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Sonic Battle Hacking Sonic Battle Hack Suite

#1 User is offline Phase 

Posted 06 August 2015 - 03:44 PM

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Sonic Battle Hack Suite is a tool I've been creating that will soon allow you to edit every aspect of Sonic Battle: characters, sprites, text, etc.

SBHS is written in Java using JFrame as a GUI, but I may change it later to some other GUI framework. Maybe even LWJGL for a cool sprite editor.

This only works with the American Release of SB, no Japanese or European versions over here.


SBHS Overview
Spoiler


Making a new character
Spoiler


Examples:
Spoiler


You can download the latest release and learn how to use it on GitHub.
This post has been edited by Phase: 27 December 2015 - 07:46 PM

#2 User is offline RenyNoise 

Posted 06 August 2015 - 03:50 PM

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Is any type of rebalancing for the game possible?

#3 User is offline Felik 

Posted 06 August 2015 - 04:08 PM

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View PostRenyNoise, on 06 August 2015 - 03:50 PM, said:

Is any type of rebalancing for the game possible?

What kind of rebalancing would you want?
Aside from Rouge being super annoying to play against thanks to he special ability and Emerl being OP when maximized I never had a problem with game balance.

#4 User is offline RenyNoise 

Posted 06 August 2015 - 04:11 PM

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Merely wondering if it's possible.

#5 User is offline Phase 

Posted 06 August 2015 - 04:14 PM

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View PostFelik, on 06 August 2015 - 04:08 PM, said:

View PostRenyNoise, on 06 August 2015 - 03:50 PM, said:

Is any type of rebalancing for the game possible?

What kind of rebalancing would you want?
Aside from Rouge being super annoying to play against thanks to he special ability and Emerl being OP when maximized I never had a problem with game balance.


A lot of the story missions are incredibly difficult, including Knuckles' story which has you go 1v3 against the hardest enemy in the game. I should be able to edit what characters are in certain battles, essentially allowing you to rewrite story missions.

View PostRenyNoise, on 06 August 2015 - 04:11 PM, said:

Merely wondering if it's possible.

Anything's possible as long as you edit the correct stuff. :)
This post has been edited by Phase: 06 August 2015 - 04:15 PM

#6 User is offline Irixion 

Posted 07 August 2015 - 04:27 PM

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Knuckles' story to me was never difficult. Every character played uniquely, and Knuckles deals a lot of damage for his sluggish ass. I did enjoy the game. Beat Amy's and Cream's asses up. Brought me satisfaction as a young lad.

#7 User is offline MainMemory 

Posted 07 August 2015 - 07:41 PM

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It's about time someone started looking into Sonic Battle, I hope you have better luck than I did figuring out the sprites.

#8 User is offline Phase 

Posted 07 August 2015 - 11:50 PM

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View PostMainMemory, on 07 August 2015 - 07:41 PM, said:

It's about time someone started looking into Sonic Battle, I hope you have better luck than I did figuring out the sprites.

I don't know if I want to include LZ77 sprites, as you can just use unLZ-gba, but the uncompressed sprites are a pain. I've been trying, and failing, to find a nice way to display it in Java, though JFrame doesn't have the capabilities for directly editing an image.

I've also been working on text editing, which is annoying to unload from the ROM and convert to the normal text. I've got the editor done, but the text itself is not getting unloaded and saved properly.

#9 User is offline Pexs 

Posted 08 August 2015 - 02:47 AM

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If you're looking for visuals in Java, you're really probably gonna have a bad time. Java's graphical capabilities aren't usually the first thing you think of when you think about the language. If you've got the time, (or you're not too far into your project) I'd say you should at least take the time to consider either C# or Processing. C# is literally the same syntax as Java with a few minor niggles, it's entirely easy to mistake one for the other even as you program it. Processing is verbatim just Java, but fine-tuned for graphics and visuals. Both languages probably have a better shot a visuals than Java does.

I think. In the least check 'em out, you might find out something cool. Looking forward to what you do here. Good luck.

#10 User is offline Phase 

Posted 08 August 2015 - 02:20 PM

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View PostPexs, on 08 August 2015 - 02:47 AM, said:

If you're looking for visuals in Java, you're really probably gonna have a bad time. Java's graphical capabilities aren't usually the first thing you think of when you think about the language. If you've got the time, (or you're not too far into your project) I'd say you should at least take the time to consider either C# or Processing. C# is literally the same syntax as Java with a few minor niggles, it's entirely easy to mistake one for the other even as you program it. Processing is verbatim just Java, but fine-tuned for graphics and visuals. Both languages probably have a better shot a visuals than Java does.

I think. In the least check 'em out, you might find out something cool. Looking forward to what you do here. Good luck.


I was originally going to write this in C#, but my current craptop can't handle Visual Studio, as it runs on Windows XP. I've never used Processing before, but I've seen what it can do.

#11 User is offline Phase 

Posted 20 December 2015 - 05:43 PM

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Posted Image
I've been working on the Sprite Editor recently and was able to come up with this. Currently, you can only edit the ground shadow and Sonic's Idle animation, only because I don't know the offsets for everything else. I'm not an artist so this is the best I could come up with. I'll try changing it to a different character, but the editor currently doesn't account for changes that you've made to the sprite (it does, but it doesn't display them).

Edit:
Posted Image

Now you can upload a 16x1 image with your palette instead of selecting each color manually. Now I'm off to find the rest of the offsets.
This post has been edited by Phase: 27 December 2015 - 06:05 PM

#12 User is offline LoneDevil 

Posted 23 December 2015 - 04:57 PM

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Soo far soo good, keep up the great work.

#13 User is offline Krigo 

Posted 27 December 2015 - 05:47 AM

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I'm loving the work so far! Sonic Battle has never really had a lot of hacking interest , so it's great to see this tool!

The sprite editor has me pretty hyped, I'm not going to lie.

#14 User is offline Phase 

Posted 27 December 2015 - 07:46 PM

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Version 1.1 has been released

Posted Image


  • This release contains a sprite editor than can upload/save PNG files and write them to the ROM.
    Only the ground shadow and Sonic can be edited as of now.
  • Palettes can be uploaded/saved for easier editability. Simply put your palette on a 16x1 PNG and upload.
  • The text editor is included, but does not work 100% yet.
  • The UI has been switched to your OS's, and an icon has replaced the stale Java one.


Download it on GitHub


#15 User is offline MainMemory 

Posted 04 January 2016 - 11:38 AM

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I have to say, while I appreciate the work you've put in, I feel like it could be done better.
Correct me if I'm wrong, but it seems like you're just having the program just use specific groups of tiles to make sprites, rather than using whatever type of sprite mapping data exists that would say exactly how each sprite should be constructed. Then again, I myself was unsuccessful in locating that data, and my attempt with the Advance series isn't quite there yet.
Secondly, what is that palette interface? You really should consider something like SonLVL's palette editor:
Posted Image
It shows you the actual colors currently in the palette, to the left you can edit the raw values for each channel, and if you right click you can use the Windows color picker dialog or import from an image or file.

Also, Java sucks

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