Spooky....

Discuss the games (no level solutions or off-topic, please).

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MyNameIsKooky
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Post by MyNameIsKooky » Sat Jun 20, 2009 11:33 pm

I found some!

08 02: Appears as an empty tile at first, but changes into a green down conveyor after stepping over it.
09 02: Appears as an empty tile at first, but changes into a green left conveyor after stepping over it.
0A 02: Appears as an empty tile at first, but changes into a green up conveyor after stepping over it.
0B 02: Appears as an empty tile at first, but changes into a green right conveyor after stepping over it.

By the way, here's a spoooooky level with those tiles:

(PAGE 2!)
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KOOKYSPOOKY004.LV6
Spooky...
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AJQZC
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Post by AJQZC » Sun Jun 21, 2009 3:57 am

There used to be a discussion here. :wink:
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stinky2
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Post by stinky2 » Sun Jun 21, 2009 11:29 am

Youre spooky levels are great!
Too busy with EHM2007
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dlcs18
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Post by dlcs18 » Sun Jun 21, 2009 11:36 am

billy bob wrote:Heres some!

B2 02: Never ending brake tiles starting with type 1.

B3 02: Never ending brake tiles starting with type 2.

B1 02: Never ending brake tiles starting with type 3.
Are you sure they are never ending? I've found break tiles which need 94 steps to break, so that would be enough for one to think they are never ending. :wink:
dlcs18
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Jun 21, 2009 2:39 pm

It's not never ending, I have broken them. :twisted: I think it is as strong as break tiles can get.

Even though this idea may have been already taken, it's still fun to mess around and experiment with all these weird tiles! :D

I'm keeping everything we found so far in a text document. I was working for 2 hours last night and found lots of things. I'm currently at tile number 7E and climbing, so I haven't listed all the tiles that we can mess around with yet. But we are only about a tenth of the way for finding them all, because there could be anything between 00 00 and FF FF. :?

Anyways, here is what Billy Bob and I have experimented with so far. Most of the weird tiles between 00 00 and 7E 00 are just repeats, so I didn't list them.

08 02: Appears as an empty tile at first, but changes into a green down conveyor after stepping over it.
09 02: Appears as an empty tile at first, but changes into a green left conveyor after stepping over it.
0A 02: Appears as an empty tile at first, but changes into a green up conveyor after stepping over it.
0B 02: Appears as an empty tile at first, but changes into a green right conveyor after stepping over it.
0B 03: Appears as a floor tile. If you go into a level with one of these, the game will MAV when you quit the game.
18 02: Appears as an empty tile at first, but will send you upwards and change into a green down conveyor after stepping over it.
19 02: Appears as an empty tile at first, but will send you to the right and change into a green left conveyor after stepping over it.
1A 02: Appears as an empty tile at first, but will send you downwards and change into a green up conveyor after stepping over it.
1B 02: Appears as an empty tile at first, but will send you to the left and change into a green right conveyor after stepping over it.
20 01: Appears as an empty tile. Acts like a wall. Can block fireballs.
2A 02: Appears as an empty tile. Acts like a conveyor that is facing down.
2B 02: Appears as an empty tile. Acts like a conveyor that is facing left.
2C 02: Appears as an empty tile. Acts like a conveyor that is facing up.
2D 01: Appears as an empty tile. Acts like water.
2D 02: Appears as an empty tile. Acts like a conveyor that is facing right.
30 03: Looks like a floor tile. Acts like an invisible wall.
61 02: Break tile that can withstand 4 steps.
62 02: Break tile that can withstand 5 steps.
63 02: Break tile that can withstand 6 steps.
64 02: Break tile that can withstand 7 steps.
65 02: Break tile that can withstand 8 steps.
66 02: Break tile that can withstand 9 steps.
67 02: Break tile that can withstand 10 steps.
68 02: Break tile that can withstand 11 steps.
69 02: Break tile that can withstand 12 steps.
6A 02: Break tile that can withstand 13 steps.
6B 02: Break tile that can withstand 14 steps.
6C 02: Break tile that can withstand 15 steps, and so on, continuing with more withstanding steps for every object number with 02 by it.
71 02: Break tile that can withstand 20 steps. (I'm going to use bigger intervals between the step amounts now that you get the idea.)
76 02: Break tile that can withstand 25 steps. (It's not like you are going to use this strong of a break tile for some real puzzles.)
7B 02: Break tile that can withstand 30 steps. (Break tiles can be decorational, too! It could be like changing floors or something!)
B0 05: Spikes that rarely emerge.
B0 07: Non-firing movable cannon.
B1 02: Almost never ending break tiles starting with type 3.
B2 02: Almost never ending break tiles starting with type 1.
B3 02: Almost never ending break tiles starting with type 2.
B4 00: Walkable darkness/Walkable empty tile.
C8 01: Appears as an empty tile. Kills you when you step on it.

