THE SonED2 thread 2009-05-26 quickfix
Posted 25 February 2011 - 04:38 PM
Posted 26 February 2011 - 01:36 AM
I'll be doing project files for Sonic 2 tomorrow.
Aaaaand they're done! Details
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.
Posted 27 February 2011 - 03:23 PM
Posted 27 February 2011 - 03:45 PM
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:
SS_StartLoc: incbin misc\sloc_ss.bin
SS_StartLoc: incbin startpos\ss1.bin
Then you can delete misc\sloc_ss.bin.
Posted 13 March 2011 - 12:52 PM
Edit: Nevermind, I was using the wrong rom
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!
Posted 16 March 2011 - 03:07 AM
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.
Posted 28 March 2011 - 05:20 PM
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.
Posted 28 March 2011 - 08:05 PM
I may do the same for Sonic 1 if this proves useful.
Number of downloads: 4
Posted 08 April 2011 - 09:12 PM
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: )
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.
Posted 13 April 2011 - 08:25 AM
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.