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.
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): <?xml version="1.0" encoding="utf-8"?> <ObjDef xmlns="http://www.sonicretro.org" Name="Ball Launcher" Image="Ballvertical" DefaultSubtype="00"> <Images> <ImageFromMappings id="Ballvertical"> <ArtFile filename="../art/nemesis/Transporter ball from OOZ.bin" /> <MapFile type="Binary" filename="../mappings/sprite/obj48.bin" frame="0" startpal="3" /> </ImageFromMappings> <ImageFromMappings id="Ballhorizonal"> <ArtFile filename="../art/nemesis/Transporter ball from OOZ.bin" /> <MapFile type="Binary" filename="../mappings/sprite/obj48.bin" frame="7" startpal="3" /> </ImageFromMappings> </Images> <Subtypes> <Subtype id="00" name="Launch Right" image="Ballvertical" /> <Subtype id="01" name="Launch down" image="Ballhorizonal" /> <Subtype id="02" name="Launch Left" image="Ballvertical" /> <Subtype id="03" name="Launch Up" image="Ballhorizonal" /> </Subtypes> </ObjDef>
Instead of specifying the image attribute, use embedded ImageRef elements, like this: Code (Text): <Subtype id="00" name="Launch Right"> <ImageRef image="Ballvertical" xflip="FlipType" /> </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).
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.
Ah, "gen", everyone's favorite false positive. This is heuristic detection at its finest, and extremely common with game modding tools.
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.
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.
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.
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)?
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 ?
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.
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 ! )
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?
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.