Posted 06 April 2012 - 08:45 PM
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SonLVL Update:
Quote
<@MainMemory> mostly a bunch of behind the scenes junk nobody cares about
<@MainMemory> also: changing "tile8", "block16" and "chunk[128/256]" to "tiles", "blocks" and "chunks" in the INI files
<@MainMemory> added support for loading different mappings versions eg S1 mappings in S2
<@MainMemory> support for S1 DPLCs
<@MainMemory> fixed screen boundary when zoomed in/out
This means you have to update all your INI files and object definitions.
Posted 06 April 2012 - 10:27 PM
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Joy. Hope this improves performance!
Posted 06 April 2012 - 10:57 PM
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It... shouldn't...
At least, not significantly.
Posted 07 April 2012 - 10:28 AM
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There was a bug in the palette saving. I fixed it.
Also, there is an
XML Schema Document (.xsd) for
XML Object Definitions.
Posted 25 April 2012 - 01:40 AM
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I have no idea how to set up the disassembly for this. I have all the required files, I opened S1LVL.ini and I get an error along the lines of "FileNotFoundException: Palette file could not be loaded!" even though I have the palette files and such in the INI folder. It doesn't help that the readme is terribly vague when it comes to setting things up, and there aren't any tutorials from what I can gather.
I'm using the Sonic 1 Project 128 (kram1024 version) disassembly, by the way.
Posted 25 April 2012 - 07:20 AM
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It seems that a lot of people end up putting the disassembly in the INI file folder instead of putting the INI file folder in the disassembly folder. You see SonED2's "project" folder? SonLVL is set up exactly the same way.
Posted 25 April 2012 - 10:24 AM
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It might not be a very "clean" approach, but how about detecting if the ini forder is not in the disassembly ? I mean most emulators detect if the rom is binary or smd format even if the extension is wrong. 10 lines of code may save you the trouble of explaining it over and over again
Posted 25 April 2012 - 10:30 AM
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That would require including the name of the ASM file (or the EXE for SCDPC/S&KC?) in the INI file, and then everyone that renames their ASM file would have to edit the INIs. And even then, what would that do? Pop up a messagebox saying "HEY YOU'RE NOT SETTING IT UP RIGHT"?
Posted 26 April 2012 - 08:20 PM
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MainMemory, on 25 April 2012 - 07:20 AM, said:
It seems that a lot of people end up putting the disassembly in the INI file folder instead of putting the INI file folder in the disassembly folder. You see SonED2's "project" folder? SonLVL is set up exactly the same way.
This isn't working for me, either. Same error message, same thing as before.
There's a lot of folders in the disassembly. Which one do I need to put the INI files in?
Posted 26 April 2012 - 08:22 PM
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The one with the main asm file.
Posted 30 April 2012 - 08:00 AM
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The root folder... If anyone is really this confused about this, download a disassembly from the repository. You'll find folders for both SonLVL and SonEd2 where they should be. (That is... If the Mercurial isn't still down.)
Posted 04 May 2012 - 09:39 PM
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SonLVL Update:
- Added "Select" mode for FG and BG editing.
- Added NumericUpDown controls to ID and SubType dropdowns in object property grid.
- Added support for loading multiple object definition INIs per game/level, separated by pipes. Items can be redefined in a later INI file, which will override any previous definitions of the item.
- Changed window title format from "S2LVL - Emerald Hill Zone Act 1" to "SonLVL - S2 - Emerald Hill Zone Act 1".
The multiple object definition files feature is intended to be used by hack authors, who may wish to define/redefine certain edited objects while still being able to easily use updated official definition files when they become available. But, like everything related to the object definition system, I expect the only person that will use it is me. In fact, this may be useful for S3 vs. S&K levels in S3K, if I ever get around to that.
This post has been edited by MainMemory: 04 May 2012 - 09:44 PM
Posted 07 May 2012 - 01:40 PM
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For everyone that doesn't understand how SonLVL is supposed to be set up, perhaps
SCHG How-to:Set Up SonLVL can help you.
Posted 07 May 2012 - 03:22 PM
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Nice to see, that. Thanks.
Posted 10 May 2012 - 12:00 AM
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Well, I'm having a problem with the level converter tool. Always when I try to convert a level from S2b to S1 (and vice versa) this stack trace appears
System.Collections.Generic.KeyNotFoundException: The supplied key was not present in the dictionary.
in System.ThrowHelper.ThrowKeyNotFoundException()
in System.Collections.Generic.Dictionary'2.get_Item(TKey key)
in SonicRetro.LevelConverter.MainForm.ConvertLevel() in C:\RetroSVN\Programs\LevelConverter\LevelConverter\MainForm.cs:line 196
in SonicRetro.LevelConverter.MainForm.button1_Click(Object sender, EventArgs e) in C:\RetroSVN\Programs\LevelConverter\LevelConverter\MainForm.cs:line 110
in System.Windows.Forms.Control.OnClick(EventArgs e)
in System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
in System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
in System.Windows.Forms.Control.WndProc(Message& m)
in System.Windows.Forms.ButtonBase.WndProc(Message& m)
in System.Windows.Forms.Button.WndProc(Message& m)
in System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
in System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
I don't know what info can help to solve this problem. If I can tell an useful info, just ask.
About the ini file that I using to use to convert the levels, I can open it in SonLVL without have any issue.