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

  1. Caverns 4

    Caverns 4

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    This is my editor of choice. Great work, MainMemory! Could'nt ask for a better editor.

    I do have a couple of suggestions though:
    1:In the chunk editor, would you be able to possibly add ctrl+click block functionality to group select tiles and change their properties at once?
    2:Also, in addition to Paste before and Paste after, how about a Paste - replace function? The Paste insert command is quite useless in the Chunk editor.

    Please do keep this project going, it's the best level editor by miles.
     
  2. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    I've been planning to make the chunk and block editors more like the layout editor in select mode for a while, and replacing the two paste options with a single paste that replaces the selected chunk.
     
  3. Caverns 4

    Caverns 4

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    I also found a bug in the object editor. Layer swappers can't be set to put you on Path 2.
     
  4. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Clearly I wasn't thinking when I converted those definitions. The pathswapper has been fixed in all disassemblies' INIs.
     
  5. RetroKoH

    RetroKoH

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    Got one question about the Level Converter. Both I and a new member by the name of SteelRush have attempted converting Labyrinth Zone Act 1 for use in Sonic 2. Both of us encountered the issue of NO starting position binary file included in the folder when converting the level. Now, this is a piss easy thing to work around, sure... but it'd be nice to have this fixed.
     
  6. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    There's really nothing to convert. I could have it output the start positions I guess, but I've been meaning to rewrite the thing anyway.
     
  7. Alriightyman

    Alriightyman

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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    I have a suggestion that would be helpful to me at least. I know you can select all Objects/Rings/Chunks at once, but how about a "Select All" that selects all the Chunk, all the objects and all the rings from the entire level? I hate having to drag across the whole level to achieve this.
     
  8. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Seems kind of odd to me, but it's certainly doable.
     
  9. TheInvisibleSun

    TheInvisibleSun

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    Out of curiosity, has anyone made the rest of the Sonic 1 Object Definitions yet (for SLZ, LZ and SBZ)?
     
  10. RetroKoH

    RetroKoH

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    I've got a suggestion of something that I've wanted to see in SonLVL. I plan on having it in my own thing too but maybe you could consider it.
    A search function to search a level map for certain objects/chunks... etc.
    Maybe like a Find... along with a Find Next...
     
  11. Tiddles

    Tiddles

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    I was actually thinking the same thing the other day - would help to see what chunks are free for replacement, or which chunk is actually placed somewhere if there are two identical-looking chunks available with just, say, different collision. A "highlight all instances" might be nice for that.

    Oh, and if it's practical, it would be useful to be able to see info on what offset in the layout file a particular chunk sits at. There are cases in S3 where the layout is altered dynamically during the level by splatting out new chunks into the buffer, and it'd be nice to be able to identify more easily what part of the level that corresponds to.
     
  12. RetroKoH

    RetroKoH

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    On this note, aside from a search in the Level Editor itself, perhaps a feature in the tile/block/chunk editors to scan for blanks, or as you said, identical-looking ones... and even remove them. This would be very useful in particular for someone porting Sonic 1 over to Sonic 2...
     
  13. Alriightyman

    Alriightyman

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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    This right here! This would be so incredibly helpful!
    It's helpful for when I realize I need to add some extra chunks at the beginning of the level and shove everything off to the right.
     
  14. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    If you just need to move everything to the right, I added an Insert option in the context menu a while back...
     
  15. Caverns 4

    Caverns 4

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    I was actually thinking about trying to find a way to get right of duplicate tiles for my level the other day. Thee able to find unused our duplicate chunks, tiles, and blocks would be very helpful.
     
  16. Alriightyman

    Alriightyman

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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    Well, it's another one of those "I seemed to have missed that post...." That will work perfectly then. Thanks.
     
  17. TheInvisibleSun

    TheInvisibleSun

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    Hey Main Memory, have you ever considered creating a setting for making the Sonic 1 Act 4's editable (should the person have the files for said Act, of course)? I could try to do this manually within the code, but are you planning to ever officially add this as an option?
     
  18. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    ...uh, which "acts" are editable depends entirely on the ini files, not anything in SonLVL's code. Just copy Act 3's entry from S1LVL.ini and paste it in a new file named S1LVL.user.ini, replacing '3' with '4'.
     
  19. TheInvisibleSun

    TheInvisibleSun

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    Makes sense, thanks!
     
  20. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    I must have missed this, but it wouldn't be very practical at all. SonLVL stores the layout internally as a 2D array, so the only way to find a chunk's address in the file is to write the file and search for it.