Level Editing Basics and Reggie Techniques

This tutorial will inform about the basic steps needed to create a new level with Reggie Level Editor. We will also discuss mouse and keyboard techniques later on this page.

We will assume the usage of the default Newer Game Patch, as well as default Newer tilesets. Steps for the original game are pretty much identical. Please see Reggie Interface for an in-depth explanation what the Reggie User Interface elements do.

=Creating a basic (test) level= The tutorial and level we will create is for beginners. We will go through the most important steps, while also learning some advanced features along the way. The tutorial will sum up information from different fields. Most of the sub-elements have their own page, see: Areas & Area Settings, Zones & Zone Settings, Tiles and Tilesets, Layers, Sprites, Enemies, specific sprites, Locations, Entrances, Paths.

Prerequisites (Area and Zone Settings)
You can see the tileset in the Palette window. Please note that the other three tileset slots are currently empty.
 * Open Reggie, then make sure that you've selected the Newer game patch under,.
 * Open Reggie and click,   (or  ).
 * Every level needs at least one Area, which will be created automatically. You should now see the empty canvas in area 1.
 * The tileset for the first tileset slot (Pa0) will also be set to  automatically.
 * We'll now add more tilesets to the level. Press the  button. The window that opens shows the tilesets used in that area. Please note the four different Tileset Suite tabs that can be selected vertically, and a list of available tilesets for that slot (Pa0 - Pa3).
 * For the Standard Suite,  (Standard) should already be selected.

Quick Info (Pa0): The Pa0 tileset always includes the most basic building blocks, for example invisible blocks, coins, pipes, and bricks.


 * Now go to the Stage Suite and select  (Desert [Rubble Ruins]).
 * For the Background Suite select  (Sandstone [Brown]).
 * Finally, go to the Interactive Suite and select  (Fences and 30-Red-Ring Barrier).

Quick Info (Pa3): The Pa3 tileset is normally used for special tiles, for example rails, but any other tileset suitable for the Pa3 slot can also be used.

There's also another tab called Settings, click on it. Here you can set the Timer for the level. We'll use  for now.

We won't discuss all the zone settings yet, since this is a very basic tutorial. But we'll increase the width/length of our test zone by putting 2000 into the  field and we'll also increase the height a bit. Put 350 into. Make sure that X Tracking and Y Tracking are activated, then select. Set the Zone Theme to  and the music to   as well. Finally, set the Spotlight to  (small). Leave everything else untouched. Now press ok. You should be presented with your first zone, which is 2000px long and 350px tall.
 * Every level needs a Zone, so we'll add one to our level now. Press the  button and click on New.

Quick Info (Zone Position in Area): Every zone should be 16 blocks away from the canvas/area border. Make sure that the value for X/Y Position is equal or greater than. Also, zones should be far enough apart from each other (16 blocks or  as a rule of thumb).

Quick Info (Zone Size, Camera and Zoom): The size of the zone and the (camera) zoom mode are essential parameters when creating levels. A level is perceived differently by a player, depending on whether the camera is allowed to move up/down or whether the game is zoomed in/out. Levels where the camera can only move along one axis are used often by Nintendo, as well as static one-room zones.

Camera movement can be restricted vertically/horizontally by unticking X Tracking and/or Y Tracking, or by making the zone as high as the currently selected zoom mode (horizontal level), or as wide as the current zoom mode for a vertical level.

Please note that zones have a minimum and maximum size. A zone must be at least as big as the currently selected zoom mode would require it to be. The maximum zone size is not covered here, see #####Zones (Limitations) for more information.

Zone edges are natural borders in a level. The left/right edges mark the end of the level and restrict Mario from walking any further. The bottom edge of a zone is deadly. If Mario falls 2-4 blocks (depending on zoom mode) below the zone border, he dies. He can reach up to 10 blocks above the zone edge while still interacting with tiles. Keep that in mind when creating new zones.


 * Next thing we need to do is set the Background used in the zone. Click on the  button, and you'll notice one tab with the label Zone 1. Each zone can have independent backgrounds.

