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#4186 User is offline MainMemory 

Posted 29 May 2012 - 10:47 AM

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View PostCaptainBritish, on 29 May 2012 - 02:17 AM, said:

View PostRavenfreak, on 29 May 2012 - 01:55 AM, said:

SonMapEd is what you'll need to edit sprites. There's a nice tutorial written by one of our Mods on the wiki as well as where to start with the program. :) Here's the wiki page for the program and there's a link on the page that leads to said tutorial.
http://info.sonicretro.org/Sonmaped


Awesome, thanks for that. But are the files that were spat out by SonEd2's Split.txt batch process what I need for this? Or is there a different process I need to go through? I can't seem to find the "artunc" folder referenced by the tutorial.

SonED2's splitter only splits the data needed to edit levels. If you want to be able to edit everything you'll need to download one of the Disassemblies.
This post has been edited by MainMemory: 29 May 2012 - 10:48 AM

#4187 User is offline CaptainBritish 

Posted 29 May 2012 - 08:25 PM

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View PostMainMemory, on 29 May 2012 - 10:47 AM, said:

View PostCaptainBritish, on 29 May 2012 - 02:17 AM, said:

View PostRavenfreak, on 29 May 2012 - 01:55 AM, said:

SonMapEd is what you'll need to edit sprites. There's a nice tutorial written by one of our Mods on the wiki as well as where to start with the program. :) Here's the wiki page for the program and there's a link on the page that leads to said tutorial.
http://info.sonicretro.org/Sonmaped


Awesome, thanks for that. But are the files that were spat out by SonEd2's Split.txt batch process what I need for this? Or is there a different process I need to go through? I can't seem to find the "artunc" folder referenced by the tutorial.

SonED2's splitter only splits the data needed to edit levels. If you want to be able to edit everything you'll need to download one of the Disassemblies.


*Flails* So I've been doing this wrong the whole time and I should have been using the S2 Project inside the dissassembly? Gah! But thank you, I understand now. Shouldn't be that hard to just port over my work to the other project.

#4188 User is offline CaptainBritish 

Posted 01 June 2012 - 07:51 AM

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Ookay, a few more scrubby questions or... Rather, requests for guides that I haven't been able to locate myself.

How would I go about adding my own splash screen in Sonic 2? I've seen a fair few hacks with their own splash screen and I'd kind of like to add one, I assume that I'll have to get down and dirty with the ASM files for this but I'm not sure where to start really. I'd also like to find a guide as to how to replace the music; though the few things my Google search turned up said it's rather difficult, especially for a newcomer, however I failed to find any sort of guide to doing so.

I've also got a bit of a problem that occurs when I use two bridge objects in that they just start flashing/vanishing. Could anyone think of a way to fix this or am I just going to have to use less bridges?

Finally, and I'm pretty sure I already know the answer to this but it's worth asking anyway, is there any way for me to up the resolution of SonEd2? Even if it's just a simple upscale without revealing any more screenspace? My monitor is pretty high resolution and I have to use the Windows Magnifier even to work in SonEd :c It's getting kind of frustrating having to constantly be zoomed in and not really able to use my second monitor without zooming out.
This post has been edited by CaptainBritish: 01 June 2012 - 09:09 AM

#4189 User is offline MainMemory 

Posted 01 June 2012 - 09:09 AM

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If you want a level editor with a resizable window and built-in magnifier, you'll have to use SonLVL, because SonED2 won't ever have them.

And for the bridges, every log in the bridge is a separate sprite, so you end up with too many sprites and it can only display so many at once.
This post has been edited by MainMemory: 01 June 2012 - 09:11 AM

#4190 User is offline CaptainBritish 

Posted 01 June 2012 - 09:18 AM

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View PostMainMemory, on 01 June 2012 - 09:09 AM, said:

If you want a level editor with a resizable window and built-in magnifier, you'll have to use SonLVL, because SonED2 won't ever have them.

And for the bridges, every log in the bridge is a separate sprite, so you end up with too many sprites and it can only display so many at once.


Hrm, going to have to think of another way to do that bridge then. I guess I'll just make it static, maybe. And thanks, I'll give SonLVL a look c:

#4191 User is offline Uberham 

Posted 04 June 2012 - 09:12 AM

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Any idea what's causing this to appear in AR1?
Posted ImagePosted Image
I'm using SONLVL and it's not there in-editor.....

EDIT: it's part of the foreground, not background, and only seems to appear in that spot.....

AGAIN: never mind, some tiles started pointing to the wrong place, which is odd because I've not edited that chunk.....
This post has been edited by Uberham: 04 June 2012 - 09:17 AM

#4192 User is offline E-122-Psi 

Posted 05 June 2012 - 12:31 PM

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I was wondering, how do you guys go about editing the walking sprite animation's frame length (eg. Sonic 1 to eight frames or Sonic 2/3 to six) since there doesn't seem to be data for the angle animations?

#4193 User is offline Selbi 

Posted 07 June 2012 - 02:21 PM

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Very quick question: What's the opposite command of bhi?

#4194 User is offline ValleyBell 

Posted 07 June 2012 - 02:50 PM

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68000 ASM Reference said:

HI - High (U)
LS - Low or same (U)

So it's bls.

#4195 User is offline Selbi 

Posted 07 June 2012 - 03:14 PM

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View PostValleyBell, on 07 June 2012 - 02:50 PM, said:

68000 ASM Reference said:

HI - High (U)
LS - Low or same (U)

So it's bls.

On IRC I was told blo. I'm guessing that's like bls without the same attribute?

#4196 User is offline ValleyBell 

Posted 07 June 2012 - 03:26 PM

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Yes, it is.
bhi is >, blo is <, bls is <=
So bls is the "actual" opposite of bhi and blo is the opposite of bhs.

#4197 User is offline E-122-Psi 

Posted 10 June 2012 - 12:43 PM

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I'm toying with an attempt to make other Sonic 2 levels 2 player compatable:

Is it possible to add code to make the Hill Top lava earthquakes activate with 2 player as well as 1 player? Or better yet would it be ethical to delete these completely in favor of ceiling-less routes with normal lava pools.

Also I noticed some levels like HTZ2 don't load objects as you progress in 2 player mode, though if you backtrack the levels many suddenly appear just fine. Is this something to do with the object limitations in split screen or some other random bug?

#4198 User is offline CaptainBritish 

Posted 13 June 2012 - 03:54 PM

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I want to add the Yadorin (the pink spiky motobug fellow) from Spring Yard Zone as an enemy in the EHZ modification of my Sonic 2 hack, but I honestly have no idea where to start. Not the slightest clue. Could someone please either point me to a guide for creating/modifiying enemies or point me to the right places to look for me to figure it out on my own?
This post has been edited by CaptainBritish: 13 June 2012 - 03:54 PM

#4199 User is offline Uberham 

Posted 13 June 2012 - 10:03 PM

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Any Idea why this has happened? The layout sans rings/enemies was fine, added Rings/enemies, this happens, any ideas?
Posted Image

Turns out Rings were the cause, Any idea on what specifically caused it?
This post has been edited by Uberham: 13 June 2012 - 10:12 PM

#4200 User is offline Thorn 

Posted 13 June 2012 - 10:21 PM

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^ How many rings did you add? In Sonic 2, there's only enough room in memory for 256 rings before you start overwriting the memory following it. You can also follow a guide on the Wiki to port Sonic 3 & Knuckles' ring management system, which will give you more room for things.
This post has been edited by Thorn: 15 June 2012 - 12:06 PM

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