object's model but still retain the original object's functionality. Because the object's model and logic are two separate options, like the tile's texture and logic are independent.

While more limited compared with being able to use arbitrary model files, this is enough to do a few interesting things. For example, switching a regular barrel's model with a cuboid, plus a custom wood texture, will let you create something fairly close to a classic Wonderland wooden box, like the ones you see in the retro levels of MOFI. Or, switch the teleport's model with that from a glove charge (whose model is essentially a flat square), and then use a custom texture with the classic Wonderland teleport graphics, and you can create something that resembles the old-style teleports (although it spins unfortunately, because that's how the game animate teleport objects).

This is just the tip of the iceberg. For now, here's a WOP and texture for the wooden box. I took the texture from MOFI, although you might want to edit/touch-up the texture because I think the color looks darker in MOFI. In the next day or two I'll create an adventure showing some more of the possibilities this opens up. Later still I'll put out some updated WOP files for people who want to experiment with this (although this will be a little trickier than texture, since as I said, there is no model adjuster in the editor, although it turns out there is a logic adjuster......)
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Post by cbloopy » Thu Feb 26, 2009 12:36 pm

Clifford wrote:Strange,

This is my coding:
Ok I see where you went wrong. You don't need the exclamation mark when you enter in an actual texture file. The "!" tells the game to look for a texture/model by the keyword the game assigns to files it knows about. Dropping the "!" tells the game to treat the value not as a keyword but an actual path to the file.
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Post by jdl » Thu Feb 26, 2009 10:19 pm

The box texture didn't work. Note that I renamed the texture to where I have it in the Editor.

But I think I did something wrong when entering the filename. I'll try it again in a while. :D
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Post by jdl » Thu Feb 26, 2009 10:34 pm

jdl wrote:But I think I did something wrong when entering the filename. I'll try it again in a while. :D
Exactly what happened. I tried entering it again and it worked! I need to be more alert when typing lol! :lol:
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Clifford
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Post by Clifford » Fri Feb 27, 2009 6:54 am

cbloopy wrote:
Clifford wrote:Strange,

This is my coding:
Ok I see where you went wrong. You don't need the exclamation mark when you enter in an actual texture file. The "!" tells the game to look for a texture/model by the keyword the game assigns to files it knows about. Dropping the "!" tells the game to treat the value not as a keyword but an actual path to the file.
OK, I'll try that.
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Clifford
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Post by Clifford » Fri Feb 27, 2009 7:35 am

By the way, whats up with these y's?
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Post by cbloopy » Fri Feb 27, 2009 7:51 am

Clifford wrote:By the way, whats up with these y's?
Most of the file contents won't make sense in Notepad because most of it isn't text. Numbers like color and activationspeed and all that are stored in binary which would look like gibberish in a text editor. You'd need a hex editor and a calculator to make sense of that.

I think one bunch of those y's correspond to setting ID to -1. Maybe.
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Post by cbloopy » Fri Feb 27, 2009 7:55 am

Clifford wrote:OK, I'll try that.
One more thing, are you trying to create a WOP file for the rainbow coin? I think you'd find it easier if you just put a regular coin in the level, tweak its texturename to the rainbow coin texture, and then make copies of that coin. And don't make WOP files in Notepad, Notepad's likely to mess it up when you save the file since it's not text and Notepad only deals with text.
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Post by Clifford » Fri Feb 27, 2009 8:22 am

cbloopy wrote:
Clifford wrote:OK, I'll try that.
One more thing, are you trying to create a WOP file for the rainbow coin? I think you'd find it easier if you just put a regular coin in the level, tweak its texturename to the rainbow coin texture, and then make copies of that coin. And don't make WOP files in Notepad, Notepad's likely to mess it up when you save the file since it's not text and Notepad only deals with text.
Right,
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Post by Clifford » Sat Feb 28, 2009 1:17 am

I have an idea!

Put Lots of thwarts together with different textures and different sizes to make a scouge.
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