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Posted: Sun Feb 15, 2015 5:28 pm
by Caton
sorry for reopening...
I remove the function call canmonstermove
this function will tell the monster if it can move or not.
Posted: Sun Feb 15, 2015 8:40 pm
by Caton
Something New!
Posted: Sun Feb 15, 2015 8:40 pm
by Caton
<Post Removed>
Posted: Mon Feb 16, 2015 4:00 pm
by Caton
I removed array monsterdata it's tells the monster what to do. without it, it does nothing.
Posted: Mon Feb 16, 2015 6:46 pm
by Muzozavr
Since you're doing so much to the game .EXE... can you look at the editor and see if it's feasible to make a hacked version in which it's possible to put more than one Stinky (or Loof, or Qookie, or Peegue) into the level and then save it? This would make "ghost Loof" tricks so much easier for those who don't want to bother with hex editing.

Posted: Mon Feb 16, 2015 7:47 pm
by Caton
like this?
Posted: Mon Feb 16, 2015 7:54 pm
by Caton
I know all wonderland classic level and data file formats.
so I can hack any data file of wonderland classic games.
Posted: Mon Feb 16, 2015 8:39 pm
by Caton
Replaced function createmonster with createloof witch means all monsters will be loofs.
Posted: Mon Feb 16, 2015 8:58 pm
by Caton
you'll have to remake the editor.
Posted: Mon Feb 16, 2015 9:01 pm
by Muzozavr
Caton wrote:you'll have to remake the editor.
That's what I meant... if you try to manually place, say, two Loofs in a level, it won't save both of them within the file... but it seems like your knowledge could produce an editor exe that actually allows us to do that.
Multiple Loofs in one tile just looks freaky.

That's not what I meant, but it's funny that this is possible. Yes, like two Stinkys in that screenshot.
Posted: Mon Feb 16, 2015 9:34 pm
by Caton
I moveed loof in the game to the same spot as the other was.
but hacking the editor to put much loofs as you want could not happen
I would have to rewrite the editor to do that.
Posted: Mon Feb 16, 2015 9:39 pm
by Muzozavr
Caton wrote:I moveed loof in the game to the same spot as the other was.
but hacking the editor to put much loofs as you want could not happen
I would have to rewrite the editor to do that.
You got some super impressive results from the game itself (createloof instead of createmonster? ahahaha) so I thought maybe you could do that. Oh well, it didn't matter too much, anyway.
Are you getting this by editing the game's EXE file or by editing the memory when the game runs? Just curious.
Posted: Mon Feb 16, 2015 10:17 pm
by Caton
editing wldgamep.exe with hex editor.
Posted: Mon Feb 16, 2015 11:52 pm
by Muzozavr
Caton wrote:editing wldgamep.exe with hex editor.
Sooooo.... can you explain the reason why wdleditp.exe is harder to change than wldgamep.exe? I'm a bit curious... anyway, you've found a lot of interesting stuff.

Posted: Tue Feb 17, 2015 3:35 am
by Caton
the functions are diffent and I havent do much hexing on the editor.
Posted: Tue Feb 17, 2015 1:27 pm
by HumanGamer
Wow!
This stuff is amazing!
Could you make a small tutorial as to how you do this? Or at least tell us the program?
I assume you use IDA-Pro. Just guessing though.
I am very impressed by what you are capable of doing here
~ Matt
Posted: Tue Feb 17, 2015 10:27 pm
by Caton
It's Called HxD Hex Editor