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Posted on 10-16-12, 01:15 pm
Birdo


Karma: 2754
Posts: 241/2091
Since: 06-26-11
Sprites will just be set to a non existent number and can be changed en mass with the find tool.
Objects will be set to a object that does not exist and again can be fixed all at once with the find tool.
Sprite data will have the last four nyblles removed
You could leave the other stuff out or convert it with the rest (or leave it out if too diferent)
The reason I am remaking a NSMBW level is because it is a custom one which documents fully all the events so I can improve the sprite database.

The "event training level" which comes with reggie.
Posted on 10-16-12, 02:32 pm
Fuzzy
Full mod

Karma: 1183
Posts: 546/785
Since: 06-28-11
I still see no reason for this, why should we need to implement this feature so you can copy one level from Reggie? If you really want to copy it, it would be easier to write a tool that converts Reggie clips to NSMBe clips.
Posted on 10-16-12, 04:50 pm


Karma: 3752
Posts: 1558/2112
Since: 06-28-11
Also it would still need huge Hashmaps (or other maps) like  Dirbaio already said...
It is a pain in the ass to make all those for lots of tilesets.
Posted on 10-16-12, 05:58 pm
Super Mario
( ͡° ͜ʖ ͡°)

Karma: 9979
Posts: 2720/4456
Since: 06-08-11
Man, if I say NO to a suggestion and close the thread, it's because it WON'T be implemented. Pretty much everyone will agree that it's something that's not very useful. It has only one possible use case that's the hack you want to make.

So no. Development time is better spent on other things that are useful to everyone. Sorry!
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