Not very convenient at all, but thanks. I'm still trying to understand room states fully. My main problem seems to be that different states keep different things from the standard state. For example: In the landing site, all the states have the same tiling, but Event 1(zebes is exploding) has different PLM data, Power Bombs 1 has different FX1 but the same verything else, and I can't find what's different between Event 2 and Standard for the life of me.
Is there any easy way to tell what carries over between states? Is there anyway to make certain things carry over and other things not carry over? I'd really like to be able to change the tiling of some rooms after an event occurs. A prime example would be to make something fall and close off the path of the room next to the noobtube after said tube breaks, essentially letting me represent that the powerbomb that broke the tube cause more damage than expected.
Is there any easy way to tell what carries over between states? Is there anyway to make certain things carry over and other things not carry over? I'd really like to be able to change the tiling of some rooms after an event occurs. A prime example would be to make something fall and close off the path of the room next to the noobtube after said tube breaks, essentially letting me represent that the powerbomb that broke the tube cause more damage than expected.






