Yes, and remember that you can select multiple objects by holding the SHIFT key while you click them (either on the wireframe or directly on the 0x24 object listing).
Here is another hint: hold the shift key and select a bunch of empty objects (the gray ones in the 0x24 object listing). Now you can change all their properties at once, so select the acts they are going to appear and chose one object combo. This way you can quickly place many copies of the same object at once. Now just click on each one and place them wherever you want, or change it to another object combo.
Also, if you hold the ALT key and click on objects/behaviors/models descriptions in the Parameter Bar (the one at the bottom of TT64 interface), you can change them. Next version will include all the descriptions files.
By the way, I'm basically done with v0.4 as far as models/collisions is concerned. The problem is that the new models are more complex than the previous ones, and thus more likely to cause slowdowns. New models included are the "Big Mushroom Platform", the "Giant Log", two versions of the "Octogonal Platform", and some versions of that new block I showed in a previous message but with different inclinations.
Also, I thought a solution for the behaviors. I don't want to extend too much the behavior bank because it is loaded all the time, so it could crash other levels of the game. The behaviors already use a jump structure like this, which saves me a few bytes for each behavior:
0x56BC - SOLID (*NOT* to be used as a standalone behavior)
08 00 00 00 <-- Entry-point for all solid behaviors
0C 00 00 00 80 38 39 CC <-- Solid JAL call (used with 0x2A pointer)
09 00 00 00 <-- End of behavior
0x56CC - Solidity for MODELS 31, 34 and 37
00 09 00 00 <-- Begin behavior
0E 43 4B FF <-- Set disappear distance
2A 00 00 00 0B 00 37 50 <-- Collision pointer, Bank 0x0B Offset 0x3750
04 00 00 00 13 00 56 BC <-- Jump to 0x56BC in Bank 0x13
However, I could make them jump to another bank, so all I would need is this:
0x56CC - Solidity for MODELS 31, 34 and 37
00 09 00 00 <-- Begin behavior
04 00 00 00 0E 00 XX XX <-- Jump to Offset XXXX in Bank 0x0E (Level script bank)
So, this is a interesting way to make scripts loaded in level specific banks compatible with TT64 and at the same time prevent future problems. |