recently I've tried setting the location of Knuckles' emblem for Castle eggman in SRB2 The Past, and it does not show up at all. (the problem is with emblem 3)
here's the main config:
[spoiler:7eff48f3e8]Maincfg Category
IntroToPlay = 1
Gamedata = SRB2History.dat
NumEmblems = 6
UNLOCKABLE 1
Name = Premiere Castle Eggman
Objective = Collect all 7 emeralds
NeededGrade = 8
NeededEmblems = 1
Type = 1
Var = 4
UNLOCKABLE 2
Name = Early Green Flower
Objective = Not avaible in this version
NeededGrade = 70
Type = 1
var = 1
UNLOCKABLE 3
Name = Halloween Teck demo
Objective = Not avaible in this version
NeededGrade = 70
Type = 1
var = 1
UNLOCKABLE 4
Name = Srb2 Christmas
Objective = Not avaible in this version
NeededGrade = 70
Type = 1
var = 1
UNLOCKABLE 5
Name = SRB2 TGF
Objective = Not avaible in this version
NeededGrade = 70
Type = 1
var = 1
EMBLEM 1
X = 2848
Y = -4096
Z = 3800
PLAYERNUM = 0
MAPNUM = 1
EMBLEM 2
X = -5920
Y = 320
Z = 2896
PLAYERNUM = 1
MAPNUM = 1
EMBLEM 3
X = 0
Y = 1184
Z = 3186
PLAYERNUM = 2
MAPNUM = 1
EMBLEM 4
X = 2176
Y = -2464
Z = 156
PLAYERNUM = 2
MAPNUM = 2
Level 1
Levelname = CASTLE EGGMAN
Act = 1
MusicSlot = 7
NextLevel = 2
TypeOfLevel = 4099
Weather = 1
SkyNum = 7
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 2
Level 2
Levelname = CASTLE EGGMAN
Act = 2
MusicSlot = 8
NextLevel = 3
TypeOfLevel = 4099
Weather = 1
SkyNum = 7
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 3
Level 3
Levelname = CASTLE EGGMAN
Act = 3
MusicSlot = 9
NextLevel = 1102
TypeOfLevel = 4097
SkyNum = 7
TimeAttack = 1
LevelSelect = 1
PreCutsceneNum = 4
Level 4
Levelname = CASTLE EGGMAN
Act = 1
MusicSlot = 7
NextLevel = 5
TypeOfLevel = 4099
Weather = 1
SkyNum = 7
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 5
Level 5
Levelname = CASTLE EGGMAN
Act = 2
MusicSlot = 8
NextLevel = 6
TypeOfLevel = 4099
Weather = 1
SkyNum = 7
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 6
Level 6
Levelname = CASTLE EGGMAN
Act = 3
MusicSlot = 9
NextLevel = 1101
TypeOfLevel = 4097
SkyNum = 7
TimeAttack = 0
LevelSelect = 0
PreCutsceneNum = 7
CUTSCENE 1
NUMSCENES 21
SCENE 1
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT35
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 140
SCENETEXT =
#
SCENE 2
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
MUSICSLOT = 1035
PIC1NAME = OLDCUT01
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =
#
SCENE 3
NUMBEROFPICS = 1
TEXTXPOS = 84
TEXTYPOS = 144
PIC1NAME = OLDCUT02
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT = The planet Mobius...
#
SCENE 4
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT03
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =
#
SCENE 5
NUMBEROFPICS = 1
TEXTXPOS = 96
TEXTYPOS = 144
PIC1NAME = OLDCUT04
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 126
SCENETEXT = Over the past two
months has been
peaceful.#
SCENE 6
NUMBEROFPICS = 8
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT05
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
PIC2NAME = OLDCUT06
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT07
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT08
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT09
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT10
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT11
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT12
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 105
SCENETEXT = Until the Black
Asteroid was
heading for Mobius...#
SCENE 7
NUMBEROFPICS = 1
TEXTXPOS = 92
TEXTYPOS = 136
PIC1NAME = OLDCUT13
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 105
SCENETEXT = ..but why is it
heading for Mobius?#
SCENE 8
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 136
PIC1NAME = OLDCUT14
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =
#
SCENE 9
NUMBEROFPICS = 1
TEXTXPOS = 80
TEXTYPOS = 136
PIC1NAME = OLDCUT15
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 84
SCENETEXT = The answer is inside...
