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Streets of Rage Pancake Character Editor for Streets of Rage 2

#1 User is offline Lorenzo The Comic 

  Posted 06 July 2013 - 12:29 PM

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Pancake 2
Posted Image

Download

SOROnline Discussion Thread

Download Mediafire Mirror

Quote

Features:
- Edit the timing of animations, collision boxes and weapon hand points of all characters
- Edit graphics of uncompressed character sprites (main characters and some enemies and bosses)
- Generate custom art graphics for uncompressed characters, by importing your own images
- Export complete spritesheets of any character
- Import spritesheets to replace or generate art for any uncompressed character
- Edit name, portrait, walking speed and stats of the main characters
- Port characters between different sor2 versions and hacks
- No frames limit for Syndicate Wars characters
- Feature to decompress art from sor2

Rom checksum is automatically fixed.




With this program by gsaurus, you can edit character animations and uncompressed art in SOR2 with ease. In my opinion, there should be a program like this for Sonic games, so you can simply override the art in existing tiles or generate new sprites by just importing from images. There's also a voice editor for SOR2 and SOR3 out there which also includes a guide for S3&K.
This post has been edited by Lorenzo The Comic: 08 July 2013 - 10:32 PM

#2 User is offline Uberham 

Posted 06 July 2013 - 01:46 PM

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This would be great if either of the download links worked.......

#3 User is offline Lorenzo The Comic 

Posted 06 July 2013 - 11:21 PM

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Updated OP with Mediafire Link. But, thinking about it again, imagine everyone churning out "hacks" like crazy if editing the graphics in a Sonic game were this simple. Hell, I should just learn how to use SonMapEd and not want to make things easier.

/thread
This post has been edited by Lorenzo The Comic: 06 July 2013 - 11:46 PM

#4 User is offline SoNick 

Posted 07 July 2013 - 05:47 PM

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Bitchy attitude much? I'll take the bait your throwing out, though.
While this is a rather nice tool, things like this don't get made for Sonic games because of the history we've had. You see, back in the day palette editing was a neat thing; you had to go in and manually change the hexidecimal values. They weren't -hard- to convert over, but you also had to know what addresses to modify and take the time to convert each color into hex. This was all well-documented after a bit then EVERYBODY started doing palette edits and releasing them. The same thing happened when someone posted a tutorial on how to port the spindash into Sonic 1, and it also happened when we briefly had a "Sonic Community Art Archive" of sprites ready to be inserted into hacks: Instead of people working on original content or adding their own twist, there was just a slew of lazy people throwing together what they could with the least effort and acting like they had done something amazing.

If you feel that such a tool would be beneficial for the Sonic games then hey - the information's out there on where everything is stored! Go ahead and make such a tool! Just don't expect someone else to make it for you.

#5 User is offline Ravenfreak 

Posted 07 July 2013 - 06:07 PM

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Oh yeah I can make a hack of SOR 2 and import Raven's sprites from the Teen Titans GBA game now sweet! Seriously though I've been wanting to add different characters from Teen Titans over to a Genesis game and this would be the ideal game more so than a Sonic game since it's a beat 'em up. I must thank you for sharing this tool, but honestly SonMapEd isn't that difficult to use. :v:

#6 User is offline .Luke 

Posted 07 July 2013 - 09:55 PM

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How easy is SonMapEd to use for sprites? O: I've been wanting to use it to hack in a character, but haven't gotten around to learning it yet.

View PostSoNick, on 07 July 2013 - 05:47 PM, said:

Bitchy attitude much? I'll take the bait your throwing out, though.
While this is a rather nice tool, things like this don't get made for Sonic games because of the history we've had. You see, back in the day palette editing was a neat thing; you had to go in and manually change the hexidecimal values. They weren't -hard- to convert over, but you also had to know what addresses to modify and take the time to convert each color into hex. This was all well-documented after a bit then EVERYBODY started doing palette edits and releasing them. The same thing happened when someone posted a tutorial on how to port the spindash into Sonic 1, and it also happened when we briefly had a "Sonic Community Art Archive" of sprites ready to be inserted into hacks: Instead of people working on original content or adding their own twist, there was just a slew of lazy people throwing together what they could with the least effort and acting like they had done something amazing.

