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THE SonED2 thread

Discussion in 'Engineering & Reverse Engineering' started by Stealth, Sep 2, 2006.

  1. Overlord

    Overlord

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    Does it support an effective viewable area higher than the last version (ie more than 640x480 or 800x600, whichever it was)? One of my 2 biggest gripes with SonED2 was a huge waste of screen space when used because maximising was effectively non-existent (sure you could fullscreen it but then it was still 640x400/800x600, just with bigger pixels).
     
  2. Rika Chou

    Rika Chou

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    nope :(
     
  3. FraGag

    FraGag

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    Aaaaand they're done! <a href='index.php?act=findpost&pid=562880'>Details</a>

    One new feature in these project files is the ability to set the starting position of the player in SonED2. To be able to support that, I had to make some changes to the disassemblies to put the starting positions in separate files (1 per level). If you don't make these changes in your disassembly, you will still be using the original starting positions.
     
  4. theocas

    theocas

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    I'd just say this does NOT work in Wine. All I get is that "The Application SonEd.exe needs to close." Any workaround for this?
     
  5. Jimmy Hedgehog

    Jimmy Hedgehog

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    This is probably a silly question, but how would I go about configuring a project file so I can edit Sonic 1 special stages? Will the HiveBrain disassembly work fine?
     
  6. FraGag

    FraGag

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    Yes, it will work, but if you want to be able to edit the starting location, you'll have to do some work. You can grab the split starting locations from the svn disassembly (they are in startpos). If you have already modified the starting locations, then you should use an hex editor and split the file yourself (if you did that, you already know that each stage uses 4 bytes for its starting location). You can also use the new projects from the svn disassembly (in SonED2 Projects), but you'll have to edit them to specify the correct path for the palette (I.e. replace ..\palette\Special Stage.bin with ..\pallet\special.bin).

    In sonic1.asm, replace this:
    Code (ASM):
    1. SS_StartLoc:    incbin  misc\sloc_ss.bin
    2.         even
    with this:
    Code (ASM):
    1. SS_StartLoc:    incbin  startpos\ss1.bin
    2.         incbin  startpos\ss2.bin
    3.         incbin  startpos\ss3.bin
    4.         incbin  startpos\ss4.bin
    5.         incbin  startpos\ss5.bin
    6.         incbin  startpos\ss6.bin
    7.         even
    8.  
    Then you can delete misc\sloc_ss.bin.
     
  7. Tamkis

    Tamkis

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    With the newest release of SonED2 (The Feb 2011 version), do you think that we should make and pin an official ROMulan thread (and update the 1st post of this thread with details about the latest SonED2 version)?

    This is more of a ROMulan question than a SonED2 question, but, does Chaotix level editing really work? I made a simple edit to TTZ 1 (Morning) by just changing a chunk and adding a Bonus Stage ring, but after injecting the changes into the rom with ROMulan, all levels will freeze at a black screen. I am positive that I used a J/US version of Chaotix.


    Edit: Nevermind, I was using the wrong rom

    Moreover, why are almost all of the objects in the object editor "unknown"? Did Steatlh had the time to document each object? If I could get chaotix editing working, I myself would test each object in each zone until they work with proper mappings and action, and then document the results for everybody.


    Edit: Nevermind, working on updating the object list myself

    One more thing about ROMulan, why don't the other Chaotix inject files (inmain.txt, inopts.txt) don't recognize some batch commands, which were cleary documented and said to work? Those commands are "Maxsize" and "Define". Any help would be appreciated!
     
  8. Rika Chou

    Rika Chou

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    I was playing with this new version a bit and I found an annoying bug that causes SonED2 to crash, making you lose all the work you did since you last saved it.

    When editing blocks, hovering the mouse over a tile and pressing G to change the plane, if you have the mouse slightly outside the block box (like slightly above) and press G it will crash. I don't know if Stealth even comes here anymore, but this would personally make me want to stick with the older version of SonED2.
     
  9. jman2050

    jman2050

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    I don't know if it's clear or not but Stealth probably isn't going to read anything that's written in this topic. If there's something that needs to be asked of him or addressed in SonED2 he only really responds to stuff on his forum.

    EDIT - Oh yeah right I came in here for a reason. There's a new version up that fixes a bunch of stuff mentioned in this topic that qiuu brought up.

    http://stealth.hapisan.com/SonED/
     
  10. Ritz

    Ritz

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    Stealth has a forum?
     
