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Aspect Edit - The Sonic 2 SMS Editor Now at version 0.4

#1 User is offline Glitch 

Posted 15 February 2009 - 12:42 PM

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Ok, I'm not going to get a chance to work on this for a couple of weeks so I'm releasing a preview version here and a quickstart guide here. It requires Java SE 6 to run. Windows users should be able to double-click the jar file to run the app but if you have problems, drop to a command line and run "java -jar AspectEdit.jar".

Current Functionality:
- SMS Palette editing
- Direct editing of un/compressed tile art
- Mapping editing
- Level editing (with compression)

As usual CC is welcomed.

Additionally there's an updated copy of s2pack available here.
This post has been edited by Glitch: 21 March 2009 - 10:27 AM

#2 User is offline Glitch 

Posted 22 February 2009 - 08:27 AM

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I managed to cram in some more dev time. I've added the following features:

- Game Gear palette editing.
- Conversion between GG and SMS palettes (in the case of GG > SMS colours are reduced).
- Ability to read resources directly from a ROM.
- Load/save Sonic Chaos levels.
- Load/save Triple Trouble levels.
- Conversion between all 3 level formats.

Download

Screenshot of Aspect Edit loading Meta Junglira (TT) and Turquoise Hills (SC):
Posted Image

#3 User is offline Ollie 

Posted 22 February 2009 - 09:02 AM

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I had a quick look at this a few days ago and it's all looking very good! I have a feeling that this is going to be a editor for the 8-bit games, then? :P

#4 User is offline LordOfSquad 

Posted 22 February 2009 - 09:57 AM

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Why aren't there more replies to this? This is amazing! O__O

I'm gonna give this a try after work.

#5 User is offline MDave 

Posted 22 February 2009 - 10:48 AM

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Absolutely awesome. I am definitely going to tinker around with this. Love the 8 bit Sonic games :specialed:

#6 User is offline NintendoBrad 

Posted 22 February 2009 - 12:44 PM

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This looks really great and I'd love to give it a try, but it seems I'm having a bit of trouble having it open anything. I think it needs the seperate data of levels and such from the ROM, but I don't know how to extract it. Sorry to be a bother, but could someone tell me what I need to do?

#7 User is offline Glitch 

Posted 22 February 2009 - 12:59 PM

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The new version gives you the option to specify an offset when you open a file. You can use this to read data directly from a ROM (you will need to do this for SC and TT since the data hasn't been split out yet). Alternatively you can checkout the SVN copy of the Sonic 2 SMS disassembly which has the resources split out into individual files.

As an example here are the offsets for Meta Junglira Act 1:

(thanks to Doc Eggfan and Rolken for the research into this)

Foreground palette: 3B91C
Background palette: 3BAFC
Tileset: 4C000
Mappings: 6C000
Layout: 4A5AA


Once these are loaded set the "Tile Offset" to 192, level width to 128 and height to 32.
This post has been edited by Glitch: 22 February 2009 - 01:01 PM

#8 User is offline Diablohead 

Posted 22 February 2009 - 05:30 PM

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Damnit, about to crack on with important uni work and discover this thread XD

I will surely take a look later on.

#9 User is offline Espilonarge 

Posted 23 February 2009 - 06:53 AM

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If there's one thing I can suggest doing, it's making it so you don't have to go back and forth between folders when selecting certain disassembly files (eg = saves the location of where the Mapping files are located). Sought of started feeling like it was dragging on a bit constantly going back and forth.

#10 User is offline CRV 

Posted 25 February 2009 - 09:17 AM

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Does "Aspect" refer to the developer? Assuming this program is only dealing with graphics and not program code, the name might not be completely accurate.

As far as Sonic 2, Sonic Chaos, and Sonic Triple Trouble are concerned, it looks like Aspect only dealt with programming and sound (the Triple Trouble credits don't mention roles). The graphic staff on 2 and Chaos appear to be from Sega. It would probably be more accurate to say those games were co-developed by Sega and Aspect.

#11 User is offline Bareirito 

Posted 25 February 2009 - 11:10 AM

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Awesome! There will be more Sonic 8-bit hacks. I will try it soon, because I'm doing a hack.

#12 User is offline Glitch 

Posted 25 February 2009 - 11:46 AM

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View PostCRV, on Feb 25 2009, 02:17 PM, said:

Does "Aspect" refer to the developer? Assuming this program is only dealing with graphics and not program code, the name might not be completely accurate.


The program is designed to edit resources for Aspect's engine. We can argue semantics all day but the name was just a placeholder anyway. I'm open to suggestions for a renaming.

#13 User is offline Ultima 

Posted 25 February 2009 - 12:21 PM

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It'd be nice to have a file that has a list of offsets in given roms for each level, mapping etc. The only part of this you'd need to code is the parsing of that file; someone else can fill the file with all the offsets and such.

This would make it easier to get started for those who don't know the offsets of the levels or whatnot in the ROM, or don't want to get the SVN release :P

#14 User is offline JDAdams 

Posted 25 February 2009 - 02:57 PM

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Aspect stuff - do these all use similar engines?

Deep Duck Trouble
Ax Battler A Legend of Golden Axe
Legend of Illusion
Tails Adventure
Sonic the Hedgehog 2 (8-bit)
Sonic Chaos
Sonic Triple Trouble
Sonic Blast

#15 User is offline Glitch 

Posted 25 February 2009 - 04:41 PM

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View PostJDAdams, on Feb 25 2009, 07:57 PM, said:

do these all use similar engines?


I'd say that's a fairly safe bet.

Deep Duck Trouble seems to use the Sonic Chaos level compression scheme. The tileset compression is slightly different though. If you're interested the level headers start at $47B0 and follow the usual format:

AA BBBB CC DDDD ...

where
AA = Mappings Bank
BBBB = mappings address
CC = layout bank
DDDD = layout address

There are some tilesets at $60000. I'm derailing my own thread so let's leave it there :(

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