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SonLVL

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

  1. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    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:
    [​IMG]
    What do you think?
     
  2. Uberham

    Uberham

    King Of Oblivion Member
    It looks ok, I was shooting for something that lined up where the solidarity is, kinda like this:
    [​IMG]
     
  3. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    I don't really like the thickness of the line.
     
  4. Uberham

    Uberham

    King Of Oblivion Member
    It's up to you dude, as long as it lines up with the top of the collision like the green lines here:
    [​IMG]
    You can make the lines as thick or thin as you want :)
     
  5. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    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.
     
  6. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    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):
    1.  
    2. System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
    3. Parameter name: index
    4.    at System.ThrowHelper.ThrowArgumentOutOfRangeException()
    5.    at System.Collections.Generic.List'1.get_Item(Int32 index)
    6.    at SonicRetro.SonLVL.LevelData.RedrawCol(Int32 block, Boolean drawChunks) in C:\RetroSVN\Programs\SonLVL\SonLVL\LevelData.cs:line 684
    7.    at SonicRetro.SonLVL.MainForm.ColPicture_MouseMove(Object sender, MouseEventArgs e) in C:\RetroSVN\Programs\SonLVL\SonLVL\MainForm.cs:line 5520
    8.    at System.Windows.Forms.Control.WmMouseMove(Message& m)
    9.    at System.Windows.Forms.Control.WndProc(Message& m)
    10.    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    11.    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
    12.  
     
  7. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    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.
     
  8. Uberham

    Uberham

    King Of Oblivion Member
    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.
     
  9. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Actually that was a bug in BitmapBits.DrawLine. I've fixed it.
     
  10. Uberham

    Uberham

    King Of Oblivion Member
    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.....
     
  11. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    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.
     
  12. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
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    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    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.
     
  13. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    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.
     
  14. Alriightyman

    Alriightyman

    I am back... from the dead! Tech Member
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    Somewhere in hot, death Florida
    0101001101101111011011100110100101100011 00000010: 0101001100000011 01000101011001000110100101110100011010010110111101101110
    I'd say let the user choose the color, but have a red color as a default.
     
  15. Machenstein

    Machenstein

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    I'm using Hivebrain's 2005 Sonic 1 split disassembly with the Sonic 1 2005 INIs and I get this error.

    [​IMG]

    What does this mean?
     
  16. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    It means you should paste the log file in the INI folder to me.
     
  17. Machenstein

    Machenstein

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    Is this what you're talking about?

     
  18. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    Are you up to date? If you are, then I guess I forgot to submit this bugfix.
     
  19. Machenstein

    Machenstein

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    I downloaded SonLVL from the first page. I assume that link is up to date.
     
  20. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    SonLVL
    You should have the Updater, not r568.1.