SonLVL

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

  1. MainMemory

    MainMemory

    Have no fear...Amy Rose is here! Tech Member
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    The way I see it, S2LVL is a community project, since it's on the SVN. I will only continue to update the INI files for the SVN disassemblies, but there's nothing stopping somebody else from copying the changes into INIs for the older disassemblies. In fact, the S2 2007 disassembly should work with the new INIs, if you remove the startpos lines (or split the start positions from s2.asm). I just don't have the patience to find all the changed filenames and labels for the S1 2005 disasm.
     
  2. Spanner

    Spanner

    The Tool Member
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    <!--quoteo(post=568388:date=Mar 13 2011, 07:13 PM:name=MainMemory)--><div class='quotetop'>QUOTE (MainMemory @ Mar 13 2011, 07:13 PM) <a href="index.php?act=findpost&pid=568388"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->The way I see it, S2LVL is a community project, since it's on the SVN. I will only continue to update the INI files for the SVN disassemblies, but there's nothing stopping somebody else from copying the changes into INIs for the older disassemblies. In fact, the S2 2007 disassembly should work with the new INIs, if you remove the startpos lines (or split the start positions from s2.asm). I just don't have the patience to find all the changed filenames and labels for the S1 2005 disasm.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I believe Mercury or qiuu posted something in the S1SVN topic that deals with equivalent labels. That should help you.
     
  3. MainMemory

    MainMemory

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    I will not modify the INI/CS files for the 2005 disassembly. If you want it that badly, do it yourself.
     
  4. MainMemory

    MainMemory

    Have no fear...Amy Rose is here! Tech Member
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    "Latest revision: 318 - 3/14/2011 4:08:57 PM - MainMemory - S2LVL: Copied S2 SVN INIs to 2007 folder, minus startpos lines."
    Those of you using the Sonic 2 2007 disassembly, you can download INI files for S2LVL Beta 5 <a href="http://svn.sonicretro.org/dl.php?repname=CommunityDisassemblies&path=%2FPrograms%2FS2LVL%2FS2LVL%2FOld+disasm+INIs%2FS2LVL+-+2007%2F&isdir=1&rev=318&peg=318" target="_blank">here</a>. The only change I had to make for these was deleting the startpos lines (the start positions are in the ASM in the 2007 disassembly).

    If somebody can write a program to automatically change the filenames and labels, I'll support the 2005 disassembly. Otherwise, I'm not going to spend time changing them all myself.
     
  5. Trunks

    Trunks

    AGAIN TRY Oldbie
    I have one thing to beg, and there's a high possibility it's been addressed, but I have yet to try S2LVL.

    Can we please get some easy art-editing up in this mofo? I work in Photoshop, I love to do tile art, but there's never a simple, non-convoluted way to import art I've made in Photoshop, exported to gifs/pngs/targas, into a rom.

    I'm begging you. Please come up with a simple gif chunk importer. You would make my day.
     
  6. MainMemory

    MainMemory

    Have no fear...Amy Rose is here! Tech Member
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    <!--quoteo(post=568610:date=Mar 14 2011, 12:21 PM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Mar 14 2011, 12:21 PM) <a href="index.php?act=findpost&pid=568610"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I have one thing to beg, and there's a high possibility it's been addressed, but I have yet to try S2LVL.

    Can we please get some easy art-editing up in this mofo? I work in Photoshop, I love to do tile art, but there's never a simple, non-convoluted way to import art I've made in Photoshop, exported to gifs/pngs/targas, into a rom.

    I'm begging you. Please come up with a simple gif chunk importer. You would make my day.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I honestly have no idea how to make that work. I was hoping that somebody else would, but clearly nobody is going to do anything with S2LVL besides me. Also fyi, S2LVL supports BMP,PNG,GIF,JPG and TIFF, which is one of the few good things about GDI+.
     
  7. Trunks

    Trunks

    AGAIN TRY Oldbie
    My ideal setup would be

    Display a list of all tiles or chunks, click on the ones you wish to export, and then it'd create a sheet of them as a gif.

