![]() ![]() Also (to be a bit frustrating) only some of them are currently saved to the output ROM. Many of these share tiles and palettes, so take care. On here you can see various sprites and screens which are not tied to individual levels. The "rings" and "screens" tabs have merged to become an "Other art" tab: You are likely to find you are over 100% of your floor budget at times as you duplicate data, but it should end up smaller overall once you are done. This splitting also allows a bit more optimisation of the floor sizes. The most useful thing you can achieve with this, in concert with the size editor, is to remove (or change) this sharing to make editing easier. Many of the game's floors cover multiple levels, and this lets you manage that. It's important to also manage the boundaries because you can end up seeing bits of rogue data sometimes. The Sonic 1 engine only supports widths of 256, 128, 64, 32 and 16 blocks, so you have to make suitable edits affecting the width. You can also "move" data within a floor, for example -1 left and +1 right will move all the data left by 1 block while maintaining the level size. The most obvious thing to do is to resize them smaller to cut out unused data, to make more space for other things. ![]() You can edit floors, and also manipulate their objects, using this. I added another new thing for managing floor data, so let's show some (relatively boring) screenshots. ![]()
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