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SonLVL

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

  1. Uberham

    Uberham

    King Of Oblivion Member
    That's fine, It's more to say "this tile is animated, don't go dicking with it thinking it does nothing"
     
  2. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Fixed those two things, and a minor error in drawing (made the image a pixel too small in both dimensions which was then stretched to fill the panel).
     
  3. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
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    Somewhere in hot, death Florida
    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    The updater never works for me unless I delete everything in the directory except the updater and then run it. Any idea as to why?
     
  4. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    How does it not work? Does it not find updates? Does it crash? Do you have to delete ALL the files, or just Updater.ini?
     
  5. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
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    Somewhere in hot, death Florida
    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    Well, it works fine if I delete the Updater.ini which I never did before. Usually I delete everything.
    But the updater would fail at downloading or extracting the downloads and eventually crash.
    EDIT: it does find updates btw.
     
  6. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    You didn't have any copies of SonLVL running while you were trying to update it did you?

    Maybe this updated updater will work better, or at least create an error log file.
     
  7. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
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    Somewhere in hot, death Florida
    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    Ok, I'll try it out next time you send out an update. I already got it to update (obviously by deleting a bunch of stuff) but will try this in the future.
     
  8. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL Update 449 includes the following changes:
    • Changed format of xflip and yflip parameters in XML ImageRef class.

    Additionally, the Object Definition Editor is now available for public use. As usual, this does not mean it has been thoroughly tested (I did test it a bit though), so it may crash.
     
  9. Uberham

    Uberham

    King Of Oblivion Member
    More subtype stuff: Bubbles in aquatic ruin need to be set to subtype 81 to work, Chop Chop needs subtype 08 to work, Grounder Needs subtype 02 to work, and is Y-Inverted by default in vanilla S2, which is odd.

    Also, copypasting ARZ's falling leaves doesn't give the pasted object any editable co-ordinates.
    [​IMG]
     
  10. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    More updates:
    • There was an API bug that prevented angles from being loaded or saved (affects SonLVL and LevelConverter).
    • The tile list now uses the colors of the palette line you have selected instead of defaulting to line 3 (SonLVL).
    • You can now add an INI file named <ininame>.user.ini (for example S2LVL.user.ini for S2LVL.ini) which will add/overwrite groups/values from the default INI (SonLVL, LevelConverter, ObjDefEditor).
    For that last item, let's say your Sonic 2 hack has HTZ using completely separate art than EHZ, you have an ini file containing extra object definitions for all levels, and you've added HPZ. Your S2LVL.user.ini file might look like this:
    Code (Text):
    1. objlst=obj.ini|objCustom.ini ; replaces "objlst" value in default ini
    2. [Hill Top Zone Act 1] ; already exists in default ini, so the values will be added or replace
    3. tiles=../art/kosinski/HTZ.bin ; replaces "tiles" value
    4. blocks=../mappings/16x16/HTZ.bin
    5. colind1=../collision/HTZ primary 16x16 collision index.bin
    6. colind2=../collision/HTZ secondary 16x16 collision index.bin
    7. [Hill Top Zone Act 2]
    8. tiles=../art/kosinski/HTZ.bin
    9. blocks=../mappings/16x16/HTZ.bin
    10. colind1=../collision/HTZ primary 16x16 collision index.bin
    11. colind2=../collision/HTZ secondary 16x16 collision index.bin
    12. [Hidden Palace Zone Act 1] ; doesn't exist in default ini, so these values all get added to a new group
    13. tiles=../art/kosinski/HPZ.bin
    14. blocks=../mappings/16x16/HPZ.bin
    15. chunks=../mappings/128x128/HPZ.bin
    16. layout=../level/layout/HPZ_1.bin
    17. objects=../level/objects/HPZ_1.bin
    18. rings=../level/rings/HPZ_1.bin
    19. palette=../art/palettes/SonicAndTails.bin:0:0:16|../art/palettes/HPZ.bin:0:16:48
    20. palette2=Water|../art/palettes/HPZ Underwater.bin:0:0:64
    21. colind1=../collision/HPZ primary 16x16 collision index.bin
    22. colind2=../collision/HPZ secondary 16x16 collision index.bin
    23. objlst=objHPZ.ini
     
  11. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Before I do something, I'm going to ask for some user input.
    Would you prefer if everything stayed as it is, with all the editors in separate tabs; should the Chunks, Blocks, Tiles and Solids tabs be combined into one; or should I get rid of tabs altogether and have SonED-style switching by hotkeys/menu?
    Secondly, are there any hotkeys you would like to have? I will definitely add SonED2's hotkeys for collision path viewing, as it's been requested several times now.
     