Set the background for zone 1 to the values shown in the picture. Confirm by pressing Ok. The basic setup for our test level is now complete. Please continue below.
 * 1) PIC

General Information and Tips
 Tiles are the most basic building blocks. 256 tiles are available per tileset (16 rows x 16 columns). A total of four tilesets are available per area.
 * Tiles can be used for the actual level terrain (with collision), as well as decoration objects, foreground and background.
 * Tiles can be set to act as Coins, ?-Blocks, Brick Blocks, entrances/exits, slopes, damaging tiles, or moving tiles. They can be meltable, (un)destroyable, passed-through, passed-down etc... All these parameters can be set with #####Puzzle (Tileset Editor). Please note that most of the aforementioned tiles already exist in Pa0_jyotyu, which is set as the default tileset in the first tileset slot in most cases.
 * Larger coherent tile structures are called objects and can be placed at once. The pipe in Pa0_jyotyu for example is a (tile) object and can be placed with a single click.
 * One 16x16 square in the canvas is called a block. It has the same size as a tile, and due to that is occasionally referred to as a tile, but that is quite irritating and we'll only use the term block.

 Layers are essential when placing tiles. They are used to distinguish the level terrain (layer 1 with collision) from the background (layer 2) and the foreground (layer 0). See table below.
 * You can set the layer for every single tile.
 * Only one tile from each layer can be placed per block. This means a maximum of three tiles can be placed by using the 3 available layer types. If more than one tile from a specific layer is placed per block, then only the top-most tile will count. The other, buried tiles will be discarded in-game. They are still saved in the level file and accessible through Reggie. It's highly recommended to avoid having dormant or buried tiles.

 Sprites are objects that come with their own code. They can perform all kinds of functions. Enemies are the most common sprite type.
 * Sprites usually only interact with layer 1 (level terrain)
 * Typical sprite types are: Enemies, bosses, platforms and hazards, switches, level mechanics, event controllers, and other controller types.
 * Sprites typically have properties that can be set through nybbles or flags.
 * Sprites have very different loading behaviours. Enemies usually load 2 blocks before coming into view, while other sprites are always loaded or have a much larger loading radius.
 * Placing non-supported sprites or sprites with wrong properties can crash the game.

 Entrances and exits connect different spots within the level. Entering an entrance will transport the player to a connected exit. Entrances and exits are needed for every level to function properly. An initial entrance is required as a starting point, as well as a mechanism to finish the level (goal flagole or chest for example).
 * Different Entrance/Exit types exist, for example normal, pipe entrance, door entrance, vine entrance etc...
 * The #####Special Exit Controller creates an invisible box that also functions as an entrance. It is resizable.
 * Entrances and Exits are seen and named from Mario's point of view.
 * Entrances can be entered by the player.
 * Entrances can only be one of the following types: any door entrance, any pipe entrance, and Special Exit Controller entrance (normal/vine).
 * Entrances must be set to be Enterable.
 * Exits can be exited by the player.
 * Exits can be of any type. The initial entrance as well as the midway entrance are technically Exits.
 * Exits don't need Enterable ticked. The same is true of course for initial/midway entrances.

 Locations are resizabe boxes that can be used for various purposes. For example, a location can be filled with water or clouds.
 * Locations have no collision.
 * Locations are invisible to the player.
 * Locations have IDs ranging from 0 to 255 (0 is special and should not be used).
 * Typical uses for locations are: Player/enemy location (triggers event), liquids (lava, water, poison), cloud areas etc...

 Paths are needed for specific sprites, the auto scroller, and connected pipes.
 * Paths are invisible and have no collision.
 * Paths consist of nodes. Those nodes create the actual path.
 * The following attributes can be set on nodes: Speed, acceleration, and delay. The entire path can be set to repeat.
 * Only "path-controlled" sprites can be used with paths.

Placing Objects
Now we're ready to build the actual level by placing objects into the canvas. Please note that objects is a very general term. In our case, it applies to everything that can be placed: tiles, sprites, entrances, locations, and paths. Unfortunately, it is also a term for a group of tiles creating a coherent structure in the tileset (the pipe in Pa0 for example is an object).

This part of the tutorial consists of pictures along with descriptions and explanations. It is recommended to re-create the same level in the editor to get a feeling for the basic design elements and techniques. It's encouraged to add variations or do things slightly different than in the tutorial.

