Originally posted by KaijyuuI realized a problem with ghosting those objects after I made that post, though: very conceivably someone would place an object underneath them. That way, when they're set to not load, they appear to change to another map16 number (while not being limited to the same map16 + 0x100). Dunno how you'd deal with that.
They'd be able to turn off the "Other Invisible Objects" option in the view menu to remove the ghosting effect and see what's really there in that case.
I also considered that they might be using a CDM16 tile 0x25 object to blank out a section of the level and putting different CDM16 objects overtop. I thought about making the tiles being blanked out ghosted for that, but decided it would probably look like a confusing mess if they're building a whole alternate level section that way.
So I was playing around a bit yesterday with seeing how useful a draggable SNES screen could be made to be, and came up with this:
The screen is draggable on an 8x8 grid (Alt-Left Click), and the highlighted bands are the regions Mario will generally be during scrolling. The idea here is that if you want to know what you'll be seeing if Mario is at a certain location, just drag the screen over it and align the location with the desired band (the four band intersection points in the middle would be the most commonly used if you have vertical scroll at will). Red is scrolling right, green is scrolling left, blue is climbing up, purple is climbing down. The 2 extra red and green bands on the far sides are for if the player has used the L/R buttons to look further ahead.
It can't be pixel perfect as there's some variance depending on what's happening, but it seemed to give a fair idea of what's on screen when I played around with it last night.
Anyway, thoughts? Needless complexity, or potentially useful?