======Double Helix Beginner Guide (Incomplete)====== Note: This guide was made in reference to "[[http://www.romhacking.net/utilities/560/|Double Helix (Legacy)]]" ====Level Editing==== This section contains information about Double Helix's (seemingly) most basic function, level editing. This pertains to changing the physical layout of rooms, like adding/removing walls, platforms, lava/acid, missile/super missile/power bomb/energy tanks, etc. ===Image layers=== {{https://i.imgur.com/HwXb5H5.png?360}} Rooms are made up of several layers, which have different properties. * BG3 (Background 3) - the background image, appears behind everything. Those green cave walls are in this layer. * Background - appears behind everything but the BG3. Those purple rocks are in this layer. * Level layer - appears in front of Samus and Enemies. Those blue rocks are in this layer. * Foreground - appears in front of everything, and its transparency can be controlled. ===Clipdata=== Clipdata controls how Samus interacts with each block. Clipdata 10, "Block," is a block that is solid on all sides. A "fall through" block crumbles when Samus touches the top. Samus can pass through "Air"/"No Block" freely. Clipdata is independent of the Image layer, so you can assign a "Missile tank" clipdata to a blank tile, resulting in an invisible missile tank. ====Header Editor==== ====Sprite Editor==== Double Helix has a sprite editing feature, reached through the menu: Tools>Sprite Editor. It has two main functions, modifying enemy palettes, and modifying Enemy Graphics.