Help Topics, Bug Reports, Feature Requests, etc.
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Blazeknight
- Rainbow Master
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by Blazeknight » Thu Dec 26, 2013 5:50 am
Happy 11th page!!!
More screenshots... like I told you, there are tons of places in this game

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tb
- Gold Wonderlander
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- Joined: Tue Jan 08, 2013 6:15 am
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by tb » Sun Dec 29, 2013 1:16 am
they are nice
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Blazeknight
- Rainbow Master
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- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Sun Dec 29, 2013 3:04 am
A little 2 or 3 help questions. Please give a DETAILED explanation
1. How does the WA1 token arcade machine work with adv stars?
2. How to make the beach sounds?
3. Why aren't maps working in POTZ?
4. Can I get a Grynkler.wop?
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StinkerSquad01
- Rainbow AllStar
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- Joined: Mon Aug 09, 2010 3:39 am
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by StinkerSquad01 » Sun Dec 29, 2013 3:19 am
Beach sounds are technically a music track, so that should clear things up.
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Blazeknight
- Rainbow Master
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- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Sun Dec 29, 2013 3:30 am
StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
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MyNameIsKooky
- Rainbow Spirit Master
- Posts: 9712
- Joined: Mon Dec 01, 2008 10:18 pm
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by MyNameIsKooky » Sun Dec 29, 2013 5:25 am
Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Blazeknight wrote:3. Why aren't maps working in POTZ?
The feature was probably removed.
Blazeknight wrote:4. Can I get a Grynkler.wop?
The coding for stinkers was updated for POTZ, and as of now, there's no POTZ Stinker wop available. For now, you'll probably just have to wait for the WA3 Editor.
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Qloof234
- Rainbow AllStar
- Posts: 4193
- Joined: Wed Oct 03, 2007 10:33 pm
- Location: Canada
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by Qloof234 » Sun Dec 29, 2013 6:03 am
I thought I'd made a post about maps somewhere outside of the HR thread, but apparently not...
Anyways, PoTZ never actually loads the map graphics into memory (they aren't even included with PoTZ by default). When you use the map item, the game loads the graphics that are in memory - Since PoTZ never even loads them, the game crashes.
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Blazeknight
- Rainbow Master
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- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Sun Dec 29, 2013 6:18 am
MyNameIsKooky wrote:Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
So, the 12th byte from the left of the title should have a FF and the next 3 to the right should also have FF? (12,11,10,9th bytes)
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StinkerSquad01
- Rainbow AllStar
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by StinkerSquad01 » Sun Dec 29, 2013 6:27 pm
Blazeknight wrote:StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
I'm pretty sure it's in the POTZ music I posted.
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MyNameIsKooky
- Rainbow Spirit Master
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- Joined: Mon Dec 01, 2008 10:18 pm
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by MyNameIsKooky » Sun Dec 29, 2013 8:18 pm
Blazeknight wrote:MyNameIsKooky wrote:Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
So, the 12th byte from the left of the title should have a FF and the next 3 to the right should also have FF? (12,11,10,9th bytes)
Yep!
StinkerSquad01 wrote:Blazeknight wrote:StinkerSquad01 wrote:Beach sounds are technically a music track, so that should clear things up.
Can you please give me that?
I'm pretty sure it's in the POTZ music I posted.
The beach sounds are randomly generated and do not have their own music file.
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dig 222
- Rainbow Star
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by dig 222 » Sun Dec 29, 2013 9:56 pm
@Blazeknight
I can give you THIS, probably won't help but... bleh
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Pawelec
- Rainbow Master
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- Joined: Tue Jul 15, 2008 8:37 am
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by Pawelec » Sun Dec 29, 2013 10:40 pm
MyNameIsKooky wrote:Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Or easier way: set the music to -1 with WA Editor Tools

"Let us return to the past; it will be progress."
by Giuseppe Verdi
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Blazeknight
- Rainbow Master
- Posts: 797
- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Mon Dec 30, 2013 12:16 am
Pawelec wrote:MyNameIsKooky wrote:Blazeknight wrote:2. How to make the beach sounds?
The Hexadecimal music ID for the beach sounds is FF FF FF FF.
Or easier way: set the music to -1 with WA Editor Tools