 Level Terrain Start by going to the second tileset suite, also make sure that  is selected. Paint the tiles as shown. As you can see in the image, it is recommended to paint the level terrain first, starting with the outline tiles (ground, ceiling and walls). Please do not paint your level with Pa0 tiles only, for example with stone blocks or brick blocks. In fact, Pa0 should almost never be used for normal level terrain, except brick blocks and question blocks in the usual manner. Of course there are exceptions to this.  Level Composition The green rectangles visualise level design elements. On the left side, they show that slopes should be painted in such a way, that steeper slopes are in the middle, surrounded by slopes that are not so steep. On the right side, the green rectangles visualise the length distribution. You can see that the slope has the same horizontal length as the ground. Having symmetrical lengths and spaces where applicable is of course not a requirement, but is easier to grasp for the player as well as visually pleasing. A factor just as important is to break up symmetry in other parts of the level.  Using Corner Tiles Correctly For newcomers, the connecting tiles are a bit difficult to locate within the tileset and are therefore specially marked here and in some later images. It's very important to actually use connecting tiles, levels without them look terribly wrong. Please note that different groups of tilesets exist, for which the order of the tiles is the same. For example, the largest tileset group has the following tile order: Ground, Fill, Ceiling, Left/Right Wall, Left/Right Corner, Left/Right Ceiling Corner, Ground + Left/Right Wall Intersection etc... The tileset that we currently use has a variation of this ordering structure and it should be relatively easy to locate the correct tiles. Other tilesets have a unique ordering structure.  Painting (Terrain) Deco Add some decoration elements. Please note that the area below the ground is inaccessible by the player. That means it doesn't really matter, on which layer deco tiles are painted, for visual reasons for example.  Painting (Terrain) Deco Surround the deco objects with level terrain. This time we'll need to use other connecting tiles. Try to locate them in the tileset.  Using Corner Tiles Correctly Top connecting tiles marked.  Background Deco on Layer 2 Now we select the third tileset suite and also activate  mode by clicking the radio button with that label. Now everything we paint in the canvas is on layer 2. Select the first tile object from that suite and paint two large rectangles as shown. The rectangles should be one block bigger in each direction than the deco objects.  Background Deco on Layer 2 Move the layer 2-rectangles over the deco objects. Make sure they are fully covered by layer 2 terrain.  Level Terrain Swap back to layer 1. Fill the gaps under the ground with Fill tiles.  Level Terrain Do the same until all gaps are gone. Further decoration could now be added on top of the Fill tiles, if the tileset provides such Deco-Fill tiles. <tab name="Pic 11"> Level Terrain At the top-left corner of the zone, paint a terrain structure as shown in the image. <tab name="Pic 12"> Layers (Layer 0) Hide layer 1 and change to  mode. Paint a terrain structure similar to the one shown. <tab name="Pic 13">skipped/delete me <tab name="Pic 14"> Viewing Layer 0 & 1 Unhide layer 1 to see, if everything fits. The yellow rock should disappear behind the layer 0 terrain tiles. <tab name="Pic 15"> Layer 1 Terrain Rules Please note the green rectangles: Terrain for every zone should be painted at least two blocks beyond any zone border. This is needed to prevent visual gaps when the screen is shaking. <tab name="Pic 16"> Sprite/Tile Interaction Rules outside Zone Limits Deadly pits/gaps should protrude 2-4 blocks below the zone border, depending on the zoom level. Extending all pits at least 4 blocks is highly recommended. The reason for this is that the player can interact with tiles and sprites up to 4 blocks below the zone border. Making the walls protrude only 3 or less blocks below the zone border would push the player to the side, if he'd slide down the wall. Without a wall (below zone), unintended shortcuts or glitches could happen. Mario can interact with tiles and sprites above the zone border as well. The height is always the same, it is 9 blocks. Please make sure that walls extend at least 9 blocks above the zone border to secure your level from unintended shortcuts or glitches. The player can stand on the 9th block above the zone border, but that block can not give a power-up, because the power-up would spawn 10 blocks above and that is not possible (placing a power-up 8 blocks above works). Ground tiles should be extended on either side as far out as possible, but at least 4 ground tiles. The reason here is to have the correct sound for walking enemies or sliding shells, even if they walk past the zone border. If the ground is too short, the enemy/shell will fall down sooner, thus stopping the walking/sliding sound. Please note: Sprites, entrances, locations and paths have very different out-of-zone rules that are covered on the respective sub pages. <tab name="Pic 17"> Screen Cutoff due to Zoom Mode The reddish rectangles visualise the cutoff caused by the zoom mode for this particular setup. The screen won't move any further than that (the 3 rectangles are not visible in-game). The bigger the zoom mode, the smaller the cutoff. For example, zoom mode 4 (largest possible zoom mode) has no cutoff, zoom mode 1 (demo level) has about 3 blocks cutoff on each side, while zoom mode -2 has even more cutoff. <tab