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Difference between revisions of "Sonic the Hedgehog (16-bit)/Art Editing"

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{{SCHG S1}}
 
{{SCHG S1}}
==Art Editing==
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There are several different tools that can be used to edit art. [[SonED#SonED2|SonED2]] is probably the best tool to use for editing level art, and can also be used on palettes. [[HivePal]] is also a great tool for editing palettes. [[SonMapEd]] is useful for editing both art and mappings - it can extract data from either a ROM or use split binary files, and has internal compression/decompression support.
There are several different tools that can be used to edit art besides the hex editor. [[SonED]] is probably the best tool to use for editing level art, and can also be used on palettes. [[HivePal]] is also a great tool for editing palettes. [[Sonik Sprite]] is useful for editing uncompressed art; it gets its name from its ability to edit Sonic's sprites. [[LOst Library]] is most likely the best choice for editing compressed art in the [[Nemesis compression|Nemesis format]].
 
  
If, however, you still want to do it yourself, your best bet is to download the Sonic 1 Split disassembly. Decompress the archive into a new folder, and place your S1 ROM, ''in binary format and named "S1.bin"'', in that folder. Run the batch file "split.bat". This will split up all the art into its own binary files, which you can then decompress and edit. When you're done, run "combine.bat".
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==Uncompressed Art Locations==
 
 
===Uncompressed Art Locations===
 
 
Most of this information was taken from [[SCHG:Nem_s1|Nemesis's guide]]. Please excuse any mistakes or misunderstandings, as that guide wasn't exactly well-written. A description is written in parentheses after the original name if I deem it necessary; if I don't know what it is, "Unknown" appears in that place. Please correct this if you know. It doesn't list the number of blocks taken up, so if you know, put it in. Otherwise, I'll find out eventually.
 
Most of this information was taken from [[SCHG:Nem_s1|Nemesis's guide]]. Please excuse any mistakes or misunderstandings, as that guide wasn't exactly well-written. A description is written in parentheses after the original name if I deem it necessary; if I don't know what it is, "Unknown" appears in that place. Please correct this if you know. It doesn't list the number of blocks taken up, so if you know, put it in. Otherwise, I'll find out eventually.
  
{| border="1" class="prettytable"
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{| class="prettytable"
 
! Offset||Description||# of blocks
 
! Offset||Description||# of blocks
 
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|}
  
===Compressed Art Locations - Nemesis===
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==Compressed Art Locations - Nemesis==
  
 
See [[SCHG:Sonic the Hedgehog/Art Editing/Nemesis Compressed Art]].
 
See [[SCHG:Sonic the Hedgehog/Art Editing/Nemesis Compressed Art]].
  
===Compressed Art Locations - [[Kosinski compression|Kosinski format]]===
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==Compressed Art Locations - [[Kosinski compression|Kosinski format]]==
 
*'''$3DCF2''' - GHZ main level patterns
 
*'''$3DCF2''' - GHZ main level patterns
 
*'''$414D4''' - LZ main level patterns
 
*'''$414D4''' - LZ main level patterns
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*'''$57A66''' - SBZ main level patterns
 
*'''$57A66''' - SBZ main level patterns
  
===Palette Locations===
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==Palette Locations==
 
Usually, it's not really necessary to edit a palette in hex. Palette editors give you instant feedback for each RGB value, and the palette can be easily saved as a separate binary and reimported into the ROM. However, it is sometimes desirable or necessary to do it in hex, and it can't hurt to know how it's done.
 
Usually, it's not really necessary to edit a palette in hex. Palette editors give you instant feedback for each RGB value, and the palette can be easily saved as a separate binary and reimported into the ROM. However, it is sometimes desirable or necessary to do it in hex, and it can't hurt to know how it's done.
  
 
These are the ROM offsets of the palettes in Sonic 1, as listed by [[HivePal]]:
 
These are the ROM offsets of the palettes in Sonic 1, as listed by [[HivePal]]:
{| border="1" class="prettytable"
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{| class="prettytable"
  
 
! Name||Offset
 
! Name||Offset

Revision as of 15:15, 14 August 2008


SCHG: Sonic the Hedgehog

There are several different tools that can be used to edit art. SonED2 is probably the best tool to use for editing level art, and can also be used on palettes. HivePal is also a great tool for editing palettes. SonMapEd is useful for editing both art and mappings - it can extract data from either a ROM or use split binary files, and has internal compression/decompression support.