I'm sorry but I don't see a -1 in the music menu of the tools. It consists of only 0 to 12
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StinkerSquad01
- Rainbow AllStar
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by StinkerSquad01 » Mon Dec 30, 2013 1:10 am
You can edit a certain .txt file (don't remember the name of it) to add/change the music list.
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Blazeknight
- Rainbow Master
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by Blazeknight » Mon Dec 30, 2013 7:19 am
TRAILER IS READY!!!
FIRST PAGE
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Blazeknight
- Rainbow Master
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- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Mon Dec 30, 2013 10:16 am
PROGRESS (including testing & debugging): 90%
Adventures: 130/150
Hub Rooms: 67/75
Dialogues: 78/80
Segments: 8/9
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tb
- Gold Wonderlander
- Posts: 70
- Joined: Tue Jan 08, 2013 6:15 am
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by tb » Mon Dec 30, 2013 2:41 pm
trailer is really nice & great. i miss visual effects and getting out for the fireflower was funny

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Blazeknight
- Rainbow Master
- Posts: 797
- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Tue Dec 31, 2013 9:42 am
Can someone please add me Texturenames to potzz wops?
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Krishiv738
- Rainbow Keeper
- Posts: 340
- Joined: Mon Jul 22, 2013 9:47 am
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by Krishiv738 » Wed Jan 01, 2014 8:15 am
Blazeknight wrote:Can someone please add me Texturenames to potzz wops?
I added texture names to zap-bots only.You could use power wop
I am getting outta here, nothing is new, everything is boring.
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Blazeknight
- Rainbow Master
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- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Wed Jan 01, 2014 8:52 am
Krishiv738 wrote:Blazeknight wrote:Can someone please add me Texturenames to potzz wops?
I added texture names to zap-bots only.You could use power wop
But if you do it, it becomes a regular wop and the convertor reports "an unexpected error"
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Krishiv738
- Rainbow Keeper
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- Joined: Mon Jul 22, 2013 9:47 am
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by Krishiv738 » Wed Jan 01, 2014 10:50 am
Okay here's my tiny mini help.
1.download a hex editor.(use XVI32,it's free)
2.open wop file in hex editor
3.scroll down and you should see ....Data0....Data2 and so on
4.In hex-side,at the bottom(after lines are over)type 0b-00-00-00 (0b is the number of alphabets(including exclamation mark) in the parameter
5.In text-side,you will see 4 dots,Write !TextureName there
I am getting outta here, nothing is new, everything is boring.
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Krishiv738
- Rainbow Keeper
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- Joined: Mon Jul 22, 2013 9:47 am
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by Krishiv738 » Wed Jan 01, 2014 2:00 pm
Blazeknight wrote:It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string
Wait,what 02,are you adding that parameter at the end or starting of the parameter values?02 is for ID parameter,so ID came after the TextureName,right.
I am getting outta here, nothing is new, everything is boring.
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Blazeknight
- Rainbow Master
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- Joined: Sun Nov 04, 2012 5:50 am
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by Blazeknight » Wed Jan 01, 2014 2:11 pm
Krishiv738 wrote:Blazeknight wrote:It worked... thank you but there's one more thing... after you write texture name, you need to add a 02 in the end of the string
Wait,what 02,are you adding that parameter at the end or starting of the parameter values?02 is for ID parameter,so ID came after the TextureName,right.
Actually its like this:
1. Open the wop in hex editor
2. Add 0B 00 00 00 to the end
3. Write !TextureName as text after step 2
4. Now add a 02 as hex after step 3
5. It works in the editor.exe
6. It works in the player too
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Blazeknight
- Rainbow Master
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by Blazeknight » Thu Jan 02, 2014 8:34 am
I've got a problem.. shard teleportation MAV's if I use it eventhough I've placed arrows in the teleport co-ordinates of the other levels
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Krishiv738
- Rainbow Keeper
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by Krishiv738 » Thu Jan 02, 2014 8:58 am
Blazeknight wrote:I've got a problem.. shard teleportation MAV's if I use it eventhough I've placed arrows in the teleport co-ordinates of the other levels
Because POTZ doesn't support shard teleportation,POTZ is made up of MoFI wg.exe.And MoFI wg.exe is not made of wa's Wg.exe
I am getting outta here, nothing is new, everything is boring.