name="Pic 18"> Layers and Collision We'll focus on layers and collision once again. Draw a sand box from the second tileset suite into the level. It should be on layer 1. <tab name="Pic 19"> Layers and Collision Change to layer 2 and paint another sand box. Both boxes should be on different layers now. We've already learned that only layer 1 tiles can have collision data, so we can be assured that Mario can walk over the layer 2 sand box. But what about the other one on layer 1? Here we can't be sure, unless we know the tile properties of the object. For most tile objects it is obvious though, whether they are solid, permeable, or sloped. <tab name="Pic 20"> Layers and Collision (Collision View) Under, toggle Tileset Collision on (or press  ). Now we can see, that the sand box has a solid-on-top behaviour. That means Mario can walk through the box, but he can also stand on it. Are we finished now with the sand boxes? Please think about it for a second. :) <tab name="Pic 21"> Layers and Collision The right answer is "No" (and you knew it). Nice. Disable the Tileset Collision mode again. The layer 2 sand box does not have any collision at all. The Tileset Collision view mode doesn't distinguish between layers and wrongly shows collision for the layer 2 box. That means we need to manually add that solid-on-top behaviour by using an invisible tile from Pa0 with the same properties and painting it over the layer 2 block, on layer 1. <tab name="Pic 22"> Initial Entrance We'll now place the initial entrance into the zone. This is the spot where Mario enters the level. Switch to the Entrances palette tab and add an entrance. There is a small vertical red line, try to place the entrance to the right of that line. This entrance with ID 0 is required in Area 1. Leave all the parameters for the entrance as they are. The default entrance ID can be changed in Area Settings. Entrances and Exits The names for entrances and exits is confusing. Almost everyone new to Reggie understands them wrong. That's because the meaning of them is swapped compared to previous game editors. As you can see, it is the exact opposite now in Reggie. So please note: <tab name="Pic 23"> Initial Entrance Rules We placed the initial entrance into the level, beyond the vertical red line. The red rectangle in the image represents the area where the initial entrance should not be placed. The reason to place the entrance beyond the red line is the initial loading procedure: Mario is put on screen, and the camera is zoomed-in. The camera will then start to zoom out until reaching the intended zoom mode. It is recommended to place entrance ID 0 past that vertical red line, in order not to interrupt the initial loading process. Please note that entrances only need to be placed beyond the vertical red line in the very first zone of your level (and in case the midway spawn point is close to the zone border). In all other zones, the camera is already zoomed out. Not to be confused with the cutoff due to the selected zoom mode, which will always occur. <tab name="Pic 24"> Deco Object Distribution and Overdrawing Rule Let's add some more decoration objects from the second tileset to our level. Select the  radio button and draw some palm trees, cacti, pillars, and other decoration objects into the level. Please look closely at the palm trees: We want to place them on the sloped tiles. They need to extend beyond layer 1 terrain in order to avoid visual gaps, a process also called Overdrawing. Please note the amount and distribution of decoration objects, which is very important. The amount of those is also dependent on the zoom mode. Nintendo uses quite a lot of deco objects and doodads. So as a general rule, it is pretty safe to use one decoration object every 6-10 horizontal blocks. Varying them is very important, while similar ones can also be grouped together. Decoration objects like cacti, bones, bushes etc. should be placed non-symmetrical in most cases. Pillars, poles and similar objects can be placed following symmetrical patterns. Please look at original Nintendo levels to see recommended deco object distribution. <tab name="Pic 25"> Coins, Bricks, and ?-Blocks Now we add some coins and bonus blocks (brick blocks and ?-blocks) to our level. The amount and distribution of coins and blocks is equally important as the usage of deco objects. <tab name="Pic 26"> Difference between placing Tiles and Sprites What if we want to place some coins on the sloped ground, as shown in the image? It seems we can't do that with the coins from our tileset. Please read on for an explanation. Coins, bricks, and ?-blocks can be placed in two different variants: For those 3 tiles, a sprite version exists that we can use. This is not the case in general, most tiles don't have a sprite equivalent. Another example for a tile that has a sprite equivalent is the pipe.
 * In previous editors, an entrance would mean to enter the zone.
 * An exit would mean to exit the zone.
 * In Reggie, an entrance means to enter a door/pipe (causing him to exit the zone).
 * An exit means to exit a door/pipe (which means he enters the zone).
 * Entrances and Exits are seen and named from Mario's point of view.
 * Entrances can be entered by the player.
 * Entrances can only be one of the following types: any door entrance, any pipe entrance, and Special Exit Controller entrance (normal/vine).
 * Entrances must be set to be.
 * Exits can be exited by the player.
 * Exits can be of any type. The initial entrance as well as the midway entrance are technically Exits.
 * Exits don't need  ticked. The same is true of course for initial/midway entrances.
 * 1) As a tile
 * 2) As a sprite

