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Hex codes list (CAREFUL AT THESE!)

Posted: Tue Jan 23, 2007 12:54 pm
by Muzozavr
By my request it was sent to me by VirtLands per PM. I think he only wants to send it per PM cause someone might lose the game, but with full backup measures you're all ready to go even if you're not THAT experienced. :twisted:
However, still be careful with these cause hex-editing is NOT A SILLY TOY. I also experimented and found two more funky objects, they are also here in this post.
How to use this:
1. Download a hex editor.
2. Create what you need in the wonderland level editor BEFORE using hex editor, or some simple meaningless level if you're just training or experimenting. (Unnecessary, but it's simpler this way)
3. Make a backup and use it instead of the main game copy.
4. I SAID, A BACKUP!
5. You're all ready to go!
6. Have fun.
You'll need to download a hex editor to make use of the following data.
Some of the mutations are highlighted in bold.

" Mutations, List 1"
The LV6 file starts off with some of the following:
...
{time limit} lo-byte,
{time limit} hi-byte,
00,00,
Style, (00 - 09) = { Cave,Sand,Wood,Purple,Castle,Jade,Spooky,Garden,Aztec,Custom }
00,00,00,
BackGround, (00 - 0A) ={ Sky,Forest,Walls,Stars,Flat,Water,Lava,Warp,City,Rainbow,Custom }
00,00,00,
Level-Width, { The maximum allowed by the W lev editor is 99d (=63h), but the HEX can do more... }
00,00,00,
Level-Height,
...

Some Object Codes:
Stinky : 01
Loof : 02
Qookie: 03
Peegue: 04

rainbow coins: =05, Exit =06, Time Capsules=07, (Bonus Coins)$ =08,
Wooden Boxes =09, Steel Boxes =0A,
Reflector (/) =0B, Reflector (\)" = 0C,
Boulders =0D, Plasma Box =0E, Powder Kegs =0F,
Prisms =10, Coily =11,
Blue Zbots = 12 to 19 (8 items)
Kabooms = 1B to 22 (8 items)
Red Bots = 23 to 2A (8 items)
Red Chompers = 2B
Yellow Chompers = 2C
Ghost =2D, Rainbow Spirit =2E
Flying Saucers(spaceships) =2F

Fish (in water) =30
Torches =31

BackGround or Tile Codes:

3D View = FC:08

Sticky Cube = D0:07

Water = 2C:01

Wall A = C8:00
Wall B = C9:00
Wall C = CA:00
Wall D = CB:00

Fake Wall [ Regular ] = DC:05
Fake Wall [ 1.5 ] = DD:05
Fake Wall [ 2.0 ] = DE:05

Floor A = 64:00
Floor B = 65:00
Floor C = 66:00
Floor D = 67:00
Floor X = 68:00

Ice ranges from 90:01 to 94:01

Conveyors Type 1: range = F4:01 to FB:01
Conveyors Type 2: range = FC:01 to 03:02

Red Link Sphere = 34:08
Yellow Link Sphere = 35:08
Green Link Sphere = 36:08
Blue Link Sphere = 37:08


Water Bridge #1 = 58:02
Water Bridge #2 = 59:02
Water Bridge #3 = 5A:02

Lava Bridge #1 = 5B:02
Lava Bridge #2 = 5C:02
Lava Bridg #3 = 5D:02

SpaceBridge #1 = 5E:02
SpaceBridge #2 = 5F:02
SpaceBridge #3 = 60:02

SpaceBridge #4 = 61:02 : mutant. You need to walk on
: this 4 times to collapse it!
spacebridge #5 =62:02 : mutant.
.....
spacebridge #28 = bb:02 : highest value?



Electro #1 = BC:02
Electro #2 = BD:02
Electro #3 = BE:02
Electro #4 = BF:02

Buttons: Grey Square #1 = 4c:04
Grey Circle #1 = 4d:04
Grey Timing button #1 = 4e:04
Grey Square #2 = 4f:04
Grey Circle #2 = 50:04
Grey Timing button #2 = 51:04
(to be continued...)


Red Teleporter = B0:04
Yellow Teleporter = B1:04
Green Teleporter = B2:04
Blue Teleporter = B3:04
Purple Teleporter = B4:04
Lite-Blue Teleporter = B5:04
White Teleporter = B6:04
Black Teleporter = B7:04

Rainbow Gate {horizontal} = e8:03
Rainbow Gate {vertical} = e9:03
Purple Gate {horizontal} = ea:03
Purple Gate {vertical} = eb:03
Yellow Gate {horizontal} = ec:03
Yellow Gale {vertical} = ed:03
Green Gate {horizontal} = ee:03
Green Gate {vertical} = ef:03
Lite-Blue Gate {horizontal} = f0:03
Lite-Blue Gate {vertical} = f1:03
Red Gate {horizontal} = f2:03
Red Gate {vertical} = f3:03
Dark-Blue Gate {horizontal} = f4:03
Dark-Blue Gate {vertical} = f5:03
White Gate {horizontal} = f6:03
White Gate {vertical} = f7:03