#
SCENE 10
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT16
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT = The answer is
Dr. Robotnik!#
SCENE 11
NUMBEROFPICS = 1
TEXTXPOS = 94
TEXTYPOS = 136
PIC1NAME = OLDCUT17
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 175
SCENETEXT = Only one person
on Mobius can save
the world from
being destroyed.#
SCENE 12
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT18
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 280
SCENETEXT = One hedgehog,
namely...
#
SCENE 13
NUMBEROFPICS = 1
TEXTXPOS = 112
TEXTYPOS = 136
PIC1NAME = OLDCUT36
PIC1XCOORD = 0
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =
#
SCENE 14
NUMBEROFPICS = 8
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT19
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
PIC2NAME = OLDCUT20
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 5
PIC3NAME = OLDCUT21
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 5
PIC4NAME = OLDCUT22
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 5
PIC5NAME = OLDCUT23
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 5
PIC6NAME = OLDCUT24
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 5
PIC7NAME = OLDCUT25
PIC7XCOORD = 96
PIC7YCOORD = 0
PIC7DURATION = 5
PIC8NAME = OLDCUT26
PIC8XCOORD = 96
PIC8YCOORD = 0
PIC8DURATION = 5
SCENETEXT =
#
SCENE 15
NUMBEROFPICS = 6
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT27
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
PIC2NAME = OLDCUT28
PIC2XCOORD = 96
PIC2YCOORD = 0
PIC2DURATION = 7
PIC3NAME = OLDCUT27
PIC3XCOORD = 96
PIC3YCOORD = 0
PIC3DURATION = 7
PIC4NAME = OLDCUT28
PIC4XCOORD = 96
PIC4YCOORD = 0
PIC4DURATION = 7
PIC5NAME = OLDCUT27
PIC5XCOORD = 96
PIC5YCOORD = 0
PIC5DURATION = 7
PIC6NAME = OLDCUT29
PIC6XCOORD = 96
PIC6YCOORD = 0
PIC6DURATION = 35
SCENETEXT =
#
SCENE 16
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT30
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 1
SCENETEXT =
#
SCENE 17
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT31
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =
#
SCENE 18
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT32
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 35
SCENETEXT =
#
SCENE 19
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 14
SCENETEXT =
#
SCENE 20
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT34
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 210
SCENETEXT =
#
SCENE 21
NUMBEROFPICS = 1
TEXTXPOS = 0
TEXTYPOS = 144
PIC1NAME = OLDCUT33
PIC1XCOORD = 96
PIC1YCOORD = 0
PIC1DURATION = 70
SCENETEXT =
#
CUTSCENE 2
NUMSCENES 2
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 700
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = SRB2 Opening: SRB2 TGF/April Fools
The opening you just saw originates from
The earliest version of SRB2 now called
SRB2TGF. TGF stands for The Games Factory
This opening is now usually seen on April
Fools Day, (April 1st).
#
Scene 2
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
PIC1DURATION = 700
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 1: 1.09.4
This is Castle Eggman act 1 as it was
seen in the previous version of SRB2.
In it you had to hunt down the button
that open the door. The level orignaly
had 2 emerald tokens, 2 extra were
added to allow the collection of all
Emerlads.
#
CUTSCENE 3
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 2: 1.09.4
This is Castle Eggman act 2 as it was
seen in the previous version of SRB2.
In it you had to hunt down 7 buttons
to open the door. This level is what
people consider a "Button Hunt". The
level orignaly had 1 emerald token,
2 extra were added to allow the
collection of all Emerlads.
#
CUTSCENE 4
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Castle Eggman act 3: 1.09.4
This is Castle Eggman act 3 as it was
seen in the previous version of SRB2.
This version of the level had spike
balls flying around Eggman
#
CUTSCENE 5
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 1: Demo 4.0
Castle Eggman first appeared in SRB2 Demo
4.0. It's mostly the same as 1.09.4's
version except almost all textures are from
Green Flower Zone and all flying badniks are
missing. Back then Castle Eggman was unlocked
the same way you just unlocked it.
#
CUTSCENE 6
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 2: Demo 4.0
This level is almost EXactly alike the 1.09.4
version. Only differances are missing torches,
the currents need work, and the missin fire shield
#
CUTSCENE 7
NUMSCENES 1
Scene 1
NumberOfPics = 1
Pic1Name = ARCH
Pic1XCoord = 0
Pic1YCoord = 0
TextXPos = 8
TextYPos = 48
MusicSlot = 1049
SceneText = Premiere Castle Eggman act 3: Demo 4.0
No much differnet from the 1.09.4 version.
The rings don't float though and Eggman
is missing his spike balls.
#
[/spoiler:7eff48f3e8]
And heres what appears (Toad is a place holder)
What am I doing wrong?