well i checked hidden palace. and theres no extra objects in the object folder and nothing thats in the stage config that doesn't match whats in the sprite folder. not sure what the "You've already found the arena" means. if it was me specifically? though everything else he talked about was stuff i did find. so its hard to imagine him referencing someone else. plus I've never gone into the hidden reef beta. so if he was referencing stuff I've found that wouldn't be on the list. i did send a tweet, well I've been sending tweets in hope that maybe I can get another clue. https://twitter.com/Codenamegamma/status/913157812657598464 maybe it will turn something up as I'm at a loss here.
He responded to your tweet. So as he hinted, I checked the scene file of PSZ1.bin, there is an extra layer that is called "Print Source". It is an empty 512x512 tiles layer. EDIT: I inspected the code of this object. It copies tiles from that layer! So if you edit this layer, I guess that it will paint whatever there is in that layer. Some more information: Three of the attributes for SP500 are srcC srcM and srcY. Those are 3 positions in the Print Source. It is where to copy tiles from the Print Source layer. It choose between C M and Y depending on the current Ink or something like that. So each Ink can paint another picture.
With Eyekey's help we were able to get it working fully. so here is a small demo video i made so if you like you can get an idea of whats going on. http://www.youtube.com/watch?v=vWHCzo60XnM
So I've been working on that music mod, and I'm not sure how, but I managed to get it working. All that needs to be done to finish it up is figure out which SMPS music to match with each of Mania's songs. I've set up a form so you can help me do just that.
Hah that's awesome! Don't want to be that guy... But it'd be super cool if certain skilled people took up the mantel and got a custom SMPS Mania soundtrack going . That said, it's hard to find equivalents with what we've got now. Definitely starting a write-in campaign for Volcano Valley for Mirage Saloons 1K and 2. I remember replacing the music in Tax's original rendition of "Dust Hill" waaaaaaay back when with Volcano Valley and it fit almost too perfectly. Also, I suggested a crackers song somewhere in there (I know it's not on the main list). Is crackers also available? Trying to remember if that's SMPS or not.
It is SMPS, but I don't technically have support for it. The DLL is hardcoded to only emulate S1/S2, S3, S&K, and S3D. In order to add Crackers, I'd either have to get Valley Bell to add another engine or change the songs to use one of the existing drumsets (I did this before in KEH with the S1/S2 set). An entirely custom soundtrack could be possible, but it would probably require a completely custom drum set.
Too bad that my ancient Cube to Smps converter gives terrible results, otherwise I'd give you some songs from Mean Bean Machine for the Puyo Puyo boss. + - We need a cubeplay dll.
Well Lil-G did a decent enough job with the "Configuration" music for KEH, so I'm sure someone would be able to, if I add custom music support.
Well, if I drop the mass-converted Cube songs here, notes and instruments would all be there, someone talented enough would only need to reimplement the volume changes (for which I can provide textual informations) and the pitch bends (which, unfortunately, would be next to impossible to replicate). I really wish ValleyBell could look into Cube since he's magic, but that's for another topic. If I'm needed you know where to look.
Just curious. When I saw the intro themes listed, my first thought was admittedly "Sonic CD intro themes" despite the SMPS intention.
Is there a way to edit Super palettes? I've been able to edit Knuckles and Sonic's colors just fine, but it seems like there's a duplicate of their original palettes that is used when they begin their transformation. I would also like to change Tails' and Knuckles' "fade" palette from their standard color to an almost white, light version of their Super color, like Sonic has. I'm hoping the fade palette of Tails and Knuckles use a 3rd copy of their normal palette, and not the 2nd one used by the brief transformation sprites. As for finishing recoloring Sonic, there's a another duplicate of Sonic's palette I can manipulate with the palette editor, which is used by his life icon, his goal post portrait, and his Blue Spheres sprite, but it's also used by numerous other things in the game such as Flicky, the spiked blue obstacles, blue spheres, and the checkpoint ball, so I don't want to edit that one directly. Would it be possible to attach a custom palette to a specific sprite to bypass this issue? I would also like to recolor the title screen and menu art.