Tiles can only be placed per block (16x16 square) on the canvas, it's not possible to place them in between two blocks.

Sprites on the other hand can be moved around freely. They can be moved by 1px in each direction. But this is not the default dragging behaviour for sprites. They will try to snap to 8x8 squares in the canvas. This is often precise enough. To allow pixel-perfect dragging of sprites, press the  key while dragging.

Try to place some sprite-coins on a slope as shown in the image. For most slope variants, ALT-dragging is not needed and a 8x8 precision is sufficient. <tab name="Pic 27"> Adding Enemies and Enemy Composition Now add some enemies to the level. Go to the  palette tab and search for. Select the regular Koopa Troopa from the list, and place some of them in your level. Select a Koopa in the canvas, and you should be able to see its properties. You could change the Koopa color or other attributes.

<tab name="Pic 28"> Level Composition (Symmetry) We put a platform over that first pit in the level. Please note the symmetrical placement. The movement range needs to be taken into account when placing moving objects symmetrical. <tab name="Pic 29"> Layers and Deco Objects Let's move forward in our level a bit. We'll be looking at layer 0/1 behaviour once again. Paint some terrain tiles on layer 1, and some stone blocks in the middle. <tab name="Pic 30"> Layers and Deco Objects Now switch to layer 0, and also change the visibility to layer 0 only. Draw some terrain tiles on layer 0 as shown in the image. Toggle layer 1 on/off to make sure that the tiles from layer 0 and 1 connect. <tab name="Pic 31"> Layers and Deco Objects Now turn the visibility for layer 1 back on. Layer 0 and 1 should combine to form a terrain structure as shown in the picture. <tab name="Pic 32"> Check Layer 1 for Errors With Layer 0/1 structures it is advisable to check, if the terrain with collision (layer 1) was drawn correctly. Toggle layer 0 off to see if the layer 1 terrain has gaps or if everything fits as intended. <tab name="Pic 33"> Background Deco Let's add some background tiles from the third tileset to our level. Don't forget to switch to layer 2. Please look closely at the background tiles. They need to be placed in a very specific way. For example, this specific tileset requires border tiles and fill tiles to be matched together. Other background tilesets have other placement rules. It's also important to randomise fill tiles, if the tileset offers different variants for those. Other tilesets have a randomisation feature for tiles. <tab name="Pic 34"> Level Gimmick (P-Block) Now we'll add a small gimmick to our level. Go to the Sprites tab and search for the P-block. Place it into the level as shown. You can use a normal P-block on the ground, or a P-block inside a brick or ?-block. Leave all the P-block settings untouched. <tab name="Pic 35"> Level Gimmick (P-Block) Now, place some blue coins. Those coins will appear for some time, once the P-block has been hit by a player. Blue coins exist as tiles and sprites. The sprite variant offers extra options. Most important to us is Collection ID, which is needed for the crowd clapper to work (when the player has collected all the coins in time). Go to the Sprites tab and search for. Place one blue coin in the level. Click on it and change the value for Collection ID to. There are now 2 methods to place the other blue coins: Place some blue coins in the level, but keep track of how many you put there. <tab name="Pic 36"> Level Gimmick (P-Block) Go to the Sprites tab once again and search for. You should be able to see sprite #459 in the search list. Place it into your level, preferably close to the P-block, then select the sprite to see its settings. The crowd clapping sfx will now play, when all blue coins were collected. <tab name="Pic 37">Some corrections in the background design. <tab name="Pic 38"> Entrances/Exits (Same Area) Now add two pipes from tileset 1 to the level. We'll be using them to practice how entrances/exits works. <tab name="Pic 39"> Entrances/Exits (Same Area) Go to the Entrances tab and place 2 new entrances. They should have the IDs 1 and 2. <tab name="Pic 40"> Entrances/Exits (Same Area) Select the left entrance. Configure it as shown in the image. <tab name="Pic 41"> Entrances/Exits (Same Area) Select the right entrance. Configure it as shown in the image. Now both pipes are connected. Please note that they are 2-way connected in this scenario, meaning that the player could enter the left pipe and exit out of the right pipe, or vice versa. If we wanted to allow only a 1-way passage, then we'd need to make sure, that only one pipe has  activated. Travelling from one area to another works similar. The only difference is the field  that