I am strongly considering making my own sprite mappings editor, and I would like to know if anyone else would be interested in it. Are there any features that you would like to see? Also I am thinking file loading/saving would work like this: you can load and save files individually, and when you have files loaded, you will be able to add them to a project file which will list all the objects and have folder organization like SonLVL's level INI. Also I'm terrible at naming things so if you have a really cool name idea I might use it.
I am, SonMapEd can go to hell. Something simple as moving tiles around, direct drawing into them them, copying, etc. would already be enough. Proper image importing would be the icing though. Being able to undo stuff without making save states first would also come in handy. These were the most frustrating points of SME and I'd love to see them fixed.
I have interest in this; I can even help out a bit, as I have made some command-line batch mapping editing utilities to get around SonMapEd's limitations. I would like to see proper DPLC support (SonMapEd's suck): I can send sample mappings and DPLC files that are optimized to minimize DMA transfers which cause SonMapEd to choke but work perfectly fine on the game. SonMapEd's error is trying to tie each sprite piece to one DPLC entry, instead of building a private tile space for each frame. Support for plane mappings (enigma-compressed mappings that go through one of the plane map functions) would also be good to have, so PlanEd can be left behind. There are several mappings file that are perfectly ordinary but cause SonMapEd to choke -- their first frame of mappings is a zero offset, meaning it points to itself and results in an empty frame (zero sprite pieces). Also, support for the custom DPLC scheme of S2 special stage sprites. Finally, having at least all of the features of SonMapEd would be mandatory, of course :v:.
Something that would make it a lot easier to import sprites and edit mappings, for the more technically challenged? Hacking always seemed like a nice idea but importing custom sprites and tiles felt like a bit too much of a chore. So copy/paste feature from other programs (like Paint)?
LOstLibrary never gets any love. *hit* That said, it really isn't hard to make these in ASM, the guide is on the Wiki and all.
Would be interesting to see what it'd be like compared to SonMapEd, which I use a lot. Being able to load and edit title screen mappings (Sonic 2's for example) would be rather handy if possible, and (though it may be fixed, I'm unsure) last I checked with the recent S3K disassembly, it doesn't load the event/hidden palace fight Knuckles' pattern cues correctly, making editing them a problem. Again been a while since I checked so I could be mistaken.
If it works with SonLVL it'll work with this, otherwise feel free to send me some. I almost feel that plane mappings are significantly different enough to belong in a separate program. I am unaware of how that works. If that's the same format as the Giant Ring object (it probably is), SonLVL already supports it (this is one of the reasons I want to make an editor).
yes, yes, yes, and yes. What I have most trouble with SonMapEd is that you have to count the tiles to fit the sprite in, I'd like to have a simpler alternative to it because I'm sure it drives everybody crazy. Also as someone mentioned already, the possibility to modify Sonic 2's title screen.
Well, since you have a real good hand at making user friendly interfaces it would be cool to have a tool which is more drag'n'drop and less key combinations. I also came up with a name for it: "Tiles Prower".
MMMapEd :v: No, but seriously, SME really needs a better alternative. I can't stand it and something that works would be heavily appreciated.
What everyone else said, as far as features, and I would love to see animations as well. Also, once it is saved as an INI file, maybe give the ability to name mapping frames and animations. Just for the editor of course. That's about all I can think of for now.
I'm not sure about putting names in the INI file, but if you use ASM, you'll be able to see and edit the labels, rather than randomly generating labels.
+ 1 interest. SonMapED is lacking, the image import isn't perfect, the fact that you have to hand edit bigger sprites to minimize the amount of mappings is a pain. It would be great to see a program that does the job better.
How about the creation of blank tiles. I mean I can always import giant bitmaps and clear them, but still. OH! SCREEN POSITION. This is a big one that SonMapED lacks I think.
YES. Although I don't hack, I try to use a mappings editor for other purposes... and SonMapEd is not exactly lighting my world on fire... I am in full favor of something new and better. And I suck at naming, but how about SonSpr? or MemorySpr? M&M MapEd OR SPRMap... I apologize... there's a dirty joke in there somewhere.
+1 for SonSpr, sounds good to me also it would be possible for a rotating feature? you know, 45º, 180º and so on. I know SonMapEd can rotate 90º (or something like that', can't remember) but it's a hassle that you have to use another editor to make the rotations and fix them and bla bla bla. Not sure if that's possible or not, but just throwing out ideas.
I decided to check, and I can say -- even before you started writing your mappings editor, it is already better than SonMapEd :-) Sonic, Tails and Tails' tails share the same mappings in stock S2 special stage. The first $24 frames are almost normal DPLCs -- the difference being that the tile offset is pre-shifted 4 bits to the left compared to a normal DPLC. The last $15 frames are also pre-shifted like this, but they also have a small optimization -- they have only one DPLC entry, and so they don't include the word with the DPLC count for that frame. There is then the issue that the DPLC load art from different locations on RAM depending on the range of frames in question... and this isn't reflected on the DPLCs themselves, but is hard-coded in the art loading functions for Sonic, Tails and Tails' tails. Specifically, it goes like this: Frames 0 to 3: Sonic walking upright, DPLC starts at tile $000; frames 4 to $B: Sonic walking diagonally, DPLC starts at tile $058; frames $C to $F: Sonic walking sideways, DPLC starts at tile $124; frames $10 to $11: Sonic in ball form, DPLC starts at tile $171; frames $12 to $15: Tails walking upright, DPLC starts at tile $183; frames $16 to $1D: Tails walking diagonally, DPLC starts at tile $1C0; frames $1E to $21: Tails walking sideways, DPLC starts at tile $264; frames $22 to $23: Tails in ball form, DPLC starts at tile $29E; frames $24 to $2A: Tails' tails whan walking upright, DPLC starts at tile $2AE; frames $2B to $31: Tails' tails when walking diagonally, DPLC starts at tile $2E3; frames $32 and up: Tails' tails when walking sideways, DPLC starts at tile $31E. Midway through writing this, I thought that it would be best if, instead of implementing this into your mappings editor, I were to write a tutorial on how to convert the S2 special stage mappings/DPLC/art loading functions into their more standard versions and let this thing be forgotten...I decided to finish the post anyway just so this information is explicitly written out somewhere.
tl;dr, Something like Sonik Sprite except will full working features and a zoom tool would be very nice
being able to actually edit the sprites from the software would be a nice touch, you would only really need a "pencil" tool