Includes: (I'm only listing things here that effect how people will make their levels)
HQ Sprite palettes
Default GFX
LOTS of blocks
48 Custom Sprites, accessible from the Custom Collections of Sprites selection on the dropdown
A bunch of files necessary for the Custom Collections of Sprites to function
all the blocks, the db, dbk, and dsc necessary to add blocks to the database if needed, and have all the custom descriptions ready to read
EXCLUDES DRAGON COIN BLOCKS. These blocks won't work well with the way dragon coins will work in this game.
For people who already have the ROM, there are 2 more useful tiles I went and stupided out of including... Add this in over Map16 Page 0x3 to get those 2 tiles without redownloading. (Press F3 on the Map16 editor [The ?block button at the top] and click yes, while these two files are in the same folder as the ROM, then press F9 so it saves!)
Page 0x4
The tiles were set to act wrong on page 4 (some.) I fixed these, if any more are messed up, let me know. ._.,
What is repointing secondary entrances?
flameofdoubt wrote:It's basically a case of finding any places that your level has a secondary entrance that you're not using, that was in the original level, and removing it by telling it to go to level 00 or whatever works. If someone else is using that entrance as a part of their level and your level is inserted after theirs, and you don't repoint, when they go through a certain pipe or door or whichever, they'll pop out in your level, appearing at where your level has that original secondary entrance. One easy way to find them is look for any standing mario images that aren't a level entrance or a midpoint.