needs to be filled out. <tab name="Pic 42"> Locations (Water) We'll now add the first locations to our level. They can be used for quite a few things, as written above. In our case, we'll be using them for water. Go to the  tab and draw 2 locations, as shown in this and the next image. You can drag them around as well as resize them. Move them to the places as shown in the images. The locations should have the IDs 1 and 2. <tab name="Pic 43"> Locations (Water) Go to the Sprites tab and search for. Select sprite #138 and place it into your level. It's recommended to place it near the location number, at the top-left of the location. For now, the water would cover the entire width of the level. Next step is to restrict the water to the locations previously drawn. Please read on. <tab name="Pic 44"> Locations (Water) Using the water sprite without any location would flood-fill the entire level with water (up to the placement of the sprite). Fortunately, water can also be restricted to locations. That's why we need to assign the correct location IDs to the water sprite. <tab name="Pic 45"> Level Terrain Let's move on once again. Use your drawing skills to paint a terrain structure similar to the one shown in the image. Make sure that it contains an impenetrable wall. <tab name="Pic 46"> Level Composition We'll now be learning how to connect two areas through doors. Add two doors from the Sprites tab to your level. Add fill tiles and decoration as usual. The green areas once again visualise symmetrical level design. <tab name="Pic 47"> Entrances/Exits (Other Area) Add an entrance to the level and move it over the left door. That means the door is enterable and will transport Mario to area 2, entrance 0. <tab name="Pic 48"> Entrances/Exits (Other Area) Now we need to configure the other entrance, which is a door exit that cannot be entered. That's it. Enterable is not needed. Destination ID and Destination Area are not needed as well. The idea behind this part of the level is this: Mario enters the bottom door and gets transported to a new zone (in area 2). If he beats the area 2 zone, he'll be transported to the top door. If he falls down, then he needs to retry beating the other zone. <tab name="Pic 49"> Entrances/Exits (Other Area) Our plan now is to connect the entrance with another entrance in area 2. To do that we first need to create a new area. Areas can have different tilesets, which is the main reason for additional ones. In our case though, we solely create the new area to practise entrances and exits. That means all area specific settings can be identical to area 1. In other words, we can clone area 1 and then delete the tiles.
 * It is very important to choose suitable enemies for your level. Only select enemies match with a specific level theme. It's ultimately up to you to decide, which enemies to use.
 * Don't use more than 2-5 different enemies per level.
 * Play-test your level often to find the right amount of enemies.
 * 1) Place all the blue coins, and manually change Collection ID to   for every one of them.
 * 2) The duplicate method: Select the first blue coin (with Collection ID 1), then   the coin, which will create a duplicate of that sprite, which also has the same settings as the original sprite.
 * Put the amount of blue coins into the field.
 * Set the field  to.
 * Type: Pipe (Facing Up)
 * Destination ID: 2
 * Destination Area: 0 (same area is always 0)
 * Tick
 * Type: Pipe (Facing Up)
 * Destination ID: 1
 * Destination Area: 0 (same area is always 0)
 * Tick
 * Select the left water sprite and put  into the field.
 * Select the right water sprite and put  into the field.
 * Set Type to Door Entrance.
 * Tick Enterable.
 * Set Destination ID to 0.
 * Set Destination Area to 2.
 * Set Type to Door Exit.
 * Save the level.
 * Click on  and then.
 * Select the tutorial level.
 * Select  from the dialogue and confirm.

We have now copied area 1 to area 2. They are both exactly the same, including area/zone settings, tilesets, backgrounds, and music etc. Take note of the radio button indicating that we're in area 2 now! Next, select all the tiles with  and delete them. We will reuse zone 1. Open Zone Settings and change zone 1 to  width and   height. Leave all the other settings untouched. Please note that entrances, locations, paths, and any ID type (event ID*, rotation ID etc) will start from ID 0 in every new area! That means that entrance ID 0 can exist in every area and they are not conflicting with each other. *Events are a bit special in that regard, see #####Events for more info. <tab name="Pic 50"> <tab name="Pic 51"> <tab name="Pic 52"> <tab name="Pic 53"> <tab name="Pic 54"> <tab name="Pic 55"> <tab name="Pic 56"> <tab name="Pic 57"> <tab name="Pic 58">

<tab name="Pic XXX">