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SonLVL Level Editor for S1, SCD, S2NA, S2, S3K, SKC, SCDPC - 562 - 07/11/2015

#571 User is offline MainMemory 

Posted 22 April 2015 - 10:30 PM

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View PostMarkeyJester, on 22 April 2015 - 10:17 PM, said:

Not that I do much level editing these days (or importing for that matter), I still feel that this is a great innovation! Having the collision on separate sheets in my mind is a highly beneficial form of import control, that removes the manual labour of post collision setting, and while it may give the impression of mess in one respect, it seems the finest way to go about it in my personal opinion. One thing I will ask is regarding the angles of the collision, how is that handled through importing?

By the way, the whole Green Hill Zone loop in Emerald Hill Zone thing is a great example to show off this fine new feature! Makes me wonder if importing Emerald Hill Zone's loop into Green Hill Zone would suit the palette just as fine...

Right, well, basically, if the collision data for a given block in a collision bitmap matches one of the existing solidity maps, it will simply use that data, including the angle. Otherwise, it tries to calculate the angle based on the start and end points of the slope. If a block ends with multiple filled columns, only the first is counted, if it starts with multiple filled columns, only the last is counted.
This post has been edited by MainMemory: 22 April 2015 - 10:31 PM

#572 User is offline MainMemory 

Posted 23 April 2015 - 12:43 PM

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SonLVL can now import priority settings as well, using an image named Bitmap_pri.ext (assuming the original image is Bitmap.ext). This image should consist of 8x8 squares for each tile, with black/transparent being low priority and white being high priority. Additionally, scrollbars in tile/block/chunk lists now scroll by entire rows/columns at a time, and when viewing angles in the level, the proper values for flipped blocks are shown.

GetArt.NET has also been updated for priority importing.

#573 User is offline MainMemory 

Posted 30 April 2015 - 06:32 PM

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SonLVL has a new feature:
Posted Image
You can now display a water palette together with a normal palette at a configurable height from the View menu. It applies to the Objects and Foreground tabs, and the Foreground export option.
You can set defaults for each level in the INI by entering the palette number as 'waterpal' (if palette2 is the water palette, put waterpal=2) and the height in hex as 'waterheight'.

Edit: I also fixed the "Hide Debug Objects" toggle in the Export menu.
This post has been edited by MainMemory: 30 April 2015 - 06:52 PM

#574 User is offline Overlord 

Posted 01 May 2015 - 01:17 PM

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Hah! I like that, that's neat.

#575 User is offline MainMemory 

Posted 08 May 2015 - 05:18 PM

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SonLVL update:
  • Adding loopchunks setting to INI files, which contains a comma-separated list of hex chunk IDs that will automatically have the loop flag set when placed in a level. Conversely, any chunks not listed will automatically unset the loop flag when placed. Note that if you are copying from the list in the ASM, you will have to clear the high bit, so B5 becomes 35.
  • Saving FG/BG editing mode in settings file.
  • Adding option to switch mouse buttons for chunk/block editing (in Edit menu).
  • Fixed foreground collision export when water palette is enabled.
  • Adding option to export art+collision+priority all at once. This affects blocks, chunks, foreground and background exporting. Note that visibility settings will be ignored with this option enabled, and objects will not be exported with the foreground. If a Sonic 1-style level layout has any chunks with the loop flag set, two collision images will be exported for the layout, showing both states of each loop.
  • Adding JASC-PAL (Paint Shop Pro) palette export.
  • Switching block tile import to go vertically across the block first, for improved interlaced mode (S2 2P) compatibility.


Edit: also, Clownacy has been doing a great job of updating the object definitions on GitHub, and I've updated the copies in the updater to match for those disassemblies.
This post has been edited by MainMemory: 08 May 2015 - 05:20 PM

#576 User is offline Clownacy 

Posted 08 May 2015 - 06:57 PM

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Damn, thanks. Just hope the constant changes haven't proved annoying.

#577 User is offline MainMemory 

Posted 10 May 2015 - 05:53 PM

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More updates:
  • Certain images are exported as 1bpp (2 color) or 4bpp (16 color) images when appropriate, rather than always exporting as 8bpp (256 color).
  • HUD images changed to 4bpp for a file size reduction.
  • Switching positions of water palette and SonLVL-specific colors, so water palette immediately follows normal palette and unused colors are contiguous for future expansion.
  • Making invalid blocks display as one big X in chunks instead of four small Xs.
  • Updating chunk/block lists when palette is changed.
  • Making fully transparent blocks always match block 0 when importing (fixes unnecessary block creation in S2 2P levels and levels with alternate palettes or high priority on block 0).
  • Making art importing check for overflows and cancel import.


Edit: the last update had a bug where art importing couldn't detect duplicate items within the art that had been imported so far, I've fixed that, and hopefully increased the speed too.
This post has been edited by MainMemory: 11 May 2015 - 12:28 AM

#578 User is offline MainMemory 

Posted 24 May 2015 - 01:16 PM

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SonLVL update!

I fixed some bugs and Clownacy added a "Find Previous" option.

#579 User is offline KingofHarts 

Posted 25 May 2015 - 12:47 PM

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Much thanks to Clownacy for these definition updates! And props to M.M... you've really been taking off on updating this thing lately.

#580 User is offline MainMemory 

Posted 26 May 2015 - 03:09 PM

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Update: SonLVL had a bug that caused unnecessary duplication of blocks when importing blocks/chunks/layout with collision data. If you've been using this feature, you may want to redo the imports.

#581 User is offline Neo 

Posted 28 June 2015 - 07:58 AM

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I have a feature request!

It would be super useful if in the advanced remap tools, any unassigned entries on the left could simply be copied sequentially to the first open spots on the right. Essentially, after copying the user-set remaps, go through both lists and copy from X to Y, skipping over any X or Y entries which were already set by the user. As an example, imagine I set up the following remaps:

7 -> 1
8 -> 2
9 -> 3
6 -> 6

SonLVL would fill in the blanks as such:

7 -> 1
8 -> 2
9 -> 3
1 -> 4
2 -> 5

6 -> 6
3 -> 7
4 -> 8
5 -> 9

A -> A
B -> B
...

This would make it really easy to push a range to a desired location, while not messing with the overall order and still allowing to keep specific entries where they are by doing X -> X style mappings.

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