I only caught some of the stream, but these are the ones I heard Stealth mention: Mirage Saloon 1: Uber Caterkiller Hydrocity 1: Dive Eggman Oil Ocean 1: Meter Droid Metallic Madness 2: Gashapondora (or GashaPandora?) Titanic Monarch 1: Crimson Eye Titanic Monarch 2: Phantom Egg (with Phantom Shinobi, Phantom Gunner, Phantom Rider and Phantom Magician) Egg Reverie: Phantom King
I think I knew the problem: Heres your color Index: https://imgur.com/a/izTnE And here's Mania's: https://imgur.com/a/XePFr See how Mania's colors are arranged. It's that way so that it can be read by the game itself in case sonic got into water or become super. This applies to all sprites sheets and tile sets; especially when the games find the color within the pallet location and displays it on screen. So my suggestion is to change the color within the pallet itself; it save you the time of recoloring the whole damn thing and it assure that it won't look like a garbled mess you just got. Sadly, the only software that I'm aware that have this short of pallet manipulation is Graphic Gale; but, it's cheap enough to do the trick.
Currently attempting to figure out the Blue Sphere format: [media]https://i.gyazo.com/449909ccff32159a76ad2fc32fe7f28a.mp4[/media] And having lots of fun doing it! EDIT: Have a Youtube video as well, why not? [media]https://youtu.be/bBOwKq7m2rI[/media]
I individually replaced each color in the colormap in gimp and Sonic still has his default palette ingame. Maybe the game is just assigning that .gif a palette from somewhere else, I dunno. https://imgur.com/a/Sg0Nc Are you using cheat engine or did you edit the actual .exe with a hex editor?
The palettes shown in-game are most likely stored elsewhere, so that it can modify them as needed and make stuff like Super Sonic work with those same graphics.
Actually, I was poking around the .exe and I figured out that you can enable this in the settings.ini file. Just add "dataFile=" under "[Game]." I tried setting it to unique folders, but it will just load from the decompressed Data folder no matter what you set it equal to. It will, however, load from uniquely named compressed data folders if you use "dataFile=name_of_file.rsdk". I suppose that could be one way of managing multiple sets of assets. I also found a full set of Saturn controller UI icons while poking around. Looking forward to that Saturn port down the line. :v:
We should probably have some of the pre-existing articles for the bosses and minibosses renamed to these names on the wiki.
I've made some progress on loop point replacement for music. Each stage has a scene file that references the song(s) it'll use. Here's GHZ as an example. Act 1 uses Data/Stages/GHZ/Scene1.bin. Look for GreenHill1.ogg as a UTF-16 LE string, and the loop start value is shortly after. Make sure to replace this with the loop start of whatever song you're inserting, and make sure your replaced song is sampled at 44.1 kHz. I use vgmstream to dump my looped songs with 1 loop, 0 seconds fade and delay, and then convert them oggenc2. Sonic Mania will play the entire OGG file, and then jump back to the hardcoded loop start value. You could change the stage scene file to reference GreenHillA.ogg instead, if you wanna add a brand new OGG. I streamed some examples for GHZ and CPZ the other night. https://www.youtube.com/watch?v=4BCErxvX3Dk&t=3m17s I dumped all of the loop starts from Data/Stages/Menu/Scene1.bin. BlueSpheresSPD was tested manually since I didn't find a reference for it in the game data. Code (Text): BlueSpheres 407077 BlueSpheresSPD 5309957 <- Thanks Neo! BossEggman1 282240 BossEggman2 264600 BossFinal 302400 BossHBH 70560 BossMini 276105 BossPuyo 846720 ChemicalPlant1 680400 ChemicalPlant2 680400 Competition 94500 EggReverie 176400 EggReveriePinch 226800 FlyingBattery1 158760 FlyingBattery2 70560 GreenHill1 776160 GreenHill2 775552 HBHMischief 381405 Hydrocity1 1 Hydrocity2 329797 Invincible 139623 LavaReef1 497329 LavaReef2 769745 MainMenu 202752 MetallicMadness1 470400 MetallicMadness2 296056 MetalSonic 151200 MirageSaloon1 48510 MirageSaloon1K 1007820 MirageSaloon2 179390 OilOcean1 358389 OilOcean2 176400 PulpSolstice1 318316 PulpSolstice2 226625 Results 88991 SaveSelect 131290 Sneakers 120960 StardustSpeedway1 432894 StardustSpeedway2 1 Studiopolis1 1146600 Studiopolis2 311142 Super 165375 TitanicMonarch1 184069 TitanicMonarch2 384873 UFOSpecial 288655
Awesome, thank you for sniffing this out. Was looking into it, but the long weekend's got me traveling all over the place. This'll make creating an logg set very simple now .
I was hoping you would say that! Let's do it. -------------------------------- If you have ever wanted to know what it would look like if you started on a red sphere, now is your time: https://i.gyazo.com/3895ba68ebdf013d74dc901d71cd61bb.mp4
The loop point for BlueSpheresSPD.ogg is 5309957. Also dammit, that's why I couldn't find any of the level music loop points. They're all encrypted! EDIT: The loop point for RubyPresence.ogg ( ) is 198457.
That's not encrypted, they just aren't stored as part of the track file. The bytecode has a SetMusicTrack command where one of the arguments is the loop point. The previous games worked the same way.
Damn, I was off by 50 samples! I manually looped some stuff when I was searching for the data in the files, and that's how I found things in the Stage folder. I left RubyPresence off my list since I made a music only LOGG set posted elsewhere. Not sure about the rules here about sharing files, so I'll refrain from it. Just make sure to set the LOOPSTART comment to whatever those loop start samples are and you'll be good. The fun thing would be if someone forced the game to read LOOPSTART, and potentially LOOPLENGTH comments rather than the hardcoded loop start samples in each stage file.
so glad I can post again. I made a breakthrough and couldn't update anyone. Finally got the Insta-Shield and Dropdash working at the same time. http://www.youtube.com/watch?v=5DoJfexmJ_c
Awesome! If you get around to making a version with the Super Peel-out animation, that'd be even better.
okay so when are we gonna see the hack/mod that lets you keep a spindash in air when you start it on a falling platform. :v: