I've created a set of macros in an attempt to produce mapping files that can be read and edited by humans. Of course, program support for these is currently lacking, but I may do something about that in the future.
In order to use these you will have to define a SonicMappingsVer constant equal to 1, 2 or 3 depending on the game you're editing, and include SpritePiece.asm.
You can find the asm file containing the macros here, a sample converted file here, and a converter program (with SpritePiece.asm file) here.
About the "spritePiece2P" macro: that's only needed if you're editing Sonic 2 and your sprites use the same mappings but a different art tile in 2P mode, otherwise the 2P data will be automatically calculated.
Edit: updated to use "mappingsTable"/"mappingsTableEntry" macros instead of "dc.w piece-main" statements.
In order to use these you will have to define a SonicMappingsVer constant equal to 1, 2 or 3 depending on the game you're editing, and include SpritePiece.asm.
You can find the asm file containing the macros here, a sample converted file here, and a converter program (with SpritePiece.asm file) here.
About the "spritePiece2P" macro: that's only needed if you're editing Sonic 2 and your sprites use the same mappings but a different art tile in 2P mode, otherwise the 2P data will be automatically calculated.
Edit: updated to use "mappingsTable"/"mappingsTableEntry" macros instead of "dc.w piece-main" statements.
This post has been edited by MainMemory: 12 July 2012 - 08:17 PM


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