Yep, it's definitely possible, but it'll have to be done through hex editing for now. Data/Objects/36D61A3DE508B500AE0ECF8D33F32943.bin has the palettes. All are stored in 4-bit RGB format, and are assuming you're using the most recent files (v1.03, remove 0x05 if you're using an older version's). Code (Text): 0x3C2 = Sonic 0x413 = Tails 0x464 = Knuckles 0x4B5 = Sonic (Hydrocity, Underwater) 0x506 = Tails (Hydrocity, Underwater) 0x557 = Knuckles (Hydrocity, Underwater) 0x5A8 = Sonic (Chemical Plant, Underwater) 0x5F9 = Tails (Chemical Plant, Underwater) 0x64A = Knuckles (Chemical Plant, Underwater) * (Green Hill's underwater palette as such doesn't exist) First six palette shades are for their default palette (needs to match their actual palette or else there'll be an inconsistency), second six are for Super Sonic only (and are ignored for Tails/Knuckles!), and the third is for the Super pulse. And if you wanted the other elements to not share the same shade of blue as Sonic, just make sure you recolour those to use the other set of blue shades instead, you can edit the sheets' palettes temporarily if you need to double-check.
What determines how a gif loads correctly in Mania? I have been doing HUD edits to make the in-game UI more like Sonic 3 and Sonic CD in two separate mods, but suddenly my CD-style mod's got its special stage results entirely garbled like the gif or formatting killed itself. I've been editing with GIMP 2 so far and had none of these problems arise until now.
So I wrote a quick script to get a list of all the unused objects: Spoiler Acetone AnimalHBH BadnikHelpers Ball Batbot Bomb Bubbler Caterkiller ColorHelpers CompetitionSession CutsceneRules DrawHelpers E3MenuSetup EggJanken EggJankenPart Fireball Ink InkWipe LogHelpers MathHelpers MonkeyDude Newspaper Orbinaut ParticleHelpers Pendulum PlayerHelpers Redz SpearBlock Stegway TargetBumper WallCrawl Wisp And here is a list of objects that are mentioned in some stages, but don't have any entity, and don't have any code that do static things (only per-instance things): (most of this list is false-positives) Spoiler Announcer BSS_Collected BSS_HUD BSS_Horizon BSS_Message BSS_Player BSS_Setup BurningLog ChemBubble Competition DAControl Debris DebugMode DemoMenu ERZGunner ERZKing ERZMystic ERZRider ERZShinobi Explosion FXExpandRing FXSpinRay GHZCutsceneK GameOver GameProgress HCZSpikeBall Hatterkiller HiLoSign Hotaru InvincibleStars JunctionWheel KingAttack LRZ1Outro LRZ3Cutscene LocoSmoke LogoSetup MSOrb MenuParam OOZFlames PKingAttack PSZ2Outro PhantomHand PhantomShield PlayerProbe PopcornKernel Projectile PuyoAttack Reagent SP500 SP500MkII SSZ3Cutscene ScoreBonus SeltzerWater Shield SilverSonic SparkRail SpeedGate SpiralPlatform Stalactite SuperSparkle Sweep SwitchDoor TMZ1Outro TMZ2Outro ThanksSetup ThoughtBubble TitleSetup UFO_HUD UFO_Message UIDialog UIWaitSpinner And here is a list of those who doesn't have any entity, have code for static instances, but also have code for entities: Spoiler APICallback CheckerBall CutsceneSeq DrillerdroidO GreenScreen LevelSelect LoveTester MSZSetup MenuSetup PauseMenu PuyoBean SPZ2Setup TMZ1Setup UFO_Setup UberCaterkiller
http://youtu.be/gaVHGF5JOtw This mod allows you to choose between playing a random normal stage, a random original Blue Sphere stage, a random Mania stage, or any combination of the three by editing config.ini. Download: https://github.com/MainMemory/ManiaRandomBonus/releases