I suppose that's reasonable. This could be a good excuse for me to finally learn a programming language.
SonLVL Level Editor for S1, SCD, S2NA, S2, S3K, SKC, SCDPC - 562 - 07/11/2015
#47
Posted 13 February 2011 - 11:27 AM
You shouldn't have to learn a programming language though. I released it way earlier than I planned because of the huge response to the picture, and I should listen to your suggestions, and try to make them work to the best of my ability. Of course, if you really want to change something or make your own fork, I can't do much to stop you.
#48
Posted 13 February 2011 - 12:59 PM
The keyboard shortcuts are what makes me prefer SonED2 to many other editors; it gets the job done quicker.
This certainly looks to be a neat tool and all, but I think I'll stick with SonED2 because I'm a artsy person when it comes to levels. I'd also need collision editing and crap like that; but I'll certainly try this if those features come to rise.
This certainly looks to be a neat tool and all, but I think I'll stick with SonED2 because I'm a artsy person when it comes to levels. I'd also need collision editing and crap like that; but I'll certainly try this if those features come to rise.
#50
Posted 13 February 2011 - 02:26 PM
I think you should do both key shorcuts and menus, just like most programs are nowadays, so people can choose between using just keyboard or navigate through it. If you do menus as well it will be much appreciated at least from me, since I'm not really a keyboard person unless im using ctrl+z :P
#51
Posted 13 February 2011 - 09:59 PM
- Added SonED2 keyboard shortcuts.
- Made adding object 0x25 add a ring group instead.
- Added single-line and full palette PNG export.
Note that the INI files for the SVN version are no longer included, you can get them from the "Sonic 2 Split Disassembly" folder on the SVN. They haven't changed since the last beta though.
Also, using the keyboard to change object ID/subtypes cannot be undone.
This post has been edited by MainMemory: 14 February 2011 - 05:13 PM
#52
Posted 14 February 2011 - 12:52 AM
and now that I've put it on the SVN, anybody that knows C# could change it however they want. Not that I'm saying "If you don't like it, make your own". I'm still listening to suggestions.
Cool! I'm going to have to look at this! As for suggestions.... I'd like to be able to save in different formats. For example, if I want layouts to save uncompressed instead of kosinski compressed or collision to be kosinski module compressed instead just plain kosinski.
This would help so I don't have to write a quick program to run before compiling my hack together for whatever modification I made.
I hope you understand what I mean.
#53
Posted 14 February 2011 - 09:16 AM
I already have something like that for sprite art, and could easily add it for the other data, so in the INI you would have:
Edit: And it's up on the SVN. To override the compression used for <file>, add a value named <file>cmp, and set it to one of: Uncompressed, Kosinski, KosinskiM, Nemesis. You can override the compression on everything but palettes.
CODE
layout=../level/layout/EHZ_1.bin
layoutcmp=Uncompressed
layoutcmp=Uncompressed
Edit: And it's up on the SVN. To override the compression used for <file>, add a value named <file>cmp, and set it to one of: Uncompressed, Kosinski, KosinskiM, Nemesis. You can override the compression on everything but palettes.
This post has been edited by MainMemory: 14 February 2011 - 09:48 AM
#54
Posted 14 February 2011 - 04:06 PM
I got it off the SVN last night. I just haven't looked through it yet. But that is what I was talking about. Very cool. Thanks for reading my mind!
#55
Posted 16 February 2011 - 01:23 PM

I would estimate that I'm about 1/3 of the way towards full support.
#57
Posted 16 February 2011 - 05:25 PM
Thanks god after so many years someone is finally making a new editor for Sonic 1 levels! I will never get used to SonED2's gayness and the only reason I ever used it is because there is no alternative.
#58
Posted 16 February 2011 - 06:02 PM
Well, there was using ESE and then splitting the rom after and getting the files from it, but that's just way too much effort
This post has been edited by Jimmy Hedgehog: 16 February 2011 - 06:02 PM
#59
Posted 16 February 2011 - 06:08 PM
It's nice that you're all interested, but it's very difficult to make a level editor, when there's no documentation on the format. SCHG:Sonic the Hedgehog/Level Editing didn't exist before today, and I still don't know what's up with the 256x256 chunks. There's also no documentation on the bumpers in CNZ, and Nemesis' explanation of the collision data is... confusing.
#60
Posted 17 February 2011 - 07:42 AM
MainMemory...I love you so much. Finally a S1 level editor that's not SonED! looking forward to it!


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