Hi. As a personal challenge in terms of pixel work and level layouts, I recently began working on a small hack for the original Megaman on the NES. So far, I'm planning and drawing level flow and tiles. As it's primarily a visual hack, I don't plan on changing much how the game itself works (I had some ideas - energy tanks, moving platforms - but I'm starting first and foremost with what I think I can do better, as ASM is way ahead my knowledge). After downloading the RockAndRoll editor, I was somewhat excited with the editor's potential (still am), but the Help file indicates that:
"Virtually every level in the game shares a bank with another level. That means there is less free space to work with for things like scroll data, room order lists, and sprite changes."
Does this mean there is a hardcoded limit to how many rooms can be created, or a "safe" limit wherein one can exceed the number of rooms but only cautiously so?
Also, how recommended is it to extract and reinsert tiles with something like TileLayer/Tile Molester, versus directly editing them (and their palettes) through the editor itself?
Thanks in advance for any help