Box Factory:
for Boxes (wooden) = 40:06
for Boxes (steel) = 41:06
for Prizms / = 42:06
for Prizms \ = 43:06
for Boulders = 44:06
for Ghost Cubes = 45:06
for Powder Kegs = 46:06
for Prisms + = 47:06
for Sticky Cubes = 48:06
for Red Link Sphere = 49:06
for Yellow Link Sphere = 4A:06
for Green Link Sphere = 4B:06
for Blue Link Sphere = 4C:06

Warp Gates:
for Coilys = 98:08
for Kabooms range 99:08 to 9E:08 (6 items)
for Red Chompers = 9F:08
for yellow Chompers = a0:08
for Blue Ghost = a1:08
for rainbow Ghost = a2:08
for (+)? = a3:08

Fixed Cannons range from 20:03 to 2F:03, (16 items)
Push Cannons range from 6c:07 to 7B:07, (16 items)


Transporters: Water Transporter = a4:06
Space Transporter = a5:06
Lava Transporter = a6:06

Signs: Sign 1 = 14:05
Sign 2 = 15:05
Sign 3 = 16:05
...
Sign 99 = 76:05 } mutant signs
Sign 100 = 77:05 } mutant sign, at highest possible range?


Spikes: Spikes speed 1, = 78:05
Spikes speed 2 = 79:05
Spikes speed 3 = 7a:05
Spikes speed 4 = 7b:05
...
Spikes speed 5 = 7c:05 } Mutant Spike ! (slower than usual)
Spikes speed 6 = 7d:05 } Mutant Spike !
....
Spikes speed = db:05 } Mutant spike, this is the slowest speed possible.




Unknown Mutants: (stuff that needs further study.)

Lava Blank? = 84:03
dark blank space you can walk on? B0:00

Possible Mutation: 38:08 ? allows entire floor to move?

a4:00, ?? strange transparency, walkable
a4:04, ? white square button, doesn't work
a5:04, ? spinning white circle
a6:04, ? visible, doesn't move
a7:04, ? sounds, but no image

09:07, ? Invisible (dark) trampoline
08:06, ? Dark space, walkable
07:07, ? Space transporter, unusable, unwalkable
6b:07, ? Acts like invisible trampoline
7c;07...7F:07, ? Green Push Cannons, pushable, not-firing, (not threatening)

82:00, ? dark, invisible floor tile, walkable

04:02, = invisible conveyor, UP
05:02, = invisible conveyor, RIGHT
06:02, = invisible conveyor, DOWN
07:02, = invisible conveyor, LEFT
08:02, = invisible conveyor, Turns visible after stepping on it. UP/DOWN type

af:04, ?? textured square button
b8:04, ? invisible teleporter!

a0:00, ? invisible floor, walkable


{ Use this with caution }

Have Fun, From VirtLands
Some notes from my own about the list and two new mutations.
Possible mutation allows entire floor to move?
A violent MAV for me!
white square button, doesn't work
spinning white circle
visible, doesn't move
sounds, but no image
This is all about buttons, I think. Oh, and they all don't work.
textured square button
Duuuh? Textured? Looks like a conveyor button image!

Some unlisted values make listed objects.

Now on to the two (not highly tested) new mutations:

84:02 ? looks like a spacebridge #39 but untested for other effects
a7:03 ? A weird space transporter. Similar to the unhexed transporter glitch in It's An Odd World After All but with an ability to "attach" to pushable objects (move the object and WHAM you moved the transporter) and ability to block some floortiles after pushing the attached object.
ANOTHER MUTATION:
a7:02? DAMN THIS TILE! I had to step on this spacebridge 74 times before that bogger collapsed!

Posted: Tue Jan 23, 2007 5:40 pm
by dlcs18
I'm made a level that I'm going to HEX-edit, but it looks like everything is scattered around when I open it in WinHex :? :?

Posted: Tue Jan 23, 2007 5:56 pm
by Muzozavr
It happens to me too. :oops: We gotta train and get around that imagination block. :twisted:

Posted: Tue Jan 23, 2007 9:33 pm
by Toon Dog
What's there to lose? :? I wanna do it, but what could happen if I did something wrong?? :( I don't want anything bad to happen! :(

Posted: Tue Jan 23, 2007 9:36 pm
by dlcs18
You could lose your game!
But it's safe if you've got a backup and use that! :wink:

Posted: Tue Jan 23, 2007 10:04 pm
by Toon Dog
dlcs18 wrote:You could lose your game!
:shock: Oh my god, is it worth it???? :shock:

Re: Hex codes list (CAREFUL AT THESE!)

