So I got Aspect Edit and a Sonic 2 Master System disassembly recently because I wanted to make a hack of Sonic 2 (8-bit), like I've done in the past with Sonic 1 (16-bit) using Esrael Sonic Editor. I've been editing the level layouts and all, but what I don't know how to do is edit the layout of the sprites. In Esrael Sonic Editor for example, the level and sprites were within the same window. I was wondering if anyone could help me here. There's also another issue with the level editor that I had, where after editing Under Ground Zone Act 1, when I reopen it in the level editor, the bottom half of the level is blank. When I build the ROM file though, it's all there. This is no big deal really, just wondering if anyone knows anything of it. Thank you in advance!
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Aspect Edit Help Editing Sonic 2 Master System
#2
Posted 12 October 2014 - 04:15 PM
All the object layouts are in hex, so you'd have to use a hex editor to edit them. I have a guide on my defunct sonic forum on each level's settings to load each level layouts in aspect edit but I'm at work so I can't share the link with you currently.
#4
Posted 12 October 2014 - 10:35 PM
Right I would have been on earlier but I ended up hanging out with a friend after work.
/> Anyways here's that guide I mentioned, you should be able to view each level fully in Aspect Edit when these settings are added to the program:
Let me know if anything is off, I made this about a year ago.
Underground Zone 1: Width: 168 Height: 16 Tile Offset: 264 Underground Zone 2: Width: 168 Height: 24 Tile Offset: 264 Underground Zone 3: Width: 128 Height: 32 Tile Offset: 264 Sky High Zone 1: Width: 96 Height: 38 Tile Offset: 256 Sky High Zone 2: Width: 128 Height: 32 Tile Offset: 256 Sky High Zone 3: Width: 96 Height: 24 Tile Offset: 256 Aqua Lake Zone 1: Width: 128 Height: 26 Tile Offset: 262 Aqua Lake Zone 2: Width: 72 Height: 56 Tile Offset: 262 Aqua Lake Zone 3: Width: 128 Height: 32 Tile Offset: 262 Green Hills Zone 1: Width:256 Height: 16 Tile Offset: 262 Green Hills Zone 2: Width:256 Height: 16 Tile Offset: 262 Green Hills Zone 3: Width:168 Height: 24 Tile Offset: 262 Gimmick Mountain Zone 1: Width:96 Height: 38 Tile Offset: 262 Gimmick Mountain Zone 2: Width:128 Height: 32 Tile Offset: 262 Gimmick Mountain Zone 3: Width:80 Height: 24 Tile Offset: 262 Scrambled Egg Zone 1: Width:40 Height: 94 Tile Offset: 262 Scrambled Egg Zone 2: Width:128 Height: 32 Tile Offset: 262 Scrambled Egg Zone 3: Width:24 Height: 120 Tile Offset: 262 Crystal Egg Zone 1: Width:168 Height: 24 Tile Offset: 262 Crystal Egg Zone 2: Width:56 Height: 72 Tile Offset: 262 Crystal Egg Zone 3: Width:40 Height: 16 Tile Offset: 256
Let me know if anything is off, I made this about a year ago.
#5
Posted 14 October 2014 - 06:20 PM
Oh yes I saw this in the previous topic regarding Aspect Edit. I just didn't know how to edit the sprite layout. I guess since it's hex I'll need to look into that more. Thanks again.
#6
Posted 14 October 2014 - 07:34 PM
Oh sorry I didn't know you've seen my old post.
Anyways regarding editing each object's layout, there are 9 bytes of data for each object. The first byte determines the object, while the next two bytes determine the object's X position in the level, and the next two bytes determine the object's Y position. The next byte determines the object's flags, the following byte determines the parameters of the object, and finally the last two bytes points to the object's art. For example, if you wanted to edit Underground Zone Act 1's layout you'd open the file in a hex editor. Once you do so, it should look like this:
$1B is the first object in the level, which object $1B are the falling spikes. Next $73 $06 is the object's X position, $3E $01 is the object's Y position. The object doesn't have any specific flags or parameters so the next two bytes are empty. Finally $FA $FA points to the object's art. Let me know if you need any more help. ^_^
1B 73 06 3E 01 00 00 FA FA
$1B is the first object in the level, which object $1B are the falling spikes. Next $73 $06 is the object's X position, $3E $01 is the object's Y position. The object doesn't have any specific flags or parameters so the next two bytes are empty. Finally $FA $FA points to the object's art. Let me know if you need any more help. ^_^
#7
Posted 15 October 2014 - 02:04 PM
All right, I think I'm getting it! Is there any way to actually see where the object will be in the level after assigning the new X and Y values? How would I view the coördinate plane that is the level so that I would know to which new values to change the old ones?
#8
Posted 19 October 2014 - 06:30 PM
You're in luck now! Esrael just released a new version of his level layout editing tool and it now supports Sonic 2 SMS, making it easier to edit the level and object layouts in Sonic 2 SMS! :D Check his topic out.
http://forums.sonicr...showtopic=33534
http://forums.sonicr...showtopic=33534
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