Now I'm going to look for more weird tiles. See you in a bit. :wink:
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Post by billy bob » Sun Jun 21, 2009 2:55 pm

Cool!

Thanks, a major upgrade to the list :D
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Jun 21, 2009 3:17 pm

Yep! No problem! :D

Anyways, I found a few more.

80 02: Break tile that can withstand 35 steps. (These break tiles are going to end sooner or later, right?)
85 02: Break tile that can withstand 40 steps. (Sometimes I think... Is this worth it?)
85 03: Appears as an empty tile. Acts like lava.
8F 02: Break tile that can withstand 50 steps. (Moving on to bigger intervals... And stronger break tiles.)

Here is another spooooky level I made just now with 4 new tiles for you guys to mess around with. :D

Also, make sure you use the boxes to find out all about the tiles in the level! :D
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KOOKYSPOOKY005.LV6
Spooky....
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Muzozavr
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Post by Muzozavr » Sun Jun 21, 2009 3:50 pm

Just go all the way up to BB:02 which is a breaktile that requires 94 steps to break. As far as I know, this is the highest value unless someone finds a breaktile which is outside the conventional breaktile format.
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Jun 21, 2009 4:00 pm

Yeah, I'm getting there. I'm just doing the weaker break tiles just in case someone might want to make one between 40 and 50 so that won't have to count to 45 less easily in hex.

This strong of break tiles make it seem like people don't have the money to afford normal floor tiles. :lol:


Anyways, since I was bored...

Don't look down, Stinky!
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StinkyOnTile8200.jpg
I wouldn't stand there if I were you...
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MyNameIsKooky
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Post by MyNameIsKooky » Sun Jun 21, 2009 8:41 pm

I experimented with some more weird tiles:

00 07: Transporter that you can only push things onto. When it moves, it makes invisible walls on its trail. When it moves, it will not stop until it reaches the level border or an object. Any tiles that are passed by the transporter will act like a wall.
05 07: Transporter that you can only push things onto. When it moves, it makes invisible trampolines on its trail. When it moves, it will not stop until it reaches the level border or an object. Any tiles that are passed by the transporter will act like a trampoline.
09 07: Appears as an empty tile. Acts like a trampoline.
20 04: Horizontal white gate that isn't solid.
21 04: Vertical White gate that isn't solid.

I made 2 more spoooooky levels. Just push the sticky cube onto the transporter, and after that try to step on it's trail. The transporter in the first one makes a trail of invisible walls, the second transporter has a trail of invisible trampolines.

Push the sticky cube onto the transporters and walk on where they went, basically. :wink:
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KOOKYSPOOKY008.LV6
Spooky.... (Invisible trampoline trail)
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KOOKYSPOOKY006.LV6
Spooky.... (Invisible wall trail)
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billy bob
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Post by billy bob » Sun Jun 21, 2009 10:08 pm

Wheres kooky number 7?
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 12:01 am

I'm using it to test new tiles I'm finding right now, since it's lucky number 7. :lol:

I managed to pass up through xx 00, xx 01, xx 02, and xx 03. (Where xx is all the numbers between 00 and FF, meaning I finished it with the second numbers 00, 01, 02, and 03). I'm going around the cycle again, this time to get through with xx 04, xx 05, xx 06, xx 07, and xx 08, and maybe some xx 09's. (I'm testing 5 tiles at a time now. :D )

I'm on 3A again right now. :D

By the way, here's the list of all of what I have experimented with so far. There isn't many new ones, but it is an improvement...


