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The YAGA Junior Adventures - Debug rooms (OUTDATED METHOD) and (a little bit) more!

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The YAGA Junior Adventures - Debug rooms (OUTDATED METHOD) and (a little bit) more! Empty The YAGA Junior Adventures - Debug rooms (OUTDATED METHOD) and (a little bit) more!

Post by Whatthe Sun Oct 16, 2011 10:23 pm

WARNING + DISCLAIMER + NOTES: As with any modification of game files, these could render your game unplayable if done incorrectly. I AM NOT RESPONSIBLE FOR ANY DAMAGE DONE TO YOUR GAME. Note that the game CDs should have copies of the files somewhere on them, in case you don't back them up yourself before editing them. Also, these modifications should all be hand-typed, as copying and pasting may cause formatting errors. And to open .he files, use a program such as 7-Zip.

EDIT: For debug rooms, use HeDbg.py or profiler.py.


Thanks to onfy's YAGA modding tutorial video, I've discovered that Pajama Sam: Life is Rough When You Lose Your Stuff! and Putt-Putt: Pep's Birthday Surprise both have debug rooms like the SCUMM Junior Adventures do, though accessing them is more complicated than it is with the SCUMM Junior Adventures. What you have to do is make a room's exit lead to one of them instead of the room it would normally lead to. (In these instructions, I'll be using the rooms that are, in my opinion, the most convenient rooms to use for this.) First, go to the folder "Pajama Sam LRS" or "Putt-Putt PBS" and open the file "rooms.he." For Pajama Sam, open the folder "sockroad," then open the file "sockroad.xml." For Putt-Putt, open the file "scene_appleroad.xml." Either file should have two different lines that start with this:

Code:
<nextRoom value = "

And that end with this:

Code:
"/>

In one of these two lines, replace everything between the quotes with "map" (all lowercase). In the other of these two lines, replace everything between the quotes with "inventoryCheat" (no spaces, all lowercase except for the letter C). When you're done, one of the two lines should look like this:

Code:
<nextRoom value = "map"/>

And the other of the two lines should look like this:

Code:
<nextRoom value = "inventoryCheat"/>

Save your changes (to both the .xml file and rooms.he). In Pajama Sam, go to the room where the Soiled Sock is found (where Sam lands after leaving his room). In Putt-Putt, go to the room with the orange tree (near Mr. Kibble's Feed Supply). This is the room with the exits you've edited; one exit leads to the map and one exit leads to the inventory cheat
.

Putt-Putt: Pep's Birthday Surprise also has some disabled clickpoint animations which can be re-enabled. Go to the folder "Putt-Putt PBS" and open the file "rooms.he."

  • Open the file "scene_shopview.xml" and find this line:
    Code:
    Deemed weird.
    Add "-->" to the end of this line so that the line looks like this:
    Code:
    Deemed weird.-->
    Somewhere below that line, you'll find this line:
    Code:
    -->
    Delete this line. Save your changes (to both scene_shopview.xml and rooms.he). The Shop View room will now sometimes play a new animation (complete with audio) when you activate the Baldini's Grocery Store canopy clickpoint.
  • Open the file "scene_intparty.xml" and find this line:
    Code:
    <!--  removed from game... but art still exists
    Add "-->" to the end of this line so that the line looks like this:
    Code:
    <!--  removed from game... but art still exists-->
     Somewhere below that line, you'll find this line:
    Code:
    -->
    Delete this line. Save your changes (to both scene_shopview.xml and rooms.he). The Party Supply Interior room will now have a new clickpoint (silent, but with four different animations) behind the Fatty Bear clickpoint (for an unobscured view of the new clickpoint, click on him to activate the normal clickpoint, then while he's zipping his head back up click on him again to activate the new clickpoint).


Pajama Sam: Life is Rough When You Lose Your Stuff! also has an unused background music track which can be added into the game. Go to the folder "Pajama Sam LRS" and open the file "data.he." Open the file "music.xml" and find this group of lines:
Code:
<roomMusic value = "aquarium">
 <usePads value = "groupEF"/>
 </roomMusic>
Add a new line before the last line so that the group looks like this:
Code:
<roomMusic value = "aquarium">
 <usePads value = "groupEF"/>
 <songInfo path = "music/aquarium_01.mp3" type = "theme"/>
 </roomMusic>
Save your changes (to both music.xml and data.he). The Aquarium room will now sometimes play the new music when you're in that room.