    Take that gif into Photoshop, edit it for a bit, save, then go back to S2LVL and import it in using the same sheet and settings.

    I can't think of the BEST way to do it, but I think that'd be ideal.
     
  8. Jaseman

    Jaseman

    The programmer has a nap! Hold out! Programmer! Member
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    Oh hey, it works for me now. Yay!
     
  9. MainMemory

    MainMemory

    Have no fear...Amy Rose is here! Tech Member
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    Now, you can get builds of S2LVL <a href="http://svn.sonicretro.org/dl.php?repname=CommunityDisassemblies&path=%2FPrograms%2FS2LVL%2FS2LVL%2Fbin%2FRelease%2F&isdir=1" target="_blank">from the SVN</a>, instead of waiting a month for me to decide to upload a build to the wiki. If you want to know when a new build is available, you can subscribe to the RSS feed <a href="http://svn.sonicretro.org/rss.php?repname=CommunityDisassemblies&path=%2FPrograms%2FS2LVL%2FS2LVL%2Fbin%2FRelease%2F&isdir=1" target="_blank">here</a> or join #svn on BadnikNET.
    New features include:
    <img src="http://i764.photobucket.com/albums/xx282/sonicmike2/S2LVLHTZ.png" border="0" class="linked-image" />
    <ul><li> Multiple tile, block and chunk files per level, allowing proper support for GHZ, HTZ, WFZ, and S3K.</li><li> "Create Underwater Palette" dialog, allowing you to blend a chosen color with the normal palette to create an underwater one.</li><li> Full support for S3K. INI only has AIZ1 right now. S&K Collection is also supported, but there's no split disassembly right now.</li></ul>
     
  10. Uberham

    Uberham

    King Of Oblivion Member
    Any chance of supporting Boundary editing?
     
  11. MainMemory

    MainMemory

    Have no fear...Amy Rose is here! Tech Member
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    Like camera boundaries? That would require them to be split from the ASM.
     
  12. Uberham

    Uberham

    King Of Oblivion Member
    <!--quoteo(post=569616:date=Mar 18 2011, 01:04 AM:name=MainMemory)--><div class='quotetop'>QUOTE (MainMemory @ Mar 18 2011, 01:04 AM) <a href="index.php?act=findpost&pid=569616"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->Like camera boundaries? That would require them to be split from the ASM.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah, so you can make levels wrap if you wanted, or make vertical levels ALA Jungle Zone.
     
  13. nineko

    nineko

    I am the Holy Cat Tech Member
    <!--quoteo(post=569622:date=Mar 18 2011, 02:20 AM:name=Uberham)--><div class='quotetop'>QUOTE (Uberham @ Mar 18 2011, 02:20 AM) <a href="index.php?act=findpost&pid=569622"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->make vertical levels ALA Jungle Zone.<!--QuoteEnd--></div><!--QuoteEEnd-->With the Sonic 1 or the Sonic 2 object manager, that would be painfully slow, because Sonic 1 and Sonic 2 load objects according only to their X position, meaning that each time you enter a vertical slice of the level all the objects in that slice are loaded even if you're 9000 metres above/below them. You can experience a bit of lag because of this in a few zones like Marble Zone 3 or other zones with a big vertical range.
    Sonic 3 on the other hand features a smarter object manager that takes into account both the X position and the Y position, so you can have bigger levels with less lag. Some Sonic 1 and Sonic 2 hacks such as Megamix and possibly other ones use different object managers (either ports of Sonic 3's or custom ones), so that's something you should look into if you want to extend your levels vertically.
    However, I bet that Jungle Zone 2 would still be too tall because of the engine limitations themselves, but this is just speculation on my side. You could "cheat" and pull a Labyrinth Boss, slightly moving to the right while wrapping vertically. I think that's as close to Jungle Zone 2 as you can get.
     