00 07: Transporter that you can only push things onto. When it moves, it makes invisible walls on its trail. When it moves, it will not stop until it reaches the level border or an object. Any tiles that are passed by the transporter will act like a wall.
05 07: Transporter that you can only push things onto. When it moves, it makes invisible trampolines on its trail. When it moves, it will not stop until it reaches the level border or an object. Any tiles that are passed by the transporter will act like a trampoline.
08 02: Appears as an empty tile at first, but changes into a green down conveyor after stepping over it.
09 02: Appears as an empty tile at first, but changes into a green left conveyor after stepping over it.
09 07: Appears as an empty tile. Acts like a trampoline.
0A 02: Appears as an empty tile at first, but changes into a green up conveyor after stepping over it.
0B 02: Appears as an empty tile at first, but changes into a green right conveyor after stepping over it.
0B 03: Appears as a floor tile. If you go into a level with one of these, the game will MAV when you quit the game.
18 02: Appears as an empty tile at first, but will send you upwards and change into a green down conveyor after stepping over it.
19 02: Appears as an empty tile at first, but will send you to the right and change into a green left conveyor after stepping over it.
1A 02: Appears as an empty tile at first, but will send you downwards and change into a green up conveyor after stepping over it.
1B 02: Appears as an empty tile at first, but will send you to the left and change into a green right conveyor after stepping over it.
20 01: Appears as an empty tile. Acts like a wall. Can block fireballs.
20 04: Horizontal white gate that isn't solid.
21 04: Vertical White gate that isn't solid.
2A 02: Appears as an empty tile. Acts like a conveyor that is facing down.
2B 02: Appears as an empty tile. Acts like a conveyor that is facing left.
2C 02: Appears as an empty tile. Acts like a conveyor that is facing up.
2D 01: Appears as an empty tile. Acts like water.
2D 02: Appears as an empty tile. Acts like a conveyor that is facing right.
30 03: Looks like a floor tile. Acts like an invisible wall.
38 08: This is a null or unused tile that gives you a MAV when you enter the level. Using it isn't recommended.
61 02: Break tile that can withstand 4 steps.
62 02: Break tile that can withstand 5 steps.
63 02: Break tile that can withstand 6 steps.
64 02: Break tile that can withstand 7 steps.
65 02: Break tile that can withstand 8 steps.
66 02: Break tile that can withstand 9 steps.
67 02: Break tile that can withstand 10 steps.
68 02: Break tile that can withstand 11 steps.
69 02: Break tile that can withstand 12 steps.
6A 02: Break tile that can withstand 13 steps.
6B 02: Break tile that can withstand 14 steps.
6C 02: Break tile that can withstand 15 steps, and so on, continuing with more withstanding steps for every object number with 02 by it.
71 02: Break tile that can withstand 20 steps. (I'm going to use bigger intervals between the step amounts now that you get the idea.)
76 02: Break tile that can withstand 25 steps. (It's not like you are going to use this strong of a break tile for some real puzzles.)
7B 02: Break tile that can withstand 30 steps. (Break tiles can be decorational, too! It could be like changing floors or something!)
80 02: Break tile that can withstand 35 steps. (These break tiles are going to end sooner or later, right?)
85 02: Break tile that can withstand 40 steps. (Sometimes I think... Is this worth it?)
85 03: Appears as an empty tile. Acts like lava.
8F 02: Break tile that can withstand 50 steps. (Moving on to bigger intervals... And stronger break tiles.)
99 02: Break tile that can withstand 60 steps. (Is this strong enough for you yet?)
A3 02: Break tile that can withstand 70 steps. (Don't you have the money to buy normal floor tiles?!)
AD 02: Break tile that can withstand 80 steps. (Now that is one strong break tile!)
B7 02: Break tile that can withstand 90 steps. (Woah!)
B0 05: Spikes that rarely emerge.
B0 07: Non-firing movable cannon.
B4 00: Walkable darkness/Walkable empty tile.
BB 02: Break tile that can withstand 94 steps. This is the strongest that a break tile can get.
C8 01: Appears as an empty tile. Kills you when you step on it. Can trap boxes.
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VirtLands
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HEx -A -Decimal Teleporters

