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SonLVL

Discussion in 'Engineering & Reverse Engineering' started by MainMemory, Feb 7, 2011.

  1. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    SonLVL can now move all selected objects by increments of the current grid size by using the numpad keys (12346789).

    Orbinaut has also been added to object definitions for S1 Git SBZ, because apparently its art is loaded there.
     
  2. Caverns 4

    Caverns 4

    Member
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    Sonic: Retold
    MainMemory, is there a way to make an object's sprtie be defined as flipped in the xml for the object?

    I have the XML file I need it for here:

    Code (Text):
    1. <?xml version="1.0" encoding="utf-8"?>
    2. <ObjDef xmlns="http://www.sonicretro.org" Name="Ball Launcher" Image="Ballvertical" DefaultSubtype="00">
    3.   <Images>
    4.     <ImageFromMappings id="Ballvertical">
    5.     <ArtFile filename="../art/nemesis/Transporter ball from OOZ.bin" />
    6.     <MapFile type="Binary" filename="../mappings/sprite/obj48.bin" frame="0" startpal="3" />
    7.     </ImageFromMappings>
    8.    
    9.     <ImageFromMappings id="Ballhorizonal">
    10.     <ArtFile filename="../art/nemesis/Transporter ball from OOZ.bin" />
    11.     <MapFile type="Binary" filename="../mappings/sprite/obj48.bin" frame="7" startpal="3" />
    12.     </ImageFromMappings>
    13.  
    14.   </Images>
    15.   <Subtypes>
    16.     <Subtype id="00" name="Launch Right" image="Ballvertical" />
    17.     <Subtype id="01" name="Launch down" image="Ballhorizonal" />
    18.     <Subtype id="02" name="Launch Left" image="Ballvertical" />
    19.     <Subtype id="03" name="Launch Up" image="Ballhorizonal" />
    20.   </Subtypes>
    21. </ObjDef>
     
  3. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Instead of specifying the image attribute, use embedded ImageRef elements, like this:
    Code (Text):
    1. <Subtype id="00" name="Launch Right">
    2.     <ImageRef image="Ballvertical" xflip="FlipType" />
    3. </Subtype>
    FlipType can be NormalFlip (use the object's flip property), ReverseFlip (use the reverse of the object's flip property), AlwaysFlip (always display flipped), or NeverFlip (never display flipped).
     
  4. The Prof

    The Prof

    The Island Professor Member
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    16
    Orkney, Scotland
    Sonic 1 Yarmar Edition
    I'm using Avast, and tonight it flagged SonLVL.exe as a virus (Win32:Malware-gen). I only noticed this when I tried to run it earlier and it got quarantined. I just thought I'd flag that up. It still works fine when an exclusion is made for it.
     
  5. Covarr

    Covarr

    Sentient Cash Register Member
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    Trapped in my own thoughts.
    Two stageplays, a screenplay, and an album
    Ah, "gen", everyone's favorite false positive. This is heuristic detection at its finest, and extremely common with game modding tools.
     
  6. The Prof

    The Prof

    The Island Professor Member
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    Orkney, Scotland
    Sonic 1 Yarmar Edition
    Oh absolutely, I never doubted that it was a false positive. I took it out of quarantine as soon as I realised why the exe disappeared. I'm just noting it here so that potentially MainMemory can solve it, and if not then people know why their exe is mysteriously disappearing.
     
  7. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    How exactly am I supposed to solve it? I have no idea what part of the program is triggering the detection, and it's probable that even if I did, I wouldn't be able to change it without impacting the program's ability to function.
     
  8. Atendega

    Atendega

    Lesser Sea Sponge Member
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    Comfy couch
    Collecting insults
    Just report it as a false positive.
     
  9. The Prof

    The Prof

    The Island Professor Member
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    16
    Orkney, Scotland
    Sonic 1 Yarmar Edition
    Fair enough. I guess at least people now know they may have to make an exclusion for the program in their anti-virus, and possibly disable their anti-virus while they download it.

    EDIT: I just saw the above post, thanks, I'll do that.
     
  10. Andrew75

    Andrew75

    Technical Artist Member
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    Project AXSX(Sonic Xtreme) + Misc Projects
    Any plans to support the 510 beta for Sonic CD?
     
  11. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Define "support". Are you asking if all the data formats will be supported (if they aren't already), if I'm going to define a specific game type for it, or if I'm going to produce a set of INI files for the game (which would require a split disassembly)?
     
  12. Andrew75

    Andrew75

    Technical Artist Member
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    Project AXSX(Sonic Xtreme) + Misc Projects
    Yes to all of the above ! So that we can the open 510 levels in your editor to be viewed/edited. Also has a split disassembly already been done for the 510 beta ?
     
  13. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Looking at the SCHG, the data formats appear to be identical to the final version, so there's part 1 covered; if they're identical to the final, there's no need to create a new game type that is identical to an existing one, so there's part 2 covered; I'm not aware of any Sonic CD 510 disassembly that has the level data split, so I cannot make a project file until that happens.

    If you really want to see the levels, you can extract the data and write an ini to load it in SonLVL yourself.
     
  14. Andrew75

    Andrew75

    Technical Artist Member
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    Project AXSX(Sonic Xtreme) + Misc Projects
    Wouldn't know where to start on making the ini. ( may try it some years later when I get done with AXSX, and renovating my house) Thanks for checking into this for me, least 1 and 2 are covered ehh? ! ( time constraints really suck, and we all have them ! )
     
  15. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    I would recommend starting with looking at an existing INI, or this wiki page.
     
  16. Chainspike

    Chainspike

    Stealing rings since 1994 Member
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    Death Egg Zone
    S3C Delta
    Not sure if this is the right place, but I had a question regarding SonLVL. I was importing new level art into Angel Island zone 1 using SonLVL and I noticed if the chunks use over 16 colors they use palette line 0 automatically. Is there any way I can make the chunks that use over 16 colors use palette lines 2 & 3 instead of defaulting to 0?
     
  17. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Usually you would do that by making the image use indexes 16-47 in its color palette.
     
  18. Chainspike

    Chainspike

    Stealing rings since 1994 Member
    173
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    Death Egg Zone
    S3C Delta
    How would I go about doing this?
     
  19. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    That largely depends on your image editor.

    I would be willing to add an option to change the starting palette for imports, but I'm not sure how that should be exposed.
     
  20. BSonirachi

    BSonirachi

    Wiki Sysop
    I was just updating SonLVL, and... Uh oh...

    [​IMG]

    You'll want to look into this problem, MainMemory.