There's an odd little issue with the RGB color value boxes. It won't save the value in the newest edited box until you select another adjacent box. Doing anything else results in the last value not beings saved, making me go back, change it again, pointlessly select another RGB color box, then move on.
SonLVL Level Editor for S1, SCD, S2NA, S2, S3K, SKC, SCDPC - 562 - 07/11/2015
#542
Posted 23 October 2014 - 02:32 PM
Yes that's a limitation of the NumericUpDown control, I'm not sure if I can make it immediately update the value when typing.
#543
Posted 07 November 2014 - 11:59 AM
I've created a new command-line program which is available via the SonLVL updater: ObjectLayoutDiff. The program has two modes of operation; in create mode, it takes two object layout files, and compares them to see which objects were added and removed in the second file, and records that information in a file (I use .objdiff, but it's just an ini file); in apply mode, it takes an object layout file and a previously generated diff file, and applies the changes in the diff file to create a new object layout file.
The program is rather basic, if an object is moved the diff records it as a deletion and addition, and if you've altered any objects in a file that you're applying a diff to, it may not be able to delete everything it's meant to.
The reason I wrote this is so that I could apply the changes made in Knuckles in Sonic 2 to a Sonic 2 hack without having to manually port over all the changes I've made to the KiS2 files. In case anyone is interested, here are the objdiff files to turn S2 object layouts into KiS2 layouts.
The program is rather basic, if an object is moved the diff records it as a deletion and addition, and if you've altered any objects in a file that you're applying a diff to, it may not be able to delete everything it's meant to.
The reason I wrote this is so that I could apply the changes made in Knuckles in Sonic 2 to a Sonic 2 hack without having to manually port over all the changes I've made to the KiS2 files. In case anyone is interested, here are the objdiff files to turn S2 object layouts into KiS2 layouts.
#544
Posted 12 November 2014 - 04:57 PM
Do INI files for MarkeyJester's Two-Eight disasm exist? That's currently what I'm working with.
#545
Posted 12 November 2014 - 05:04 PM
Yes, they're listed as "Sonic 1 Project 128 INIs" in the updater.
#547
Posted 02 December 2014 - 05:56 PM
SonLVL can now use different compressions for FG and BG layout files in layout formats that use separate files, either by setting fglayoutcmp and/or bglayoutcmp in the INI or by overriding DefaultFGCompression and/or DefaultBGCompression in a custom layout format class. Anything not specified will use the layoutcmp/DefaultCompression data as before.
#548
Posted 11 December 2014 - 01:37 PM
Xeta, on 12 November 2014 - 04:57 PM, said:
Do INI files for MarkeyJester's Two-Eight disasm exist? That's currently what I'm working with.
The rev.1 INI that comes with the disassembly (and possibly others) incorrectly references the original rev.0 object layout for Spring Yard 3 instead of (JP1).
Also, inserting a new block in the middle of the list correctly updates the first collision layer for subsequent blocks, but not the second collision layer (again, when using Two-Eight, possibly present with others too).
#550
Posted 06 January 2015 - 04:04 PM
Is start position editing not supported with the Two-Eight disassembly? I didn't see any code in the .INI referring to start location files, and it still doesn't seem to read said files even after copy-pasting that portion of the code from a 2005 INI.
#551
Posted 06 January 2015 - 05:23 PM
It should work, if the startpos data is correct, and the file it refers to exists. You also need to have an entry in the object definition INI for the player sprite.
#552
Posted 01 February 2015 - 07:07 PM
I've added support for Chaotix object layouts, and I've added drag-and-drop reordering functionality to the chunk, block, and tile lists (hold Ctrl to swap instead of move).
#553
Posted 03 February 2015 - 04:17 PM
I've added "Advanced Remapping..." buttons to the chunk, block and tile lists that open a new dialog:
#554
Posted 03 February 2015 - 05:16 PM
Hello, I'm currently doing some editing work for flamewing. Would it be possible to add multiple block selection in the chunk editor?
#555
Posted 03 February 2015 - 06:19 PM
I suppose it is possible... I'm not really sure how to handle that though.

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