So this happened after I tried to open SonLVL after the latest update: Operating system: Microsoft Windows NT 6.2.9200.0 System.ArgumentException: Only 8bpp (256 color) images are supported. File: "C:\Users\Owner\Tools\SonLVL\HUD\spc.png" at SonicRetro.SonLVL.API.BitmapBits..ctor(String filename) in C:\Users\Mike\Documents\GitHub\SonLVL\SonLVLAPI\BitmapBits.cs:line 74 at SonicRetro.SonLVL.GUI.MainForm.MainForm_Load(Object sender, EventArgs e) in C:\Users\Mike\Documents\GitHub\SonLVL\SonLVL\MainForm.cs:line 178 at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(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) Halp.
Sounds like you somehow ended up with an old SonLVLAPI.dll. I don't know how that could happen though.
As much as I like the tool, it still has a few things that need fixing. This message always shows up when I chose "save." It saves it just fine, and I know to use S1LVL.ini, because S1LVL.rev01.ini isn't the revision my assembly is set to build. But, really! And, about those loops.. Is that what this yellow box is for? I can't find any of the debug ring-strips like in Sonic 2's loops. I'll check my settings.. EDIT: Never mind, I just had to make an .ini that uses the "misc/Start Location Array - Levels.bin" files in my SVN and Git hybrid ASM.
Sonic 1 has a different way of handling loops then S2; just double click on a loop in the chunk editor, and it will work normally. As for the error message popping up, your gonna need to actually give us the log file its' generating before anyone can help you; it should be in the same folder as your S1LVL.ini.
Out of curiosity, I deleted SonLVL.exe and SonLVLAPI.dll, lowered the SonLVL version number in the updater's INI file by 1, and re-downloaded to see if this was the problem. As it turns out, it was. Thanks =D
Figures. The 'easy to use' disassembly is harder to use. Sigh, I don't recommend using the thing nowadays, especially when some of its changes are so badly done (read: the uncompressed chunk/block bug) and it's so horrifically outdated, but here's the idea: ReadySonic is from a time when the Git disasm lacked split Sonic spawn locations (leaving them part of some ASM file, I imagine). SonLVL is currently set to use said split files, which it obviously can't. You can split the start positions yourself, or stop SonLVL from trying to load them by removing the lines responsible from SonLVL.ini. Please note that ReadySonic and Git are not the same, and crossing components will result in compatibility issues, as seen here. ... Put another way, don't blame the tool for your mistakes. I don't recall ReadySonic being listed as a supported disasm.
So I just realized I can no longer access the File screen to load my stuff. Is this normal with the new update?
I found a funny little error; when SonLVL has no levels loaded (or even no game loaded at all), the "Delete Unused" buttons are still selectable; clicking them will result in an error (in the case of the one for the chunks, it even spits out the usual warning message about scrambling other acts with the same chunks). Not program breaking, but odd nonetheless.
SonLVL update! I fixed some bugs, including the one that Pacguy64 reported, and Clownacy added a "Find Previous" option.
Update: SonLVL had a bug that caused unnecessary duplication of blocks when importing blocks/chunks/layout with collision data. If you've been using this feature, you may want to redo the imports.
@MainMemory, would it be too much to ask for a "bucket tool" in the tile editor, like the one in many basic graphic editors? "Fill all of the pixels this colour here" sort of thing? I would find it helpful, since manually scraping the pixels one-by-one takes awhile when editing a lot of tiles.
What about a editor for the collision angles? I never seen such thing before. Would it be a good idea?
Both have collision editors that can change what angle is used, but editing angles has always confused me...it would be nice to have some kind of visual editor.
I believe that the last tab in the SonLVL menus (where you select chunks, blocks, etc.) has just that.