  11. Alriightyman

    Alriightyman

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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    So, one thing that bugged me was how in SonEd a lot of the objects were described as "unknown" or something that wasn't very useful. So, I decided to "fix" that. Attached is the s2obj.lst (in zip format) for Sonic 2. It contains more detailed descriptions of the objects, mostly taken from the disassembly. Hope this is some what useful.
    I may do the same for Sonic 1 if this proves useful.
     

    Attached Files:

  12. SMTP

    SMTP

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  13. K, so, me being someone who likes everything perfect, I decided to plop in some custom art for some of my art in my Sonic hacks, unfortunately, SonED 2 does not read these things like some level editors do. This isn't a feature request—but an idea, maybe some optional cache of some sort that has all of the art in there that can be made at intervals when the user chooses to, don't know much about programming applications, so I don't know what would be more efficient, reading from one big file, or lots of smaller ones.

    Anywhoo, I'm absolutely loving this latest update to the application, I did notice there's a small delay in reaction times when switching to and from the window, but for that small tradeoff, this absolutely blew me away! A sincere thanks Stealth for listening to application users, and making it more user friendly! :)

    (Seriously though guys, next time I vanish from the scene and a big update like this comes, tell me! D: )



    Edit:

    I do realize that it reads art from the .pcx file, but some it doesn't read some entries correctly, particularly HTZ's breakable ground, reads one of the colours from the wrong palette line. (As of the 1.03 version, don't know if that was fixed or not, haven't been able to read all of the new manual yet, so not hopping into the new addition yet :P)

    Edit 2: Someone told me Stealth doesn't read this thread, but derp.
     
  14. Cinossu

    Cinossu

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    It's simple enough to guarantee art gets imported from a pcx.

    Step 1: Make sure your artwork is using the correct palette entries. Lay it out like the actual MD palette lines.
    Step 2: For duplicate palette entries, make the later ones slightly different. Push a value up or down by 1 when it shouldn't be (as long as it doesn't duplicate another, obviously). Do the same with the actual palette file used by SonED2.
    Step 3: Import.
    Step 4: Fix those palette entries you altered.

    That's it. Not hard at all.
     
  15. Andlabs

    Andlabs

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    Writing my own MD/Genesis sound driver :D
    Random question: is it possible to have word-sized object indices going up by 4? Otherwise proper Chaotix support isn't going to happen, and I don't know how to approach him about it...
     
  16. jman2050

    jman2050

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    He only responds to inquiries on his own forum. Ask about it there and he'll respond.
     
  17. Tamkis

    Tamkis

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    Speaking about art, I've been trying too to get custom art working for SonED2, but for Chaotix objects. (For more info, read this thread). Until Stealth fixes the object datatype (as a word, not a byte), I won't be working on IDing objects and adding art. According to the documentation for the two newest versions of SonED2, .tga files work too for any type of art. TGA format is much more modern and more supported in computing than the depreciated .pcx filetype.

    For those whom are wondering, the spritesheets for objects (or any other type of art?) must be formated in 8bit .pcx OR 8bit RLE-compressed .tga, according to an error I once got from SonED2. Moreover, the background color must be R:255 G:192 B:255 (a pink).

    The closest I can get with modern software for my spritesheets is 16bit .tga, which causes color issues with my objects. I am using Pixillion Image Converter. Anyone know of any modern software that can convert an image into 8-bit RLE .tga, preferably .bmp s? Photoshop, Paintshop, and GIMP don't seem to convert my images into this subtype of .tga ...
     
  18. jman2050

    jman2050

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    I'm not having any problems with Chaotix object editing...

    Maybe Stealth justs multiplies/divides the object index by 4 when saving/loading? That seems like the logical way to go.

    Graphics Gale? Irfanview?
     
  19. Spektacular

    Spektacular

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    QUESTION TIME :D
    So, whenever I do anything in SonED2 to the Sonic 1 disassembly's .sep files, and build the rom, everything will be gone.
    Like. I open SonED2 and select the GHZ1 .sep file. Then, if I change ANYTHING, even moving an object one pixel, save the .sep, run build.bat, and load and begin the game,
    Sonic will just fall to his death. No level art, backgrounds or anything. Just a blue screen with the HUD and Sonic. Who falls to his death.
    What am I doing wrong here?
     
  20. There may be some writing issues, where do you have your SonED 2?