Posted: Tue Jan 23, 2007 11:55 pm
by John925
Muzozavr wrote:a7:03 ? A weird space transporter. Similar to the unhexed transporter glitch in It's An Odd World After All but with an ability to "attach" to pushable objects (move the object and WHAM you moved the transporter) and ability to block some floortiles after pushing the attached object.
:D I'm mentioned. :D Oh, and the unhexed glitch blocks floortiles too. The unhexed one is an infection that the invisiramp spread to that transporter. I warn you that the glitch is very unstable and may provide many puzzles and challenges (like the steel box bouncer puzzle in It's An Odd World After All) :D

Posted: Wed Jan 24, 2007 4:36 am
by Muzozavr
Toon Dog, with a backup it's all wronghex-proof. :wink:

Posted: Wed Jan 24, 2007 4:43 am
by Toon Dog
I/My mom can't afford another copy! :cry:

Posted: Wed Jan 24, 2007 4:58 am
by Muzozavr
A backup copy is allowed freely. :wink: Read the license agreement again! :lol:

Posted: Wed Jan 24, 2007 5:01 am
by Toon Dog
Oh really? I got RTW a long time ago so I don't remember the license agreement anymore. 8)
EDIT: But I remember the important stuff

Posted: Fri Jan 26, 2007 2:35 am
by loof101
NEVER edit the main Wonderland file, you have two of the same level. One is normal, other is backup. Edit normal level file, just in case it screws up, use backup in RTW instead.

Posted: Sat Jan 27, 2007 8:38 am
by Muzozavr
What? I only hex levels of course but I made a full backup of the game. :wink:

Posted: Sat Jan 27, 2007 8:48 am
by Toon Dog
By the way, how'd I'd get a backup copy. :P

Posted: Sat Jan 27, 2007 9:05 am
by Muzozavr
In case of what keep an installer. :wink:

Posted: Sat Jan 27, 2007 12:29 pm
by dlcs18
I just copyed the RTW folder (to another Location, because ya can't have two folders with the same name in da same location) :twisted:

Re: Hex codes list (CAREFUL AT THESE!)

Posted: Thu Mar 22, 2007 9:48 pm
by Toon Dog
Muzozavr wrote:
BackGround, (00 - 0A) ={ Sky,Forest,Walls,Stars,Flat,Water,Lava,Warp,City,Rainbow,Custom }
Dlcs found a code for a black backround. WITHOUT custom backround!

Posted: Thu Mar 22, 2007 9:52 pm
by dlcs18
Yo!

Posted: Thu Mar 22, 2007 10:12 pm
by Muzozavr
That was cool!
Now if we combine it with blank floortiles we'll have black world. :twisted:

Posted: Thu Mar 22, 2007 10:28 pm
by Toon Dog
No-one's tryed 37:h3 You want to try it? :twisted:

Posted: Thu Mar 22, 2007 10:38 pm
by Muzozavr
Letter h doesn't exist in hexing.
Were you trying to prank us or made a mistype?

BTW, I found how to do black background -- anything that starts from 0C for background will be black. Somehow, 0B gives stars. :?

Posted: Thu Mar 22, 2007 10:44 pm
by dlcs18
Oh! I never knew some characters aren't used in Hexing. :lol:

Posted: Thu Mar 22, 2007 10:52 pm
by Toon Dog
Muzozavr wrote:Letter h doesn't exist in hexing.
Try it anyway, the worst could happen is delete you backup copy. But that's rare. :P

Posted: Thu Mar 22, 2007 11:01 pm
by Muzozavr
I'm sorry but XVI32 (the hex-editor I'm using) only allows proper hex-characters (i.e. 1 to 9 and A to F)
I'm not willin to download some other one just for the sake of such weirdo. :x
Could you send me the level with that 37:h3 please -- if it's real, I wish to see that WITH MY BACKUP RTWP COPY

Posted: Fri Mar 23, 2007 2:17 am
by Toon Dog
Muzozavr wrote:Could you send me the level with that 37:h3 please -- if it's real, I wish to see that WITH MY BACKUP RTWP COPY
I don't have it. I'll try 37:f3 then :lol:

Posted: Fri Mar 23, 2007 2:30 am
by Toon Dog
Sorry for 2 post in a row, but I'd like to say:
37:f3 ?? Rare mutant: Trembles stinky randomly around the level, Acting as an active ghost stinker. :shock: RARE!
EDIT Played again and got 11 MAVs :shock: :shock:

Posted: Fri Mar 23, 2007 8:33 am
by Muzozavr
I don't really believe in the effect, either MAV(s) or the effect, but this time I will try cause I CAN. :lol:
EDIT: I tried, but just as I expected, all I got is a blank walkable tile... :wink:

Posted: Fri Mar 23, 2007 8:10 pm
by Toon Dog
If you change the first '00,00,00' to '0C,0C,0C' the level won't be visible is RTW!

Posted: Fri Mar 23, 2007 11:10 pm
by mqdar
This is what I have to look at if I want to HEX a level.

Posted: Fri Mar 23, 2007 11:23 pm
by Muzozavr
Those look interesting, can you release your hex-experiments?