SonLVL cannot adjust every layout file that references the chunk set you're currently editing, unless I add a list of every relevant layout file into every level's INI entry, which would end up being huge and unfriendly looking. You can press the Delete key to delete things.
Well, it really only seems to be the loops that are affected (the other stuff was just stuff that needed to be removed from the background). Is there anything I can do manually to make the loop chunk reference the chunk it's supposed to switch to when Sonic passes? (I'll also ask in the Basic Q&A thread). Edit: Solution found - change the loopnums.bin file to add the new chunk ID number + $80 to the list. The delete key only works in the object editor for me. The quickest way I've found to delete tiles/blocks and chunks is to right-click and press D.
I found how to manually fix the loop change digging through the Q&A thread. As far as the delete key, I can only go by my experience, so that's why I thought it didn't work. I have two delete keys on my laptop that work elsewhere and it just doesn't work for me in this scenario. No combination of ctrl+del, alt+del, or shift+del works either. I tried those as well since my two delete keys also cover "insert" and "." respectively. If it works for everyone else, that's fine. Right-click+D is still relatively fast compared to what I was doing before I asked about it.
Is their any way to have Sonlvl read multiple ini files as one? I have a menu system setup like the S3K ini, but I want each "game" to have a separate ini file, for easy editing.
I found this bug while working on Neon Casino. The "Flip Vertically" button is broken for chunks. Before: After (couldn't be arsed to remove white square surrounding the current block as I did with the before picture):
SonLVL now has support for custom ring layout formats. I can't imagine many people will use this ability, but there it is. The method for setting it up is similar to a custom level layout format, except that you can choose to define rings as an object with a specific ID rather than have them completely separate as S2 and S3K do.
Do you think you could add support for Sonic 2s' 2 player mode? I really want my hacks 2 player mode to work for me, and I get the feeling that part of the reason this mode is neglected and/or removed may be that getting the proper mappings and artwork can be rather painful, especially when It isn't built into their go to editor.
I certainly could add a function to rearrange the art so that it's compatible with interlace mode 2, as SonED2 already has. I'm not really sure if it'll be able to work with multiple tile/block files though (for example, HTZ and WFZ, GHZ, anything in S3K).
That should be fine, seeing as sonic 2 doesn't use HTZ, SCZ, or WFZ in the default 2-player mode menu, and S3K doesn't use the S2 system (unless porting it's tiles, blocks, and chunks break things? I'd like that to be clarified...)
I've created a new command-line program which is available via the SonLVL updater: ObjectLayoutDiff. The program has two modes of operation; in create mode, it takes two object layout files, and compares them to see which objects were added and removed in the second file, and records that information in a file (I use .objdiff, but it's just an ini file); in apply mode, it takes an object layout file and a previously generated diff file, and applies the changes in the diff file to create a new object layout file. The program is rather basic, if an object is moved the diff records it as a deletion and addition, and if you've altered any objects in a file that you're applying a diff to, it may not be able to delete everything it's meant to. The reason I wrote this is so that I could apply the changes made in Knuckles in Sonic 2 to a Sonic 2 hack without having to manually port over all the changes I've made to the KiS2 files. In case anyone is interested, here are the objdiff files to turn S2 object layouts into KiS2 layouts.
There's been an issue with sonlvl that's been annoying me for a long time. Usually, when you add or remove blocks, the program automatically shifts the IDs on the chunks so that the artwork lines up properly, which is good. However, when animated art gets involved, adding or removing blocks becomes impossible, as doing so shifts the animated tiles around and causes havoc, ruining lava and animated oil, and scrambling other art which happens to get stuck using the now not properly mapped animated art. Is there any way to fix or work around this? Adding art to OOZ and HTZ (particularly HTZ) is painful with this issue in the way.
You would have to properly add the animated blocks into the block file and get rid of the "animated pattern mappings" stuff in the asm.
SonLVL can now use different compressions for FG and BG layout files in layout formats that use separate files, either by setting fglayoutcmp and/or bglayoutcmp in the INI or by overriding DefaultFGCompression and/or DefaultBGCompression in a custom layout format class. Anything not specified will use the layoutcmp/DefaultCompression data as before.
Some errors I came across when redoing FDZ: - If all chunks are deleted, you cannot add a new one. It gives an error saying the following: Unhandled Exception ArgumentOutOfRangeException - Blocks cannot be deleted using the Del hotkey