I've struck a point where I can't fix the problem I'm having and I can't find any help documented, so I'm asking the community about it here.
First and foremost, let me hear from you custom level designers how you design a level. What programs do you use? What methods do you use to build the level up, like do you first write the basic layout to paper, build a couple chunks and then try to recreate that with an editor like SonED2 or SonLVL or do you rather build the whole level separately in some art program and then try to import it into the ROM? Or something else? Let me know!
Second, I've tried both the methods described above and I find the first one very tedious and the second one not working at all, but let me explain.
Using the first method, I've built a very basic level from scratch using only SonED2 and it works very well. However, whenever a variation of a chunk or block occurs I'm usually forced to create new tiles from scratch and it's all very time consuming. It also gets a bit messy since building everything from within that program have left me with tiles being spread out a bit here and there. After reading tutorials like http://forums.sonicr...showtopic=14356 and http://forums.sonicr...showtopic=10878 I'm convinced this is not the optimal method. The problem that occurs for me is that if I export a TGA and import again then it all works fine just like in the tutorials. However if I then open that file with e.g. Paint Shop Pro and save as a PCX without editing the file at all then the file isn't read properly and 0 tiles etc are imported. Obviously I can't get edited files to work either.
Something else I'm curious about is converting an image's palette to something compatible with the Genesis. Let's say I want to import some level art from a SNES game. Then instead of recreating it pixel by pixel with a compatible palette there should be a way to read the palette and convert the individual colours those most similar to Genesis ones just like SonMapED can do for creating a palette. Again, tell me what you who are more experienced with graphical editors would do to tackle this problem.
Thank you for your help.
First and foremost, let me hear from you custom level designers how you design a level. What programs do you use? What methods do you use to build the level up, like do you first write the basic layout to paper, build a couple chunks and then try to recreate that with an editor like SonED2 or SonLVL or do you rather build the whole level separately in some art program and then try to import it into the ROM? Or something else? Let me know!
Second, I've tried both the methods described above and I find the first one very tedious and the second one not working at all, but let me explain.
Using the first method, I've built a very basic level from scratch using only SonED2 and it works very well. However, whenever a variation of a chunk or block occurs I'm usually forced to create new tiles from scratch and it's all very time consuming. It also gets a bit messy since building everything from within that program have left me with tiles being spread out a bit here and there. After reading tutorials like http://forums.sonicr...showtopic=14356 and http://forums.sonicr...showtopic=10878 I'm convinced this is not the optimal method. The problem that occurs for me is that if I export a TGA and import again then it all works fine just like in the tutorials. However if I then open that file with e.g. Paint Shop Pro and save as a PCX without editing the file at all then the file isn't read properly and 0 tiles etc are imported. Obviously I can't get edited files to work either.
Something else I'm curious about is converting an image's palette to something compatible with the Genesis. Let's say I want to import some level art from a SNES game. Then instead of recreating it pixel by pixel with a compatible palette there should be a way to read the palette and convert the individual colours those most similar to Genesis ones just like SonMapED can do for creating a palette. Again, tell me what you who are more experienced with graphical editors would do to tackle this problem.
Thank you for your help.
This post has been edited by TimpZ: 24 November 2012 - 07:57 AM


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