SMBX-fan wrote:alti0204tri wrote:WoW!
Can I change the level from VSMBX files to original SMBX?
Nope, because VSMBX will have way more functions than SMBX. But you'll be able to convert SMBX files to VSMBX because.
Heh, same in the PGE with new LVLX format: but by anyway is possible to save file into LVL back, but with loss of new features like Z-indexes, additional item fields, position bookmarks (which will be saved into separated meta-file). By anyway currently the SMBX64 LVL file format has more features than VLVL except new things like Z-layer for BGO's or gamma regulators which a VLVL unique things. By anyway, VLVL currently is not supports multi-sections, therefore to convert LVL into VLVL the removing of all 2..21 sections is required. Also because impossible to put elements out of section, than items would be removed too.
Result: is much easier to convert from VLVL to LVL back with loss of Z-layers and gamma regulators. The conversion from LVL to VLVL is harder because we should:
1) remove all elements which located out if 1'st section
2) remove all settings of last 20'th sections
3) skip all waters/quicksands
4) skip all layers and events
Inside PGE are both files (new LVLX and old LVL) uses united internal data structure and application (editor or engine) has no problems with reading/writing of difference file formats. All format specific features are applying in the reading or writing function which directly parses or generates raw file data. By anyway you (GhostHawk) would to create structure with lists which will contain structures per each element before you will draw them in the level window. When some actions are did, sync them by special Array-ID values
SMBX-fan wrote:
alti0204tri wrote:And can I use LunaDll or LunaLua?
Again: no. But the source code is public so you can do stuff what you can in LunaDLL and LunaLua.
LunaDLL/LunaLUA is a specification which would be implemented too, but except memory functions which will be dummy. Autocode parser easily can be implemented and used with internal calls/events, etc. But this depends to Ghosthawk's purposes and skills if he will do works to implement than specifications.
SMBX64 in fact is a standard of I/O, internal metrics, external data formats and structures. This means, even internal application standards is not compatible with SMBX, you would have to read and write than original formats when you know internal system.
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SMBX-fan wrote:
Idea: is a copy-paste thing possible in editor? It would be good for repeating moving layers. (like the horizontally moving lava in volcano levels)
And however I miss the 'right click=back to the selection' thing.
To implement copy-paste GhostHawk should implement multi-selection rectangle and true drag&drop system. Context menu would be implemented too. It should provide an access to properties without taking out of the item. This is a safe unlike you grab out item or when you should remove bunch of placed items to replace them.