Uncompressed Art Locations

Most of this information was taken from Nemesis's guide. Please excuse any mistakes or misunderstandings, as that guide wasn't exactly well-written. A description is written in parentheses after the original name if I deem it necessary; if I don't know what it is, "Unknown" appears in that place. Please correct this if you know. It doesn't list the number of blocks taken up, so if you know, put it in. Otherwise, I'll find out eventually.

Offset Description # of blocks
Zone Independent
$1CADA Numbers used on counters in game ?
$21AFE Sonic ?
$6A324 Giant Ring ?
Green Hill Zone
$66AD6 Waterfall tiles ?
$66CD6 Flower with pointy petals ?
$670D6 Flower with curved petals ?
Marble Zone
$6755A Lava surface ?
$67836 Lava ?
$67E56 Flame torch against stone ?
Scrap Brain Zone
$68156 Steam in background ?

Compressed Art Locations - Nemesis

See SCHG:Sonic the Hedgehog/Art Editing/Nemesis Compressed Art.

Compressed Art Locations - Kosinski format

  • $3DCF2 - GHZ main level patterns
  • $414D4 - LZ main level patterns
  • $46016 - MZ main level patterns
  • $4A7FE - SLZ main level patterns
  • $510F0 - SYZ main level patterns
  • $57A66 - SBZ main level patterns

Palette Locations

Usually, it's not really necessary to edit a palette in hex. Palette editors give you instant feedback for each RGB value, and the palette can be easily saved as a separate binary and reimported into the ROM. However, it is sometimes desirable or necessary to do it in hex, and it can't hurt to know how it's done.

These are the ROM offsets of the palettes in Sonic 1, as listed by HivePal:

Name Offset
Sega Logo (Background) $2208
Sega Logo (SEGA) $20C0
Title Screen $2288
Title Screen - Water Cycle $1B66
Level Select $2308
Sonic $2388
Green Hill $23A8
Green Hill - Water Cycle $1B86
Labyrinth $2408
Labyrinth - Sonic Underwater $2828
Labyrinth - Sonic Underwater (Alt) $2468
Labyrinth - Underwater $2488
Labyrinth - Water Cycle $1BA6
Labyrinth - Conveyor Cycle $1BC6
Labyrinth - Conveyor Cycle Underwater $1BD8
Marble $24E8
Star Light $2548
Star Light lights $1C52
Spring Yard $25A8
Spring Yard - Cycle 1 $1C76
Spring Yard - Cycle 2 $1C96
Scrap Brain Act 1 $2608
Scrap Brain Act 2/Final $2668
Scrap Brain Act 3 $2748
Scrap Brain Act 3 - Sonic Underwater $2848
Scrap Brain Act 3 - Sonic Underwater (Alt) $27A8
Scrap Brain Act 3 - Underwater $27C8
Scrap Brain Act 1/Act 2 - Cycle 1 $1D0A
Scrap Brain Act 1/Act 2 - Cycle 2 $1D1A
Scrap Brain Act 1/Act 2 - Cycle 3 $1D2A
Scrap Brain Act 1/Act 2 - Cycle 4 $1D3A
Scrap Brain Act 1/Act 2 - Cycle 5 $1D46
Scrap Brain Act 1/Act 2 - Cycle 6 $1D56
Scrap Brain Act 1/Act 2 - Cycle 7 $1D66
Scrap Brain Act 1/Act 2 - Cycle 8 $1D86
Scrap Brain Act 2 - Cycle 1 $1D90
Scrap Brain Act 2 - Cycle 2 $1DA0
Scrap Brain Act 3 - Water Cycle $1BEA
Special Stage - Sonic $26C8
Special Stage No. 1 $26E8
Special Stage No. 2 $2708
Special Stage No. 3 $2728
Special Stage Title Card $2868
Special Stage Cycle 1 $4ACA
Special Stage Cycle 2 $4B12
Special Stage Cycle 3 $4B92
Continue - Sonic $28E8
Continue $2908
Ending - Sonic $2928
Ending $2948
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