Post by VirtLands » Mon Jun 22, 2009 5:23 am

Hi Kooky, You're very creative at researching the hex-codes, :)

Here are some more hex-codes for you:

There are 72 additional, invisible and unique teleporters: :arrow:

(...numbers #9 through #80 )

B0:04 = Red Teleporter (= Teleporter #1)
B1:04 = Yellow Teleporter (= Teleporter #2)
B2:04 = Green Teleporter
B3:04 = Blue Teleporter
B4:04 = Purple Teleporter
B5:04 = Lite-Blue Teleporter
B6:04 = White Teleporter
B7:04 = Black Teleporter (... = Teleporter # 8)

72 additional mutant transporters:
Calculated by: { 1 + FF(h) - B8(h) } = { 47(h) = 71(d) } + 1 = 72(d)
____________________________________
B8:04 = invisible teleporter #9
B9:04 = invisible teleporter #10
Ba:04 = invisible teleporter #11
BB:04 = invisible teleporter #12
.....
FE:04 = invisible teleporter #79
FF:04 = invisible teleporter #80

(H):04, H - AF(h) = (Teleporter Number)
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Post by Muzozavr » Mon Jun 22, 2009 12:55 pm

So the game engine can support up to 80 teleporters? :shock:
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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Qloof234
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Post by Qloof234 » Mon Jun 22, 2009 2:44 pm

MyNameIsKooky wrote:38 08: This is a null or unused tile that gives you a MAV when you enter the level. Using it isn't recommended.

:lol: :lol: :lol:



80 teleporters? Wow.

Does this mean that the next RTW update will have a lot more teleporters? :wink:
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 4:47 pm

I don't know if that many teleporters would be necessary, or if it would fit in the editor. Since they are mutant, probably not. :lol:

Right now, every xx 08 I use gives me a MAV. :evil: :lol:

The "Using it is not recommended" on 38 08 was kind of a joke, kind of not. I'm not sure, actually. It's weird. I think I notice something...


36 08 was a normal Link Sphere, and 37 08 was a normal Link Sphere. 38 08 was a MAV. 38 08 is a glitch/mutant Link Sphere that MAV's the game, maybe? 39 08 also gives you a MAV. So does 3A 08. So I'm guessing 38 08 is a mutant Link Sphere. So I'm changing 38 08 to:

38 08: Possible Mutant Link Sphere? Gives you a MAV when you enter the level.



I've been finding so many repeats in weird tiles, I'm getting bored now. So, since I was bored, I decided to post a random picture while I was testing some weird tiles! (This picture was from when I was around 35 08, I think.)
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BoulderJump.jpg
Hey! Who put that Link Sphere there?
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 7:43 pm

I found a tile that is too weird not to post. It's the weirdest that I have found yet. It is tile 3C 08. Here is a description that I made:

3C 08: This tile makes up the animation parts of a white laser gate. It behaves weirdly if placed in-game by itself. This tile will make the level MAV unless you play another level before playing the level that it is in. When you enter the level, the tile has a few different graphics or behaviors, depending on the level you go into before the one that has this tile. It acts like a box, so you can push it. If it breaks, the game will sometimes MAV. The game will also MAV when you exit the level.


Here is the level or the picture if you want to try it out.

(The level is at the bottom of this post.)

Tile 3C 08 is the tile that is at the bottom.

