Discussion in 'Utilities' started by MainMemory, Mar 29, 2011.
Thanks MainMemory! You're the best
Damn Mainmemory, you work really hard on this good job.
In my opinion this tool is much more convenient than SonED
Certain images are exported as 1bpp (2 color) or 4bpp (16 color) images when appropriate, rather than always exporting as 8bpp (256 color).
HUD images changed to 4bpp for a file size reduction.
Switching positions of water palette and SonLVL-specific colors, so water palette immediately follows normal palette and unused colors are contiguous for future expansion.
Making invalid blocks display as one big X in chunks instead of four small Xs.
Updating chunk/block lists when palette is changed.
Making fully transparent blocks always match block 0 when importing (fixes unnecessary block creation in S2 2P levels and levels with alternate palettes or high priority on block 0).
Making art importing check for overflows and cancel import.
Is it possible to import a PNG full layout to make custom tiles, blocks,chunks, or is another program needed? (Can't do anything on my computer at this time to find out & am on an Android)
Yes, it is possible to import a full layout with collision and priority settings from images, although large images take much longer to process, several minutes in fact.
Edit: the last update had a bug where art importing couldn't detect duplicate items within the art that had been imported so far, I've fixed that, and hopefully increased the speed too.
The latest update won't download properly. Updater.ini, and consequently the updater program, says the latest version has been downloaded, but it also prints an error message while updating saying that it is "Unable to download file "http://mm.reimuhakurei.net/SonLVL/SonLVL.zip"."
EDIT: Broke an automatically generated link for claritys' sake.
EDIT2: The link won't go away, so I changed it to point to the right site.
Just so you know, the "code" tag isn't only for actual code. It has the useful side effect to disable all other BBcodes.
It seems likely that the problem is not with the program itself, as it's worked before, and works for others, but with my website, your computer, or the connections between the two.
The issue seems to have worked itself out on its' own. I'm not quite sure what happened, I had internet, and tested the updater three times, with the same results. It popped up out of the middle of nowhere, and has now disappeared...
Kind of a double post, but it is relevant...
Could you add a feature that allows you to delete all unused tiles and/or blocks? This is a really painful thing to do by hand, and can be useful for fixing certain issues (like preventing the level art from overflowing and messing up loaded object art).
You know, just this morning, I was thinking that the ability to delete unused stuff was missing from SonLVL, and less than half an hour before your post:
And so it has been done.
Okay, using the S1 Git-Hub Disassembly, a lot of objects are missing from most Zones (Marble, Labyrinth, etc.) including the pistons from MZ and the bubbles from LZ. How can i fix this?
Usually, that's just a case of non-existent object definitions - I've been working on S1 and S2's definitions for who-knows how long now - but I know for a fact I added LZ's bubbles, and the pistons I think you're talking about should be there too. Is your Git disasm up to date? Actually, is the placeholder '?' icon even there, or are the actual objects gone?
The placeholder "?" box is there. I'll check when the Disassembly was last updated in a minute.
EDIT: Okay, here's the good news: I got the new Disassembly, and Labyrinth Zone is fixed. Even the water shows up now!
Bad news: the pistons from MZ are still missing. Everything else within the level is fine, though.
Oh, those pistons. Sorry, I thought you meant those green pillar things.
That object's pretty complex in how it displays, along with how it handles its subtype value and subobjects. I mean, I have to write a definition that accounts for all of that. That's just beyond my abilities right now.
Alright. Thanks for your help anyways! It really solved a few problems.
EDIT: Is it possible to give each act of a zone it's own palette?
Yes. If you look through the SonLVL.ini that you're using you can see the that it loads the art, palette, starting positions, etc. depending on the act instead of the zone so you can make it load a different location for the palette for each act.
Ah, okay, i'll experiment with that at some point. Thanks!
Would it be possible to add functions to separately clear the layouts for the foreground and/or background? It can be really annoying to do manually, and while it can be done by simply deleting files, in Sonic 2, I'd have to redraw the background again, which is slow and painful to do.
Separate names with a comma.