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.
New sprite mappings editor? or not
#16
Posted 19 January 2012 - 06:33 AM
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.
#17
Posted 19 January 2012 - 08:29 AM
MainMemory, on 17 January 2012 - 01:08 AM, said:
I decided to check, and I can say -- even before you started writing your mappings editor, it is already better than SonMapEd :-)
MainMemory, on 17 January 2012 - 01:08 AM, said:
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.
#18
Posted 19 January 2012 - 05:51 PM
#19
Posted 19 January 2012 - 06:15 PM
#20
Posted 19 January 2012 - 06:49 PM
FeliciaVal, on 19 January 2012 - 06:33 AM, said:
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.
You'd have to clean up the sprites either way.
#21
Posted 20 January 2012 - 05:24 AM
Aquaslash, on 19 January 2012 - 06:49 PM, said:
FeliciaVal, on 19 January 2012 - 06:33 AM, said:
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.
You'd have to clean up the sprites either way.
I was just throwing ideas as I said :/
#22
Posted 20 January 2012 - 05:56 AM
Aquaslash, on 19 January 2012 - 06:49 PM, said:
FeliciaVal, on 19 January 2012 - 06:33 AM, said:
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.
You'd have to clean up the sprites either way.
Donnyku, on 19 January 2012 - 06:15 PM, said:
This would make things nicer. Wouldn't have to resort to rotating it with another program, editing it, then reimporting it. You just rotate, clean it up, and get rid of any useless tiles in the same program.
#23
Posted 20 January 2012 - 03:39 PM
I remember they looked way better than rotating them by hand.
#24
Posted 20 January 2012 - 04:17 PM
#25
Posted 20 January 2012 - 04:48 PM
#26
Posted 20 January 2012 - 04:54 PM
ICEknight, on 20 January 2012 - 03:39 PM, said:
I remember they looked way better than rotating them by hand.
They still required some slight tweaking, but not as much if you rotate it through any other program like Graphics Gale or Photoshop.
Sample images from the original thread.

#27
Posted 20 January 2012 - 05:07 PM
I am not going to try to shove plane mappings into a sprite mappings editor. However, a separate plane mappings editor is a possibility.
As much as I like the SoR games, I'm not trying to make a general MD sprite mappings editor here. Also I don't know anything about the formats they use, and if anything is compressed somebody will have to make a .NET library for me to use (like KENSSharp).
#28
Posted 20 January 2012 - 09:59 PM
#29
Posted 26 February 2012 - 08:12 AM
#30
Posted 26 February 2012 - 09:52 PM