  14. Uberham

    Uberham

    King Of Oblivion Member
    <!--quoteo(post=569766:date=Mar 18 2011, 08:40 AM:name=nineko)--><div class='quotetop'>QUOTE (nineko @ Mar 18 2011, 08:40 AM) <a href="index.php?act=findpost&pid=569766"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=569622:date=Mar 18 2011, 02:20 AM:name=Uberham)--><div class='quotetop'>QUOTE (Uberham @ Mar 18 2011, 02:20 AM) <a href="index.php?act=findpost&pid=569622"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->make vertical levels ALA Jungle Zone.<!--QuoteEnd--></div><!--QuoteEEnd-->With the Sonic 1 or the Sonic 2 object manager, that would be painfully slow, because Sonic 1 and Sonic 2 load objects according only to their X position, meaning that each time you enter a vertical slice of the level all the objects in that slice are loaded even if you're 9000 metres above/below them. You can experience a bit of lag because of this in a few zones like Marble Zone 3 or other zones with a big vertical range.
    Sonic 3 on the other hand features a smarter object manager that takes into account both the X position and the Y position, so you can have bigger levels with less lag. Some Sonic 1 and Sonic 2 hacks such as Megamix and possibly other ones use different object managers (either ports of Sonic 3's or custom ones), so that's something you should look into if you want to extend your levels vertically.
    However, I bet that Jungle Zone 2 would still be too tall because of the engine limitations themselves, but this is just speculation on my side. You could "cheat" and pull a Labyrinth Boss, slightly moving to the right while wrapping vertically. I think that's as close to Jungle Zone 2 as you can get.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Well it was less a "shit I want to do" and more a "Someone at some point WILL want to do this, and inclusion in your editor will make it the go-to level editor for doing stuff like that".

    Obviously there should be a warning in the editor or the readme before you start dicking with that stuff, outlining what you just said.
     
  15. MainMemory

    MainMemory

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    I'm saying that including a feature to modify level boundaries would require modifying the disassemblies.
     
  16. Uberham

    Uberham

    King Of Oblivion Member
    <!--quoteo(post=569881:date=Mar 18 2011, 04:35 PM:name=MainMemory)--><div class='quotetop'>QUOTE (MainMemory @ Mar 18 2011, 04:35 PM) <a href="index.php?act=findpost&pid=569881"><img src="public/style_images/retro/snapback.png"></a></div><div class='quotemain'><!--quotec-->I'm saying that including a feature to modify level boundaries would require modifying the disassemblies.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Blah, no worries dude.

    EDIT, nevermind.
     
  17. MainMemory

    MainMemory

    Have no fear...Amy Rose is here! Tech Member
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    From the land of nobody cares:
    <img src="http://i764.photobucket.com/albums/xx282/sonicmike2/SCDPCLVL.png" border="0" class="linked-image" />
    <img src="http://i764.photobucket.com/albums/xx282/sonicmike2/SKCLVL.png" border="0" class="linked-image" />

    Also, I've implemented boundary viewing, going to do editing... eventually.
     
  18. Hitaxas

    Hitaxas

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    I love this program, and I would even consider switching from SonED2 altogether if the following was done:

    There was a full-on tile editor that worked similar to the one in SonED2

    There was an option to import are from file types such as BMP, PNG, GIF

    <strike>There was an option to add custom objects to the INI files </strike>
    Edit: It seems it IS possible to add custom objects to the normal obj.ini , not the level specific ones however. One thing that bothers me however, I cannot get the are to show up, only the mappings. Leaving me with an invisible object, which can be difficult to relocate later on. Hopefully that can be addressed.


    ---

    Please continue to work on this, as I will keep a very close eye on it.
     
  19. MainMemory

    MainMemory

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    You should be able to add anything to any of the INIs, since that's what INIs are for. I should probably write documentation on how to edit the INIs properly.
     
  20. flamewing

    flamewing

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    Is there a way to specify in the INI files what format art is? If not, there should be.