EDIT: Tile 38 08 actually wasn't a Mutant Link Sphere. It was the same thing as tile 3C 08, so I deleted it from my list that I'm keeping with me right now. (The entire list so far is on a Notepad file.)
Attachments
WeirdTile3C08.jpg
Stinky pushing tile 3C 08, which has made its appearance as the lasers from a white laser gate.
WeirdTile3C08.jpg (71.25 KiB) Viewed 6535 times
KOOKYSPOOKY009.LV6
Spooky.... MAKE SURE YOU PLAY A DIFFERENT LEVEL FIRST, THEN PLAY THIS LEVEL, OR ELSE YOU WILL GET A MAV.
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 9:08 pm

I've been experimenting with this strange tile 3C 08, and discovered that I was wrong about some things from before. I've updated my description for it:

3C 08: This tile makes up the animation parts of a white laser gate. It behaves weirdly if placed in-game by itself. This tile will make the level MAV unless you play another level before playing the level that it is in. When you enter the level, the tile has a three different graphics chosen at random. The graphics are the lasers from a white laser gate, the laser shooters, and invisible, from when the lasers are "off". Graphic parts from any laser gates that uses the same graphic part as this tile at the same time will dissapear. (Or, in other words, this tile "steals" the graphic parts from the other laser gates that are present.) It acts like a box, so you can push it. If it breaks, the game will sometimes MAV. The game will also MAV when you exit the level.


The graphics for tile 3C 08 are actually chosen at random. The tile will steal graphic parts from any normal laser gates that are present. Check the picture below to see what I mean.
Attachments
GraphicsStealer.jpg
Tile 3C 08 (Bottom tile) steals the laser shooter graphics from a white gate (Top tile). Notice that the white gate does not have any laser shooters and tile 3C 08 does. This is because tile 3C 08 "stole" the graphics from the white gate.
GraphicsStealer.jpg (78.13 KiB) Viewed 6519 times
billy bob
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Post by billy bob » Mon Jun 22, 2009 9:35 pm

Can you upload the level? :wink: :D

Or have you already? :)
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 9:46 pm

I already uploaded the level. Check the bottom of 2nd post above this. It's called KookySpooky009. :D

By the way, I just updated its description again:

3C 08: This tile "steals" the animation parts of a white laser gate. It behaves weirdly if placed in-game. This tile will make the level MAV unless you play another level before playing the level that it is in. When you enter the level, the tile has a three different graphics chosen at random. The graphics are the lasers from a white laser gate, the laser shooters, and invisible, from when the lasers are "off". Graphic parts from one laser gate that uses the same graphic part as this tile at the same time will dissapear. (Or, in other words, this tile "steals" the graphic parts from one the other laser gates that are present.) It acts like a box, so you can push it. If it breaks, the game will sometimes MAV. The game will sometimes also MAV when you exit the level. Placing more than one of these tiles in a level will also cause a MAV.

Also, here is 2 new tiles:

40 05: Glitch sign? MAV's the game when you come into a level with one of these.
43 09: Appears as an empty tile. If one of these is in a level, it will cause the game to become unresponsive when you quit it.

I'm going to post some more soon! :D
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Post by billy bob » Mon Jun 22, 2009 10:00 pm

You can edit the signs, I hex edited a level with signs and looked at the bottom of the code and found the context of the signs :!: :shock: :D

Thanks, saw the level now. :D :D :D


EDIT: hey! Using the white gate technique would have been another way to get a sticky cube in a gate!
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 10:09 pm

About the level, you're welcome. :D

About the signs, COOL!!!!!!!!!!!!!!!!!!!!11 :lol:


Anyways,

I was messing around with some weird tiles, and accidently got a really bad combination, and... :evil:

EDIT: Yeah, the unsolid white gates would have worked too!
Attachments
AHHHHHHHHHHHHHHHHHH.jpg
AHHHHHHHHHHHHHHHHHHHHHHHHHH
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billy bob
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Post by billy bob » Mon Jun 22, 2009 10:18 pm

Thats weird and crazy!

(also funny: you took that picture 3 hours before you posted it!)

