|Question:||How can I add/edit screen exits?|
|Answer:||You can open the Screen Exit Editor dialogue by clicking .|
For the Target Page, use the screen number containing your screen exit (this can be found by pressing 3 on your keyboard, or going to View > Screen Boundaries). That is the screen containing the pipe/door/etc. that takes you to a new area. Note: If your screen exit is on or next to a screen boundary, it is recommended to create two identical screen exits, one for each screen. Otherwise, your screen exit may vary depending on Yoshi's exact location. This is especially true in the case of instant level warps.
As for the destination: If you're having trouble finding the correct destination coordinates, a general rule (not always true, though) is that Yoshi's top-left corner will appear at those coordinates. Of course, you should still always test your screen exits.
Also, if you don't know whether to use Entrance Type
6/7/8, a general rule is to use
2/3/4 if Yoshi is not visible while entering (such as coming out of a pipe), and use
6/7/8 if Yoshi is visible (such as entering from the side of the screen). They're mostly equivalent, though. Try using the other one if Yoshi looks strange.
|Question:||How can I edit level entrances and midway entrances?|
|Answer:||Changing Yoshi's starting positions is currently not supported by Golden Egg. Until that feature is implemented, you can use these tools (headered ROM required) to edit them instead. However using the Middle Ring Editor is not recommended, as it can corrupt your ROM data.|
You can use the Better Middle Rings patch to edit midway entrances. This patch makes it so that midway entrance data only corresponds to which sublevel you collected a Middle Ring in, simplifying the process of creating and editing midway entrances.
|Question:||What is a "translevel" number?|
|Answer:||The translevel number (a.k.a. "map icon number", formerly known as the "level index") is a number used for determining things specific to the level as a whole (such as midway entrances and messages), as opposed to one specific sublevel.|
Each map icon has its own translevel number, numbered consecutively,
0xC icons per world. For example, 1-1's translevel number is
0x0, 1-8's is
0x7, Extra 1's is
0x8, and Extra 6's is
0x44. The highest possible translevel number is
With the exception of
0xA (the intro scene), and
0xB (the welcome level), the last two translevel numbers for each world are unused, since they would refer to the score and controls icons.