Posted 02 December 2009 - 12:21 AM
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@saxman: Okay, fine, whatever.
Do you know if Byte 0 is used for anything? And why did you limit your save editor to only things that are possible normally?
Edit: new page.
Edit2: Looking at the code, dword_8FB8EC seems to be the course number, from 1 to 5. It uses this to pick a subroutine to run, and these routines reference the various filenames for the level, as well as 'InitIsland' etc.
This post has been edited by MainMemory: 02 December 2009 - 12:35 AM
Posted 02 December 2009 - 12:37 AM
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QUOTE (MainMemory @ Dec 2 2009, 12:21 AM)

@saxman: Okay, fine, whatever.
Do you know if Byte 0 is used for anything? And why did you limit your save editor to only things that are possible normally?
Edit: new page.
lol, I hope I didn't make you mad! I'm not trying to upset anyone. I'm trying to be helpful.
I don't remember the format very well. It's been many years since I last looked at it. That editor came out I believe in either 2003 or 2004. I will have to find my notes. They're on my old computer which I don't have access to at this very moment, but will have access to sometime a bit later.
And what things are you referring to that the editor doesn't do? I implemented all the things I felt people would use the editor for. If you provide me some details here, I can give you a more informed answer to that question.
Posted 02 December 2009 - 12:47 AM
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It is possible to lock Tails. Your editor does not allow that. It is also possible to make Robotnik hidden, lock Reactive Factory etc.
Granted, these aren't really useful things to do.
Posted 02 December 2009 - 12:54 AM
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QUOTE (MainMemory @ Dec 2 2009, 12:47 AM)

Granted, these aren't really useful things to do.
You answered your own question. I didn't support those things because they're never done during normal gameplay, nor is there any reason to do them. If you lock one of the main characters, how do you unlock them?
Posted 02 December 2009 - 01:02 AM
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QUOTE (saxman @ Dec 1 2009, 11:54 PM)

QUOTE (MainMemory @ Dec 2 2009, 12:47 AM)

Granted, these aren't really useful things to do.
You answered your own question. I didn't support those things because they're never done during normal gameplay, nor is there any reason to do them. If you lock one of the main characters, how do you unlock them?
The same way you locked them.
Also, the ter files in .\bin\extras are the solidity data.
Edit: There's a lot of debug strings in this, and some Direct3D code.
This post has been edited by MainMemory: 02 December 2009 - 01:21 AM
Posted 02 December 2009 - 01:35 AM
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http://www.4shared.com/file/163917314/af91...ic_R_Stuff.htmlI've uploaded everything I have. A lot of it is incomplete. All of it is dated way back in 2003, so it hasn't been updated in a very long time. Maybe you'll find something useful in it.
Also included, since it was in the same folder, are my best Sonic R times in case anyone wants to challenge them, and an unprotected Sonic R Save Editor CCA file that can be opened and modified in Multimedia Fusion.
Posted 02 December 2009 - 10:32 AM
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I think I'm going to make a floor editor.
Posted 02 December 2009 - 11:42 AM
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Any chance you could download the Sega Saturn ISO and see if there's any similarities?
Posted 02 December 2009 - 11:51 AM
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QUOTE (olaf @ Dec 2 2009, 10:42 AM)

Any chance you could download the Sega Saturn ISO and see if there's any similarities?
I could, but I can tell you now that it probably uses the same formats, maybe byteswapped, I know nothing about the Saturn.
Edit: Yes, they would be byteswapped.
This post has been edited by MainMemory: 02 December 2009 - 11:58 AM
Posted 02 December 2009 - 01:00 PM
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SRMapEd is done!

Unlike my previous editors, this one pulls the graphics from the proper files instead of having png files with it. You can also 'paint' in this one, rather than clicking 50 times. Requires .NET Framework 2.5 or greater.
And, as proof that it works:
This post has been edited by MainMemory: 15 February 2010 - 10:16 PM
Posted 02 December 2009 - 01:13 PM
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Wow, that was extremely fast. Well done!
Posted 02 December 2009 - 01:15 PM
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QUOTE (Tweaker @ Dec 2 2009, 12:13 PM)

Wow, that was extremely fast. Well done!
Well, I already have the base code for a tile-based editor, so all I needed to do was adjust the CoordsToAddress function, and implement the PLY reading, which took most of the time.
Posted 02 December 2009 - 01:37 PM
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QUOTE (MainMemory @ Dec 2 2009, 01:00 PM)

SRMapEd is done!

Unlike my previous editors, this one pulls the graphics from the proper files instead of having png files with it. You can also 'paint' in this one, rather than clicking 50 times. Requires .NET Framework 2.5 or greater.
And, as proof that it works:
Wait...we can make our own courses now?!
SWEET!
Posted 02 December 2009 - 01:41 PM
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QUOTE (RGamer2009 @ Dec 2 2009, 12:37 PM)

Wait...we can make our own courses now?!
SWEET!
Not exactly... This only changes the floor layout (the flat area along the bottom of all courses except Radiant Emerald).
This post has been edited by MainMemory: 02 December 2009 - 01:42 PM
Posted 02 December 2009 - 02:23 PM
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Wow, impressive. So, you could technically just do all that but byteswapped for the Saturn ISO (the tile editing for the floor, that is)?