Well Uberham, it's not exactly what you asked for, but I did a direct conversion of the code that sets the player's Y position: What do you think?
It's up to you dude, as long as it lines up with the top of the collision like the green lines here: You can make the lines as thick or thin as you want
I've updated SonLVL and added the definition for the EHZ Twisting Pathway. Note that the right part will be obscured unless you check "Objects above high plane" in View.
Not sure what the cause is, but SonLVL seems to crash, but is recoverable, when I move my mouse over the selected collision on the left in the solids tab. Here is the log info afterwards: Code (Text): System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index at System.ThrowHelper.ThrowArgumentOutOfRangeException() at System.Collections.Generic.List'1.get_Item(Int32 index) at SonicRetro.SonLVL.LevelData.RedrawCol(Int32 block, Boolean drawChunks) in C:\RetroSVN\Programs\SonLVL\SonLVL\LevelData.cs:line 684 at SonicRetro.SonLVL.MainForm.ColPicture_MouseMove(Object sender, MouseEventArgs e) in C:\RetroSVN\Programs\SonLVL\SonLVL\MainForm.cs:line 5520 at System.Windows.Forms.Control.WmMouseMove(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Well, I didn't manage to reproduce the bug, but I may have fixed it. I also fixed some unnecessary CPU usage while hovering the mouse over/drawing the collision.
Cheers dude, that'll make the twists a lot easier EDIT: there's definitely a bug with the new twist code, it's not keen on being scrolled offscreen, it'll crash out with an "out of bounds" error.
Thanks for the bugfixes Also I've got up to editing Chemical plant, and the bulk of it is well explained, a few suggestions though: 1: there are 2 types of "Blue worm": Subtype 15 = Square tube worm Subtype 05 = Back and forth worm This could be reflected in the object sub-menu. 2: Spinners, each one seemingly has a different Subtype, which, I assume, affects entry and exit, is it possible to draw these paths as you did with the corkscrews in EHZ? EDIT: fuck that, unless you can make the paths editable too.....
If I want to draw paths for the spin tubes, I would have to know how to read the misc/obj1E_a.bin and misc/obj1E_b.bin files, to use the same path data the game does. I want the object definitions to be as accurate as possible.
If you are still looking for suggestions for this, I would love a grid of some sort to highlight the 128/256 chunks while in the level editor. Also, a zoom feature would be nice. Understandable if these are unlikely to be implemented. If I get a chance, I'll look into these, unless someone else knows.
A grid is entirely possible, though I'm not sure what color it should be. And I've actually thought about a zoom feature myself, it's really just adding some multiplications and divisions for drawing and mouse input.
I'm using Hivebrain's 2005 Sonic 1 split disassembly with the Sonic 1 2005 INIs and I get this error. What does this mean?