You may be wondering where the hell I've been. Unfortunately, progress on the hack is pretty much where I left it four months ago -- I've produced a couple of assets and had a couple new ideas, no doubt in part due to all the crazy Mania Plus stuff just around the corner -- but I seem to have a knack for getting into digressions which soon become much more work than anyone could have reasonably anticipated.
Case in point: right now, here's what your average Sonic 3 stage looks like when opened up in the SonLVL level editor:
Urgh. A bunch of floating question marks, the actual level layout covered by a brick wall, and to round it out, a couple of placeholder numerals hanging around near the corner.
Now, let's check out what the same section looks like when using my work-in-progress SonLVL configuration files:
OMG there's so much stuff to talk about in this screenshot.
What you're seeing here is the result of a semi-joint venture between the author of SonLVL, MainMemory and myself, with the goal of providing a complete set of SonLVL object definitions for Sonic 3 & Knuckles. Essentially, what that entails is reverse-engineering the original 68k code, and producing accurate representations of all the objects within the level editor.
This process can be further boiled down into three core points:
- Identify every object ID used in a given stage, and give each of them them human-readable names;
- Document the effects of the subtype byte and the X/Y flip flags on the object's behavior and appearance, and provide a reasonable way for the user to view and modify these properties;
- Render a visual representation of the object, which should first and foremost be accurate to the object's in-game appearance, and if possible, illustrate the object's movement pattern as defined by its properties.
Let's focus on that last point. SonLVL already has a definition for Sonic 2's invisible block object, which highlights the object's actual size by drawing a yellow box around the rather unhelpful Tails block that appears in-game.
Upon porting this object to the Sonic 3 side of things, I quickly realized that a similar concept could be used to illustrate the alternating movement pattern of objects such as retracting spikes, thus making them stand out from their stationary brethren. Just draw the spikes at their "on" position, and the box at the "off" position!
There were two problems with this idea. Since the box was logically part of the object's sprite, you couldn't draw the spikes without the box, which ruined the map export feature. This wasn't an issue with the invisible block object, since its status as a "debug object" meant it didn't appear in the exported map anyway.
The other problem was that because the sprite was now twice as tall, so were the object's selection bounds!
No, if I was doing this, I was doing it right, which meant that somehow, I had to make SonLVL draw an optional "debug overlay" on top of an object's regular sprite. Luckily, I was already in talks with MainMemory at this point, and little did he know, I was about to make him work on SonLVL more than he had during the entire preceding year.
Next time, I'll go over all of the new features, and how I'm currently using them to make the Sonic 3 object definitions vastly superior to the ones available for previous titles.