Yes, does that mean you can get signs for free? :shock:
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 10:32 pm

I can travel through time, so I took that picture in the future. Anyone want to hear about RETURN TO RETURN TO RETURN TO RETURN TO WONDERLAND?! I know all about it now! I can even take some pictures for proof! 8)

Signs don't cost anything. In coding, $ usually stands for "Address", so the signs don't cost any money. :lol:
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Post by Muzozavr » Mon Jun 22, 2009 10:40 pm

I heard that by some really, really wacky use of 38:08 (or maybe 3C:08 also) you could do very strange things, including walking on walls.
Rest in peace, Kym. I hardly knew ya.
Rest in peace, Marinus. A bright star, you were ahead of me on my own tracks of thought. I miss you.
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MyNameIsKooky
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Post by MyNameIsKooky » Mon Jun 22, 2009 10:56 pm

Yeah, 38 08 is the same thing as 3C 08, I just found 3C 08 first. I'm not sure how those people did it. I heard about the MAV thing if you don't go into a different level first before I found 38 08/3C 08. I guess some low tiles like that "stole" some graphics from other walls. :lol:

Someone has to arrest those tiles! They are graphics thieves! They use MAV's to distract people and when nobody is looking they steal graphics from other tiles! :evil: :lol:

I'm going to experiment with 38 08/3C 08 later. I gotta test the other tiles, though this tile is really interesting. :|

Off-Topic: Here is a picture from the future in RTRTRTRTW! (Return to Return to Return to Return to Wonderland.) Here is a green Scouge with shininess 20%.
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RTRTRTRTW001.jpg
Green Scouge with shininess 20%.
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MyNameIsKooky
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Post by MyNameIsKooky » Tue Jun 23, 2009 12:17 am

UPDATE!!!

I found more stuff on tile 3C 08, and discovered I was wrong about something about it... ONCE AGAIN! :evil:

This is indeed a very mysterious tile. I updated the description:

3C 08: This tile "steals" an animation part of tile number xx 04, where xx is any Hex number between 00 and FF. It behaves weirdly if placed in-game. This tile will make the level MAV unless you play another level before playing the level that it is in. Which graphic part the tile steals is chosen at random. The tile will either steal nothing or one graphic part. Graphic parts from tile xx 04 that were stolen will dissapear and appear on tile 3C 08. (Or, in other words, this tile "steals" a graphic part from one of the other tile xx 04's that are present.) It acts like a box, so you can push it. If it breaks, the game will sometimes MAV. The game will also MAV sometimes when you exit the level. This tile is one of the rare tiles that has a URE error (Unknown Runtime Exception). Placing more than one of these tiles in a level will cause a MAV. This tile has lots of wacky uses, like walking on walls for example. Just play around with this tile and see what you can do!


It wasn't just white gates that tile 3C 08 stole graphics from...

It steals graphics from any tile xx 04, where xx is any Hex number between 00 and FF!

3C 08 steals graphics from any tile where its second number is 04! Sometimes it steals a graphic part, sometimes it doesn't steal anything at all. Even if it doesn't steal any graphics, it's still there, and it's still pushable, even though it's invisible! It has a chance that's about 1 of 2 that it will steal any graphics from something.

Tile 3C 08 allows for a whole lot of possibilities. I'm going to continue experimenting with it in a little bit. I'm probably wrong about something again. Well, wrong is wrong. :evil:

Anyways, here is a picture of tile 3C 08 when it has stolen some graphics from a conveyor button. There is also a picture of a URE error below that.
Attachments
UnknownRuntimeException.jpg
After experimenting with tile 3C 08, I quit the game and got a URE (Unknown Runtime Exception).
UnknownRuntimeException.jpg (103.39 KiB) Viewed 6468 times
StinkyPushesButtonLiterally.jpg
Stinky is pushing tile 3C 08 after it has stolen some graphics from a conveyor button. So Stinky is pushing a button... Literally. =P
StinkyPushesButtonLiterally.jpg (57.41 KiB) Viewed 6468 times
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MyNameIsKooky
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Posts: 9712
Joined: Mon Dec 01, 2008 10:18 pm

Post by MyNameIsKooky » Tue Jun 23, 2009 2:04 am

I just found out something about tile 3C 08 that I didn't notice before... AGAIN! :evil: :lol:

