To fix collision, you should be able to make the 16x16 tiles use different solid blocks (collision) in Tile Editor (I).
Ehh turns out I fucked up the disassembly. I started a new one, and the collision was fine once edited. However I was wrong about the title screen and I don't know why that got fucked up.
Now that the atmosphere has calmed down... So this is the reason I only saw garbage in my emulator after porting Underground Zone from the 8-bit game to Sonic 1. All hours I spent, and despite everything was fine in SonED2's display, I didn't know what the fuck was happening. Now it's late, because I won't bother porting more levels.
I'd like to ask a SonED2 related question, though. In order to work with GHZ, I merged the patterns, but it doesn't seem to have come out perfectly and I want to know what I may have messed up on. Yeah, this is probably a stupid question, but I can't find an answer so I'm asking. Firstly, the title screen looks like this: Secondly, the background has small glitches. Other than that, though it seems to be fine. What've I screwed up? Could someone point me towards a solution?
Did you decompress the two files before you merged them, and only then merge and re-compress? If you didn't, that might have something to do with it.
You know, I think I might have made a goof trying to decompress it (got an error) and then assumed it was already decompressed. I'll start over and make sure I decomp them first. EDIT: It looks even better now! WTF?
Ok, I'm an idiot. My hex editor copied the 2nd set of patterns into the file ahead of the 1st set instead of vice versa. I fixed it now, and the background artifacts are fixed, but the title screen is still glitched. How do I fix that?
There's a reason the GHZ patterns were split into two files—the title screen only loads the art with the background for GHZ, while the actual level loads both. By combining them into one file, you've made it so the title screen loads all the level patterns, overwriting the title screen art. The solution is to only use SonED2 to edit the layouts, and have the game use the split art files as they did originally. You won't be able to edit art, yet, but you'll be able to do everything else with it.
I have a question. I merged the two Greenhill files into one 8x8ghz, and the game works perfectly fine with no messed up graphics, but SonED2 still shows the same garbled mess it did before the files were merged. How do I get SonED2 to actually show the GHZ graphics? I'm probably doing something wrong... Edit: I screwed up, but it works now. :P Edit again: If I can't edit the art through SonED2, how WILL I edit it? SonMapEd doesn't seem like it fits the job.
What you do is you uncompress both art files, combine them, then recompress. It should look fine in SonED. If you edit the art from that point, you'll want to KEEP the original split files present in the rom, but add in the merged art as an incbin somewhere in the rom. Then you just edit the PLCs of Green Hill Zone to load the new combined art rather than the old split art. The only thing is that the Title Screen will still have the same old GHZ art while GHZ will have new art. (hopefully my lack of skill at explaining things hasn't hindered this advice) This is but of course just one of the ways you can do it. You can manually split the art up if you really want to, but that might be a bit more tedious.
I may be over my head trying to do port levels to Sonic 1 from Sonic 2 when only a beginner. Anyways, I want to know how to edit collision for something besides flat ground, edit collision for loops, and also if there is any possible way to create new tiles or blocks in SonED 2 without having to export the art to something else then editing it and then putting it back in (I could, I just find SonED 2 nice and organized). I'm trying to port Casino Night Zone to replace Spring Yard Zone. Is there perhaps someway to divide the already existing Sonic 2 layout of Casino Night into 256x256 chunks? Saves me a lot of trouble if I can directly rip the chunks and not have to redraw each one. I really wish they made Sonic 1 in 128 x 128 chunks. Ugh. EDIT: Perhaps I could just combine the 128x128 chunks into 256x256 chunks and upload them into SonED2. Only thing is how do you open pcx files
I've imported some Casino Night zone chunks into SYZ and I did convert them into 256x256, however when I import the palette gets all fucked up, even though the palette is exactly the same as CNZ's in Sonic 2, save the first palette line due to the Sonic palette. So, for example, the background shows up as some purple color even though it should be blue, and when I change the palette ID to the proper ID, the color is still screwed up in some way. Is there anyway to fix this that does not involve me recoloring the tiles?
<!--quoteo(post=203428:date=Jun 30 2008, 02:09 PM:name=Irixion)--><div class='quotetop'>QUOTE (Irixion @ Jun 30 2008, 02:09 PM) And here's what I got I don't quite understand what's going on here.
Looks like it's all just using the wrong palette line. That's something you'll have to change manually, unfortunately.
So I will have to redraw the tiles with the proper colors. Not too big of a deal, an inconvenience but nothing too bad.
No, you don't have to redraw anything. You just have to change what palette line it uses, which is a mappings-based function.
You're referring to the palette row feature right? I have tried that, but for some odd reason the colors still seem to not be right, even when assigned the correct palette row value.
Ok, I know this program supposedly is uncrashable, but does it make sense that if I want to delete the very last block in a level it ALWAYS crashes? Block 001, everytime.