For sprites there is only limited space for each level, which makes it difficult to add more. There is some extra space that theoretically could be used, but it would mean having to rewrite pointer for each level so they don't overlap. The SDK2 editor cannot do this and it would be too difficult to do manually, so unless someone writes such a tool, it's not really possible just yet.
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It is however possible to increase the space available for maps. In Platinum, if you go to Tool->Resize, you can change the size of the canvas. Any extra space will be added when you import the data back into the game.
The game orders tile data by row OR by column, so changing the size of the dominant axis will cause the data to be decoded differently.
This can be done by changing the one of the "?" boxes in the Map Information box via "Map->Map Editing". Changing the dominant value will offset everything. I don't know if the other value does anything.
For example, the Ship Deck archetype is 32 tiles (512px) tall and the tiles are stored in columns.
If you were to add a row by changing the decoded height from 512px (left) to 544px (right), it would offset each subsequent column by one. Th area CAN be used. but you'd have to compensate for this beforehand. You would be able to add more columns without having to deal with this problem, since it won't mess with the tile ordering. For tall levels that order tiles by row instead of by column, the opposite is true; you can add rows without it affecting everything else.
Be careful, because adding too much space might make it too big to fit back into the rom, even compressed.
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There are several different camera modes and these have hard limits on what sizes can be used.
The different options affect how things like cameras are positioned. Depending on the selected option, they cannot be positioned past a certain point:
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[choice] [x] [y]
0000 = 16384, 512
0400 = 1024, 8192
0500 = 512, 16384
0600 = 4088, 4088
0700 = 4088, 4088
0800 = 32768, 512
Complicated.