Here is the updated description for tile 3C 08, it sure is getting really long now since it is such a crazy tile:

3C 08: This tile "steals" an animation part of tile number xx 04, where xx is any Hex number between 00 and FF. It behaves weirdly if placed in-game. This tile will make the level MAV unless you play another level before playing the level that it is in. Which graphic part the tile steals is chosen at random. The tile will either steal nothing or one graphic part. Graphic parts from tile xx 04 that were stolen will dissapear and appear on tile 3C 08. (Or, in other words, this tile "steals" a graphic part from one of the other tile xx 04's that are present.) It acts like a box, so you can push it. If it breaks, the game will sometimes MAV. The game will also MAV sometimes when you exit the level. This tile is one of the rare tiles that has a URE error (Unknown Runtime Exception). Placing more than one of these tiles in a level will cause a MAV. The tiles that have had their graphics stolen will still act like they did before. If button's graphics were stolen, it would still act like a button on the tile where the graphics used to be. When you step on the tile where the graphics used to be, it would open whatever gates or stop whatever conveyor belts it would normally, and the graphics would change into a pressed button, even if it is on tile 3C 08! This tile can also link to shadows of things if it chooses to. This tile has lots of wacky uses, like walking on walls for example. Just play around with this tile and see what you can do!

If you step on where a button's graphics was, it would still act like a normal button where it used to be, even if it was stolen. It would also make the stolen graphics of the button change into the pressed button graphics.

It can steal the graphics of just about any tile. The only graphics it doesn't steal are shadows. But it CAN link to shadows! See the picture below.

If you want the level for this, check the bottom of this post.
Attachments
StinkyAndTheMovableShadow.jpg
Stinky pushes tile 3C 08 (Bottom red circle), which moves the shadow (Top red circle), too, in the direction Stinky decides to move tile 3C 08. It's kind of like Link Spheres, except like Link Boxes with an invisible box and a shadow.
StinkyAndTheMovableShadow.jpg (101.14 KiB) Viewed 6458 times
KOOKYSPOOKY010.LV6
Spooky.... GO INTO A DIFFERENT LEVEL BEFORE PLAYING THIS LEVEL, OR ELSE YOU WILL GET A MAV. If you are lucky, you may be able to move the shadow with tile 3C 08 (It's 2 tiles below the empty tile that's like a trampoline). Otherwise, tile 3C 08 may just s
(1.73 KiB) Downloaded 170 times
maxnick
Rainbow Master
Posts: 986
Joined: Fri Sep 14, 2007 12:27 am

Post by maxnick » Tue Jun 23, 2009 2:36 am

How do you get on a wall??? :) :? :shock:
Uijt jt nz tjhobuvsf.
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MyNameIsKooky
Rainbow Spirit Master
Posts: 9712
Joined: Mon Dec 01, 2008 10:18 pm

Post by MyNameIsKooky » Tue Jun 23, 2009 2:56 am

I don't know how, I just heard about it a while ago. I think the guy who knew how forgot what he used. I'm pretty sure it involved tile 3C 08/38 08, though...


Anyways, I found more tiles! :D

4D 06: Glitch Box Factory. This box factory creates tile 3C 08's because it is the last pushable thing that the game can read. This box factory creates tile 3C 08's even if there is one already present. This is because the game is not programmed to look for tile 3C 08's in the level because it is not an official tile or object. Since there can only be a maximum of 1 tile 3C 08's in a level without an entrance MAV, the game will MAV because the Box Factory will create 4 more since Box Factories always create 4, which is more than 1.

68 09: Glitch Shadow Stinker that MAV's the game. This is the ninth Shadow Stinker. Since there is only 4 Stinkers in the gang and there is only 2 types of Shadow Stinkers, there is only 8 Shadow Stinkers. There is no 3rd type of Shadow Stinker or 5th member of the gang, so the game can't find any new Shadow Stinker type, so its only choice is to MAV.


Way to go for me for being scientific! :roll: :lol:
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