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SonLVL

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

  1. Devon

    Devon

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    Change "locret_1990" to "PCycGHZ_Skip" (the code he provided was made for the old 2005 disassembly instead of the current version on GitHub) and delete the 2 lines of code under the "PalCycle_Title" label (they are no longer needed, as it shares the same function as Green Hill).
     
    Last edited: Jul 8, 2024
  2. Miner Eleven

    Miner Eleven

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    Thanks dude!
     
  3. I do think a neat feature to eventually add is the ability to edit the palette cycle colours in the editor, rather than needing to do it in a program like Flex 2; a potential example of how they'd be setup in the main INI:
    Code (Text):
    1. palcyclefile=.../XXX/YYY.bin
    2. palcycleloc=PALLINE:PALCOLOR:PALLENGTH
    ("palcycleloc" as in which colours are highlighted to cycle in the editor; naturally, this also needs to account for stages with more than one cycle)
     
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  4. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    And how exactly would the interface for this work?
     
  5. Kilo

    Kilo

    The Scatterbrained Hacker Tech Member
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    Popout window something like this?
    upload_2024-7-16_10-23-16.png
    Also put a notice to the user if they change the size/frames they'll have to update the according palette cycle code, similar to how SonPLN warns about changing the plane size.
     
    Last edited: Jul 16, 2024
  6. Andrew75

    Andrew75

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    Kinda stupid question here, How would or do we chose which pixels on tiles receive the palette cycling or not?
     
  7. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    Palette cycling applies to specific color indexes in the palette, so any tiles that use those indexes will have the cycle applied to them.
     
  8. Devon

    Devon

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    I would like to mention that I submitted a PR on GitHub with a fix for SonPLN's tile flipping and also added support for chunk flipping in SonLVL, which you enable in the stage layout class (Yundong made use of this via a custom build, and I've been messaged by another person who also implemented it into their hack and actually requested for me to get it properly done), and it's been sitting there for months now.
     
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  9. MainMemory

    MainMemory

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    I know, and I'm sorry. I've been really lacking in motivation to do much of anything lately. I will try to get that merged within the week.
     
  10. Devon

    Devon

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    Yo @MainMemory I got another pull request that implements the rest of the 16-bit chunk ID support, because I accidentally left it unfinished.
     
  11. Devon

    Devon

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    Thanks for pulling in the changes, but I fucked up and didn't thoroughly test it well enough. "loopchunks" doesn't get parsed correctly, so an error is thrown whenever you load a Sonic 1 project that defines that. I sent in another pull request, and you should accept it ASAP @MainMemory
     
  12. RetroKoH

    RetroKoH

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    May I ask, is it possible we can get a feature added to SS1SSEdit to allow for custom block libraries?

    It's something that would really help S1Fixed (which uses a 7th emerald, and has plans for a brand new block)
     
  13. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    It's certainly possible, I suppose. You could just fork it, if you really want. I can't promise anything otherwise.
     
  14. RetroKoH

    RetroKoH

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    I'll give that a try. It's a feature that'll prove quite useful for me.
     
  15. RetroKoH

    RetroKoH

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    Got this error when trying to use the LevelConverter. This has never happened to me before. Could it be update related?
    Code (Text):
    1. System.NullReferenceException: Object reference not set to an instance of an object.
    2.    at SonicRetro.SonLVL.LevelConverter.MainForm.ConvertLevel() in C:\Programs\SonLVL\LevelConverter\MainForm.cs:line 465
    3.    at SonicRetro.SonLVL.LevelConverter.MainForm.button1_Click(Object sender, EventArgs e) in C:\Programs\SonLVL\LevelConverter\MainForm.cs:line 107
    4.    at System.Windows.Forms.Control.OnClick(EventArgs e)
    5.    at System.Windows.Forms.Button.OnClick(EventArgs e)
    6.    at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
    7.    at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
    8.    at System.Windows.Forms.Control.WndProc(Message& m)
    9.    at System.Windows.Forms.ButtonBase.WndProc(Message& m)
    10.    at System.Windows.Forms.Button.WndProc(Message& m)
    11.    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    12.    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    13.    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
     
  16. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    That's strange, it doesn't match the source code on GitHub...
     
  17. RetroKoH

    RetroKoH

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    I'm not sure what's wrong. I haven't forked or modified anything (yet). I'll redownload from GitHub later and try again.
     
  18. Miner Eleven

    Miner Eleven

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    Here's a bit of a suggestion for further updates on SonLVL

    I really like the ability to change the zone's pallette but i'd like for there to be an eyedropper so you can determine which color a certain pixel is so changing its color can be easier to prevent accidently changing a color that LOOKS like what you intended but ends up being drastically different.
     
  19. MainMemory

    MainMemory

    Kate the Wolf Tech Member
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    You can kind of do that with the right mouse button in the tile editor. Adding a whole separate eyedropper mode is certainly possible but I'm not sure if it's worth the effort.