NICE.. Thx a lot. May I give you some credit? Works fine so far, but I didn't test the bosses. Do you know a way to make this work in special stage, too? But thanks..
Hey guys. So far I've edited... well a reasonable amount of level layouts. But given I've gotton so bored of fixing bugs, I decided to venture into the scary realm of art editing... ...only to be so disapointed to discover just how easy it is after all this time of elluding me. Anyway, I've toyed with nearly all of the levels in Sonic 2. Some of the colour changes I find quite decent, others need tuning. Just one question- I've probably just missed it but its quite essential. How do you change each level's base background colour using the tile editor? Is it possible or do you have to go by another means of achieving it?
The first colour of the third palette line (marked with a T in SonED2) will be used as the background colour.
You do the same exact thing in Vista... Vista isn't differnt in the way you place DLL files and such.
The only problem in Vista is that you must run regsvr32.exe as an administrator, or the libraries won't register. The easiest way to do this is to put the files in system32 then to open the command prompt as an administrator and run these commands: Code (Text): regsvr32 msvbvm50.dll regsvr32 mscomctl.ocx regsvr32 mscomct2.ocx
Quick question. Is there any program that can rip the tiles from Knuckles Choatix? I just want to get the test level.
Hm, there isn't as easy a way to dump the 32X VRam like with the genesis VDP. You could always, in Gens, for example, just select to debug 32X VDP and then take a screenshot. Not sure if it's advanced beyond this, since that was at least the state of things many years ago. Actually, come to think of it, there's a Chaotix sprite editor out there, but I'm not sure what export functionality it has; I haven't used it in a while and I vaguely recall it being iffy to use (it tended to crash IIRC).
Azu: do you want the level layout tiles or the sprite graphics? Because level layout is done using the MD VDP tilemap layers so I guess these still are easily ripeable.
Ah, I misread that post for some reason. Yeah, that's easily done with KMod or a similar VRAM-dumping emulator.
I need help with that. The title card loads like that, then turns yellow like it's supposed to be, then the level loads. No heavy ASM work has been done, except editing level size, and sonic start location. Anyone know why it does that?
<!--quoteo(post=282649:date=Feb 22 2009, 10:43 PM:name=Irixion)--><div class='quotetop'>QUOTE (Irixion @ Feb 22 2009, 10:43 PM) I need help with that. The title card loads like that, then turns yellow like it's supposed to be, then the level loads. No heavy ASM work has been done, except editing level size, and sonic start location. Anyone know why it does that?[/quote] This is the SVN version, correct? I have the same problem...
<!--quoteo(post=282651:date=Feb 22 2009, 10:44 PM:name=Hitaxas)--><div class='quotetop'>QUOTE (Hitaxas @ Feb 22 2009, 10:44 PM) I need help with that. The title card loads like that, then turns yellow like it's supposed to be, then the level loads. No heavy ASM work has been done, except editing level size, and sonic start location. Anyone know why it does that?[/quote] This is the SVN version, correct? I have the same problem... [/quote] Yeah it is. Like I said no major changes, I have no idea why it's doing that or how to fix it <_<. Been pondering on a solution for a while. No avail.
<!--quoteo(post=282649:date=Feb 22 2009, 10:43 PM:name=Irixion)--><div class='quotetop'>QUOTE (Irixion @ Feb 22 2009, 10:43 PM) I need help with that. The title card loads like that, then turns yellow like it's supposed to be, then the level loads. No heavy ASM work has been done, except editing level size, and sonic start location. Anyone know why it does that?[/quote] Did you edit Sonic's Palette? Load it into HivePal and make sure there are two palette lines.
Argh, it's my fault again... Loading the palette in SonED2 will cause it to lose a line. However, the new disassembly uses macros for the palette stuff, so I guess it causes a conflict. I've updated the disassembly on the SVN. Hopefully, this should fix the problems.
If you updated s2.asm what parts do I need to update? I'd hate to start over (lotsa labelling for S2R specific things)
If you have TortoiseSVN, you can use TortoiseMerge to see and merge the differences. The only differences are around the palette stuff (lines 3515 to 3563 inclusively). If you didn't change anything in that area, you can simply replace it with what's in the updated version. Also, the SonicAndTails.bin palette has been split in 2 files. If you've edited it, keep your own version; SonED2 has already reduced it to a single palette line if you have that problem. However, you must grab SonicAndTails2.bin, or the build will fail.