If you feel that such a tool would be beneficial for the Sonic games then hey - the information's out there on where everything is stored! Go ahead and make such a tool! Just don't expect someone else to make it for you.


I think he was suggesting pretty much the same thing with what he said, but yeah, totally this. Editing for SRB2 was easy enough for a bunch of kids to hack up some lazy recolors in MS Paint and slap them into a wad file, but Retro doesn't quite have as many twelve year olds hanging around. It would be pretty hard for a bunch of lazy hacks to make their into the wiki especially. Not saying this wouldn't stop horrible hacks from happening, but at least on these channels, I don't think I'd have to worry about seeing them here, and if anything, I'd love to see some easier tools for sprite editing. I've been sitting on a Blaze sheet for who knows how long that's still unused.

#7 User is offline Aerosol 

Posted 07 July 2013 - 10:05 PM

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Not this debate again. I have some words for it but you know what? Fuck it. Can we just not start it, please?

#8 User is offline .Luke 

Posted 07 July 2013 - 11:27 PM

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This was already debated before? O: I have no problem with dropping that to stay on topic.

Anyway, I never played much Streets of Rage, but this editor is pretty cool, so it's awfully tempting to try importing the Ninja Turtles in there, or Chun Li. THE IDEAS THIS IS GIVING ME (EDIT : Mostly for laughs, though; nothing I'd post online unless it was original stuff.)

Now to see if it runs under Wine.
This post has been edited by .Luke: 07 July 2013 - 11:30 PM

#9 User is offline Lorenzo The Comic 

Posted 08 July 2013 - 03:45 AM

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You're welcome, Ravenfreak! Hehehe! Well, I understand how to Hex edit SOR3 better than SOR2, so here's Pancakes 3:

Posted Image

Download

Download from Mediafire

Discussion Thread
This post has been edited by Lorenzo The Comic: 08 July 2013 - 10:38 PM

#10 User is offline Shadow Hog 

Posted 08 July 2013 - 04:24 PM

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View Post.Luke, on 07 July 2013 - 09:55 PM, said:

Editing for SRB2 was easy enough for a bunch of kids to hack up some lazy recolors in MS Paint and slap them into a wad file...
Funnily enough, very few of these ever get finished.

Might have something to do with needing 173 sprites in order to make something "complete" (and there's room for more, if you want to avoid things like sprite mirroring, or having some poses always face the camera).

#11 User is offline Alriightyman 

Posted 08 July 2013 - 07:39 PM

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Cool! Never knew anyone was hacking Streets Of Rage! Loved those games!
I will definitely check this out!

#12 User is offline .Luke 

Posted 09 July 2013 - 02:34 AM

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Pancake 3 already? O: Nice! I'll definitely give this a go.

Also, I was a bit surprised to see these were written in Java, so I don't have to worry about running these through WINE. :# Nice to see some (Technically) multiplatform hacking tools for Genesis games in general.

View PostShadow Hog, on 08 July 2013 - 04:24 PM, said:

View Post.Luke, on 07 July 2013 - 09:55 PM, said:

Editing for SRB2 was easy enough for a bunch of kids to hack up some lazy recolors in MS Paint and slap them into a wad file...
Funnily enough, very few of these ever get finished.

Might have something to do with needing 173 sprites in order to make something "complete" (and there's room for more, if you want to avoid things like sprite mirroring, or having some poses always face the camera).


That is true. I was lucky to finish nearly several characters in my time, but that was probably because I didn't get lazy and play games when an animation got too hard to work with. (Of course, that's also what burned me out too, so I pace myself better with art nowadays.) Still, I forgot most of them were never finished. I just remembered seeing the ones that were and probably assumed that was so, since there was almost five pages or more of crappy characters back in the day.

And on that note, if anybody makes original characters, or character ports, out of this new tool, I'd hope they wouldn't have as many hoops to jump through with the number of frames. I can imagine it would be much easier to finish animated frames for a beat 'em up with a tiny moveset, versus a 2.5D platformer with 35 frames for 5 to 8 different angles. I will never do the latter again unless it's for an original game, that almost got too painful near the end of that hobby for me.

#13 User is offline TmEE 

Posted 09 July 2013 - 04:50 AM

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This is cool stuff !

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