SonED2 v11.02.24
v11.01.29
- Documentation has been revised and moved to HTML
- Because the TGA format is more widely-supported than PCX, SonED2 can now accept
TGA image files in addition to the existing PCX support. All image file export
options will now output TGA image files rather than PCX
- Option to convert the level's tileset for use in Sonic 2's split-screen competition mode.
- Multi-page tile support for games that use more than one "page" of Tiles, Blocks,
or Chunks to further vary level layout. Insert, delete, expand, and contract
features will resize the appropriate page depending on the tile/page selected.
Pages can be selected for viewing individually by the settings below Tile Census,
and the tile ripper has been updated with settings to control on which page tile
redundancy checking begins, and on which page to append the new tiles. This
applies to the next three listed updates:
- Support for Sonic 3 (and Knuckles), "Sonic Crackers", Knuckles' Chaotix, and
Sonic CD level data editing
- Native support for GHZ's split 8x8 tile set. For projects, this requires the addition of the
"Num 8x8 Pages" entry just before the tileset's filename in any (old-style) custom Sonic 1
project files. It should be set to 1 for all levels other than GHZ. For GHZ, it
should be set to 2, followed by two 8x8 tile entries giving the names of both
tile data files (Previous versions required manually merging the tiles before
load, and manually separating after save). Project Files created before this update are still
functional (If a number is not detected, it is assumed that there is only one file)
- Generic "Level Project" format. Where applicable, Data format, compression type,
and number of pages are specified for each data type to control how the data are
read/written. (The old game-specific project formats are still functional)
- Player start location support (under new project format). Information for adding
the representative graphic has been added to "Object Def" documentation
- Level Layout importing support- In addition to tile graphics, the tile ripper can
now import map layout data from the image. The layout is imported to the
"Plane Clipboard", and can be pasted anywhere within the level
- Integrated "ROMulan" functionality for accessing and re-implementing ROM data
without the use of an external program
- Sonic 1 Special Stage Editor, with animated wall objects
- Tile listing selection in the Tile Editor is now displayed and controlled by the
Tile Census area. "Maximum" values have been removed from the census because they
actually vary depending on the nature of the game
- The tiny arrows in the Tile Editor have been removed in favor of an easier-to-use
method for changing these values using the mouse- Left-click the option's name or value
to increase, and Right-click to decrease. All previously-available keyboard hotkeys are still available as well
- Keyboard hotkeys have been added for adjusting the RGB components of palette entries
in the Tile Editor
- When the standard and accessory palettes have been switched from within in the Tile Editor,
they no longer need to be switched back before saving the project or attempting an alpha blend.
The palette colors will be saved to the correct files and the blend will be performed from the
standard palette onto the accessory palette, even if the accessory palette is currently swapped into indexes 0-63
- When "grabbing" a Tile from a Block, the currently selected color is now automatically updated so that the Tile Editor will draw the Tile using the palette row that was assigned to the Tile within the Block it was "grabbed" from
- Palette colors can now be "grabbed" from a Tile
- Most value-changing hotkeys now have a delayed repeat- holding the key for more than half a second will cause it to start repeating
- Message Window now automatically comes to the front when level data ripping begins
- Old Message Window has been replaced with a Console Window
- SonED2 no longer hogs CPU time when it doesn't have focus
- Implemented a better font
- Chose a new version numbering system, "YY.MM.DD", which maintains release dates and will simplify the numbering of minor updates
BugFixes:
- Double-Right-Clicking to place a Ring in Sonic 1 didn't set the Ring Object's "Remember Sprite State" flag.
This placement method now sets the flag properly
- Tile Ripper didn't actually optimize out flipped/mirrored duplicates of existing
16x16 blocks. 16x16 graphic sections that can be created by flipping/mirroring
already-existing blocks will now use those blocks instead of producing new ones
- SonED2 now restores its drawing surface and buffer pointers properly after having
switched to another DirectX program while in Windowed mode, so editor contents
continue to display properly without having to switch into and out of full-screen
mode, or restart the program
- Scrollable range (both by keypress and scrollbars) for Level, Object, and Tile
editors have been corrected so that data smaller than one screen in either height
or width will not enable scrolling on that axis
- Main window now has focus on startup rather than message window
- In Sonic 1, Chunks "flagged" as loops in the level layout would be altered when
using insert/delete functions on the Chunk list because this effectively caused
them to read as being of a higher ID than the inserted/deleted Chunk, signaling
that they needed to be shifted. They are now taken for their actual ID and are only
shifted if they are actually farther into the list than the inserted/deleted Chunk
- Certain "hotkeys" no longer repeat. Most notably, F3 does not save a project more than once
if still held when saving is complete
v1.03
BugFixes:
- Removed some mistakenly-included early development code that caused keys
1, 2, 3, and 4 to modify the editor's level layout size settings without
correcting the level data array, causing accidental data loss upon accidental
stray keypresses. The proper keys for resizing the level are (and have been)
Ctrl+Arrows
v1.02
- Update to the Sonic 1 Object Def files by Hivebrain (graphics for GHZ and various
misc sprites, object def text and settings tweaks)
BugFixes:
- Though the previous version properly accounted for the "Remember Sprite State"
flag, it was still handled improperly during save. The flag saves now, and a
feature to set all sprites in the level to their default "Remember Sprite State"
setting (SHIFT+0) can be used to correct improper flag states (but not otherwise
damaged sprites). (This is not automatic because it would contradict the ability
to manually toggle the flag for each sprite)
- Minimum/maximum sprite setting values weren't properly enforced when using the
A/Z keys, allowing the value to go below 0 or above FF, causing the program to
read beyond the end of the object def data and crash. The limit is now properly
enforced
v1.01
BugFixes:
- Misinformation about sprite storage in Sonic 1 led to a misuse of a flag
stored in the sprite type, causing some sprites to vanish during gameplay.
This flag is now recognized as the "Remember Sprite State" flag and handled
appropriately (This problem wasn't present in SonED because the original
object def files treated the full value as if it were the real ID)
- A typo caused Height map lists smaller than 256 entries would only expand to
255. The final entry is now available
- A typo in the Sonic 2 Object Def rendered the "Egg Prison" sprite unselectable.
The problem is corrected in the current def, enabling the sprite to be selected
for editing and/or moving
v1.00