Additionally, both games have some unused dialogue (including a different voice for the Soiled Sock, found in the folder soiled_sock_old inside talkies.he), but I haven't included them here because even if you add it into the game in place of the normal dialogue, the lip sync stays the same.


Last edited by Whatthe on Sat Jan 09, 2021 3:32 am; edited 1 time in total (Reason for editing : https://jradventures.forumotion.com/t417-enabling-debug-mode-on-yaga-games)
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Post by Onfy Mon Oct 17, 2011 3:24 pm

Awesome! As soon as my brain starts working again, I'll try these promptly!

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Post by Whatthe Mon Oct 17, 2011 4:08 pm

A bit of a heads-up: even though the debug maps include unused rooms, you can't go to them, since they actually aren't in the games.
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Post by Onfy Mon Oct 17, 2011 4:13 pm

Yeah. Lame. Can't see much use, really...

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Post by SomeRandomHEFan Wed Oct 22, 2014 3:48 pm

Hi, I'm new here. In order to make things more convenient, I whipped up an xdelta patch that quickly applies the changes Whatthe mentioned to Putt Putt PBS' "rooms.he" file. You can find it here: https://pastebin.com/EvCR1vM5

As bad as the game itself may be, having a look at how its engine works under the surface is very interesting.

BTW, when having a look at the XML files, I noticed a few commented out lines in the "map" debug room that make it connect to another unused room called "temproom1", which is connected to "temproom2". Unfortunately, the game crashes when trying to head to either of them. They do have commented out references in "scenes.xml" in the file "data.he", but restoring them makes the game crash almost immediately. According to the log file, the game can't find modules for these rooms, whatever that means. Maybe that YAGA modding tutorial video could help me figure out what's wrong, but I can't find it anywhere. Could someone give me its link?


Last edited by SomeRandomHEFan on Sun Feb 26, 2023 8:01 am; edited 1 time in total

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Post by Onfy Wed Oct 22, 2014 3:56 pm

Did you really have to make a patch for the whole rooms file? You could've just patched the XML, might have been better. (But... shrug. I don't really know, actually.)

The crashing is AFAIK probably related to the data for those rooms being no longer present in the games' data. Maybe if you recreate the rooms' data folders from those in other rooms it'll work. (But it's nothing I've tried.)

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Post by SomeRandomHEFan Wed Oct 22, 2014 4:18 pm

Onfy wrote:Did you really have to make a patch for the whole rooms file? You could've just patched the XML, might have been better. (But... shrug. I don't really know, actually.)

The crashing is AFAIK probably related to the data for those rooms being no longer present in the games' data. Maybe if you recreate the rooms' data folders from those in other rooms it'll work. (But it's nothing I've tried.)

I figured patching "rooms.he" without even having to extract it would be quicker. Also, the patch didn't end up being very large despite that. Probably because for some reason, the programmers though it would be a great idea not to compress the data in the archives at all even though YAGA can extract compressed files just fine.

As for the problem with the temprooms, they do have XML files in "rooms.he" but it appears that that's not all a room must have.

BTW, according to a video I randomly came across ( https://www.youtube.com/watch?v=uG5_CUMiaOQ ), you're the guy who made that modding tutorial for YAGA. Could you send me the link?

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Post by Onfy Wed Oct 22, 2014 6:39 pm

That tutorial was far better than mine was anyway, it was very basic and what was there I didn't do very well. I'm not even sure where the file would be now anyway. Nah, I discovered it, and I know a bit about it, but others have expanded on it further than I could ever be bothered to.

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Post by SomeRandomHEFan Thu Oct 23, 2014 6:50 am

Has anyone found out how to view the images then? I found two image viewers that support the MNG format, but both of them can only display some of the larger images correctly.

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Post by SomeRandomHEFan Sun Nov 02, 2014 1:01 pm

In case someone's interested, here's a similar patch for Pajama Sam 4: https://pastebin.com/ZxTjhhb3

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