Codex
This article is part of a series on the Codex Memory Trainer.
Tutorials: - InvisibleTrack | Merging | Having More Than 100 Banners | Fixing Stacked Track
See Also: - Undoing Invisible Track | The Codex forum topic
The Codex Memory Editor is a trainer created by darkfire for Loopy Landscapes. It differs from other RCT trainers in that it is aimed solely for parkmaking and not for playing the game as it was originally intended. It is also more complicated than other trainers as most of it’s features are more general-purpose with more open-ended possibilities than the features of traditional trainers.
The main feature of the trainer is the Map Control, a GUI for manipulating objects in the game map. Each object is represented by a series of widgets for modifying each object.
The screenshot on the right shows a square with 2 intersecting Roto-Drop towers and a section of gray tarmac path on a grass tile.
Land tiles have different widgets to other objects and are always shown as the first object on a square even if there are underground objects. Hence each square in the map control can be distinguished by being started with a piece of land.
For regular objects (e.g. the gray tarmac path in the screen shot) the following widgets are present; (Starting with the leftmost)
The color can be changed by clicking on the colored circles to help the user identify which object it is. The object can be moved up and down with the arrows next the base height, the clearance height will be corrected automatically. Modifying the clearance height can allow other objects to be built through this object. The more options (+) button will display a properties dialog/menu that varies depending upon the type of object. Finally it is possible to select and unselect the object with the tick box, there are then options to modify all selected objects at the bottom of the map control.
The heights of objects are displayed as a number between 0 and 255, each height marker in LL is 4 of these units high. By default changing the height of an object with the map control is done in increments of 4, but you can change this to 1 for more precision by selecting +/-1 at the bottom of the map control.
Land tiles are displayed with the following widgets:
There a two different map controls available, one that shows every square that has been modified since the saved game was loaded (i.e. the section of the map you are currently working on) and another for modifying squares that have not been changed.
For the former start construction monitoring and open the map control (crane icon). Then every object built will appear in the map control window. For the later open the map overview (rightmost icon in the toolbar) and select the square(s) you wish to edit. These will then appear in the map control on the right.
The properties dialog/menu for each object in the map control varies depending upon the object to offer more modifications, but it always shows the raw record in hexadecimal as the last widget. Each object on the game map is 8 bytes long, this widget shows these eight bytes as 8 hexadecimal numbers in a 8×1 grid. See Doctor J’s documentation of the SV4 file structure for what the values mean.
There is also a more traditional Hex Editor, this can be found from the first menu on Codex toolbar or more usefully; middle clicking on a square in codex’s map overview will launch this hex editor starting from the address of that square.
Clicking End of Game Map from the locations will show the region of memory currently being displayed by the main map control.
Removing Height Restrictions doesn’t work in Windows XP and possibly Win2K and Vista too. (see the LL FAQ)
Having a large number of objects in the Map Control will make it load very slowly.
If you don’t restart construction monitoring after loading a new park, the construction monitor may display lots of objects and hence take a long time to load.
Post in the forum topic for help.
You might want to check the forum topic to see if there have been any updates recently.
You can download the installer here. Last updated 13 July 2006. You’ll need this if this is the first time your installing the editor.
If you don?t have the UK or US version of the game then you?ll also need this saved game. When prompted, load the park in LL and click next in the Wizard, after a while you should be told that it?s found the values it needs (i.e. where the saved game was in memory) and you can now use the trainer. You only have to do this once.
If you want to update the trainer without running the installer again, you can download the latest codex.exe here.
I used to play LL on Windows 98 as it was quicker and doesn’t have that annoying right clicking in windows thing XP has. So there are a few files you’ll need to get the editor to work on XP. These will be installed in the System directory by the setup program provided. But luckily you’ll only have to do this once, you can just download the codex.exe file and overwrite the original when updating.
(I don’t seem to be able to disable the setup program asking if you want a start menu folder for the editor. But if you do, you can create one)
Here I’ll explain the basics of the Map Control: how to change the positions of objects.
Stacking:
To the right of where it says Glass cube there are 2 boxes with numbers in them. The left one is the base height of the cube, the other is the clearance height. The base height is the height of the object above the bottom of the square (height 0), the clearance height is the that of the top of the object. Next to these heights are up and down arrows to change them. Changing the base height will automatically correct the clearance too, but not vice versa.
Now 2 glass cubes should be shown in the control
See how this increases the height of all objects on that square; be careful not to stack rides though!
This too adheres to the height markers/quarter option.
Cloning:
You can create transfer tracks with the Beast trainer. But not delete them, as you?ll get an Error Trapper if you try.
Now there is my editor and 4cars out, there?s no excuses for still doing it that way. :P This goes for boats on water too. Here?s how you do it with mine:
(Alternatively you can lower the entrance and exit)
See Codex / Merging
I (darkfire) wrote all the code, custom controls and documentation.
It couldn’t have been done without Doctor J(ames Hughes). Without his information about the SV4 file format there simply wouldn’t be an editor. The names of all the scenery items displayed in the map control and lists of track/car types etc in the in the ride window etc are also all from his technical information.
Special thanks go to the creators of the Beast and Dragons IOA trainers for inspiration.
The idea of generating the map overview was inspired by PEEP and the Save game modifier, so they deserve the credit there.
The icons used in the newer map control are lgpl icons from kde-look.org: Nuvola and Crystal Clear.
Codex
This article is part of a series on the Codex Memory Trainer.
Tutorials: - InvisibleTrack | Merging | Having More Than 100 Banners | Fixing Stacked Track
See Also: - Undoing Invisible Track | The Codex forum topic