  12. Tets

    Tets

    one rude dude Oldbie
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    I like the tab interface, myself. And hotkeys are always welcome, especially if they're user configurable. As for what I think should have hotkeys, everything in the view menu would be a great start. Toggle keys for objects above high plane, HUD, and so on; zoom in and out with + and - keys, respectively.
     
  13. Uberham

    Uberham

    King Of Oblivion Member
    I like the tabs.
     
  14. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Update with an entire row's worth of keyboard shortcuts:
    • Q = Disable collision viewing
    • W = View collision path 1
    • E = View collision path 2
    • R = Toggle viewing of angle values
    • T = Toggle objects above/below high plane
    • Y = Toggle viewing of low plane
    • U = Toggle viewing of high plane
    • I = Toggle grid
    • O = Toggle HUD
    • P = Toggle viewing of objects from all timezones (Sonic CD only)
    • [ = View previous palette
    • ] = View next palette
    • - = Zoom out
    • + = Zoom in
    Additionally, the resize level function has been moved to an item in the Edit menu.
     
  15. Tets

    Tets

    one rude dude Oldbie
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    I like it. Only one minor complaint, while the + and - keys to the left of backspace control zoom, the ones on the numpad do not.
     
  16. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    I'm on a laptop, so most of the time I either forget the numpad exists or am annoyed at keyboard shortcuts that require me to hold the Fn key to activate.
    Anyway, the numpad + and - keys now control zoom as well.
     
  17. Uberham

    Uberham

    King Of Oblivion Member
    Lets play "follow me as I dick about with levels"!

    This week: Casino Night Zone!

    Flippers: Horizontal is type 00, vertical is 01, if graphics could reflect that and have a sub-menu ala springs, it'd be wonderful and make the flipper much easier to place.

    Conveyor Belts could use a highlight box ala invisible blocks/corkscrews, possibly also an arrow to indicate direction.

    Pressure Springs: Vertical is type 00, Diagonal is 81, if graphics could reflect this and have a sub-menu ala springs, it'd be great.

    Cages: Type 00 is points, type 01 is fruit machine.

    Elevator size seems to be controlled by subtype, again, would it be possible to have a visual representation of the elevators size?
     
  18. RetroKoH

    RetroKoH

    Member
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    Project Sonic 8x16
    Im trying to add to the S3K INIs. When trying to add information for the object subtypes, I get errors. I'm trying to do it in the fashion of the S2INIs, so I assume this is wrong.

    This is What I have done for the rock object (05)
    Code (Text):
    1.  
    2. [05]
    3. name=Rock
    4. art=../Levels/AIZ/Nemesis Art/Misc Art 1.bin
    5. mapasm=../Levels/AIZ/Misc Object Data/Map - Rock.asm
    6. frame=2
    7. pal=1
    8.  
    9. [05:04]
    10. name=Tallest Breakable
    11. art=../Levels/AIZ/Nemesis Art/Misc Art 1.bin
    12. mapasm=../Levels/AIZ/Misc Object Data/Map - Rock.asm
    13. frame=0
    14. pal=1
    15.  
    16. [05:21]
    17. name=Smallest Breakable
    18. art=../Levels/AIZ/Nemesis Art/Misc Art 1.bin
    19. mapasm=../Levels/AIZ/Misc Object Data/Map - Rock.asm
    20. frame=2
    21. pal=1
    22.  
    When I try to add the subtypes part, that is where I get the error. Without it, I get just the Rock object showing up. I want to get the rock object to show up, with the subtypes appearing correctly. Obvously the S2 method doesn't work... understandably so. So... how do I do this.
     
  19. flamewing

    flamewing

    Emerald Hunter Tech Member
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    Sonic Classic Heroes; Sonic 2 Special Stage Editor; Sonic 3&K Heroes (on hold)
    Yeah, MainMemory removed support from that form of specifying subtypes some time ago in favor of better ways. I recommend you grab the latest S2 ini files and check how it is done there: there are *.cs and *.xml files responsible for different objects.
     
  20. RetroKoH

    RetroKoH

    Member
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    That's odd... I have the latest files. they include .cs and .xml's... but also have the old subtype code in some instances. Perhaps I did something wrong... I'll just fuck with the Updater .ini and try again.