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Object Editing SSRG MAIN PAGE

As with anything, there's many things you should know about object editing before you start - but I'm sure you're getting pretty bored of all this talk, so I'll go through it as we progress. At least that way we can get something done.

First off, a simple task - simply move those visable rings from the top of the cave to around the middle, so as to actually pull them out of the level geometry. Just click and drag down. Simple enough? Ok, now lets place a 10-ring monitor in our cave.

Drag the coconuts monkey badnik out of the tree to the right and place him in the middle of the cave for now. Right, using the A/Z, S/X and D/C keys, scroll the number at the bottom left of the screen whilst holding the mouse over the object to 26 04 08, remembering that you can hold the control key whilst scrolling to jump 16 at a time.

Here's how the objects work - the first number pretty much determines the catagory. The second number determines the variety of objects within the catagory and the final number assigns an attribute - in this instance, 08 is saying that the monitor hasn't been broken and should regenerate when the item goes off screen and back again. This prevents the monitor from being destroyed before the player sees it.

So now you should have something like this:


Click to show full image

Now, lets do something about the faulty tiles and make a spike pit. This will involve the spike object and a moving platform. Press P to go into Level editing mode. Now scroll using A/Z again to tile 78 (for future reference, the best way to find a tile to use is via pressing 'I' to go into tile editing mode and selecting a tile via scrolling - I'm using the number system to make it easier for you to find for now):


Click to show image alone

Place it next to the last floor tile we did, crating a small drop and eradicating that old tile which caused a solidity problem. Of course, now we have another tile in the way and no logical end to the path - as we're going to make a ditch with which to put spikes in, go to tile 13. It's an outdoor tile, so that marks the end of our amazingly long and interesting cave - remember how I told you that there's very few cave tiles? Well, here is an instance where there is none for what we're doing. Place tile 13 next to the new floor tile. We now have an end to the path, with a clear drop. Now we need to make a drop.

Use tile 9B just under the end of the path tile and then use tile 2F under that. You should have something like this:


Click to show enlarged image

As you can tell, it's not looking like the most professional level ever made - it needs sorting out. First of all, use tile 00 to remove those palm tree's and then drag those other rings down to ground level (use 'O' to toggle back into object placement mode). Now lets finish what there was of the cave. Use tile 7C for the top of the cave and tile 95 for the walls above it, just like before. Looking a little better now, isn't it? Alright, lets carry on our spike pit. Remove the tiles to the right like this:


Click to show enlarged image

Now it's looking more like a pit. Now for the complicated part - I'm going to let you finish it. Here's an image of what you need to get it to look like, minus the object placement.


Click to show enlarged image

If you're finding it hard, I used these tiles: 04, 33, 9C and 1B. Build it as I have. Now we need a moving platform - what luck, then, that one happens to be right there waiting for us. Drag it down to about the same height as the ground and about half way between the two edges of the ditch. If you're more of a perfectionist and want to get this perfectly in the middle, you can use F/V to increase/decrease the snap to grid (if you don't know what this is, it's a system that helps you place objects more accurately by moving them a specified amount of pixels at a time - so snap to grid 64 would move the object half a tile per movement. It can also be very inaccurate too).

Now that should be a fully working and bug free pit - except it isn't. there's no way to get out. We should probably put another platform there - drag down the buzzbomber object from up above and change it to object 18 00 00 (Take note that the horizontally moving platform was object 18 01 00) and place it half way up the left side of the pit. This platform will not move, nor will it fall when stood on. Make sure not to embed it in the level geometry.

Now for the finishing touch - filling it with spikes! Now, we don't know the number for the spike object (or rather I do and you presumably don't), so find it somewhere in the level. This is the best way to determine what an object number is. You'll find it's 36 XX XX (XX being whatever number - it varies). We need 36 40 00 - a set for 4 spikes horizontally and upright, not moving. Depending on what object definitions you're using and what version of sonED you're using etc., you may get the incorrect graphical representation of the sprite like I do. Mine looks like this:


Click to show image alone

As you can see, in mine there are clear gaps. These will make no difference, as the gap will be filled in game - other versions vary, I'm afraid you'll just have to experiment. Other than that, it should be finished. To save, click 'File', then 'Write Data', 'Rom', 'All' and 'Emerald Hill 1'. Finally click 'File' and 'Save' then 'Rom'. Test it out!

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