If I understand this post, you want a dungeon that moves around, flying on the overworld?
If so, that seems easy.
Step 1. FFC
You need to create an ffc that, when on a screen, sets Tile Warp D to the coordinates of the dungeon interior. It must store its location in an array, both the DMap and screen. When Link collides with the ffc, and he has a sufficient Z, or fake Z, the screen tile warp values are changed by the ffc ( Screen->SetTileWarp() ), and the Data of the FFC is instantly set to Sensitive Warp D.
If there is a flag marked in Link->Misc[n], this ffc moves Link's X, and Y, positions to match it, but it sets his Z to 0, or otherwise runs a 'fall to the ground' animation. This is for exiting the dungeon (see 3). This ffc must run on screen init.
Step 2. Array, Global Script
You need to store the position of the dungeon ffc in an array. It needs to hold the DMap, Screen, X and Y of the ffc. You can have it travel slowly around your overworld by adusting its positions, and every time its intnernal X and Y would have it move off a screen, change its screen value appropriately, and reset its coordinates, ust as if Link had left that screen. You would also need to adust its DMap value if it travels over what would be a side warp for Link.
Step 3. Dungeon Exit FFC
You need a dungeon exit ffc, in the entrance screen of the dungeon, and any screen at which Link can 'jump off', or otherwise leave. This ffc reads the coordinates of the ffc (DMap, Screen, X, Y) and sets Tile Warp D of that screen to the coordinates of the ffc on the overworld. In so doing, whenever Link steps on an exit tile, or a tile that would have him fall to the ground, he is warped to the screen with that ffc, and you store a flag in Link->Misc[n] to indicate that he was warped by this dungeon.
With these three components, you too can have roaming dungeons in the sky.
If you are not in a hurry for this, I might have a try at it, for the amusement factor. The 'difficult' part is mapping out your game world in an array so that the dungeon can cross DMaps. if it does not need to do that, then you only need a virtual map of the DMap on which it lives.
The mechanics of changing the warps, and the rest, are all extremely basic. Only the routines to move the flying dungeon around are truly complicated.
Edited by ZoriaRPG, 15 May 2017 - 07:34 AM.