voltopt
Member
I've posted elsewhere about this, but now that the full modules are out with tutorials, I wanted to see if anyone had figured this one out.
In 4.1.5 the following code is included with the modules. It flips the priority bit to send the object behind the background (bit 6, 00100000)
In 4.5.6, my best guess is that Object_state_flags are replaced with ObjectUpdateByte. A sample of code:
SolidTile.asm flips the first bit to make solid:
So, in 4.5.6 this should work - it complies, and i create the tiletype and update collisions, but nothing happens
In 4.1.5 the following code is included with the modules. It flips the priority bit to send the object behind the background (bit 6, 00100000)
Code:
;; walk behind tile
;; this will push the entire sprite of an object behind the background,
;; so it is best used in conjunction with an "open door" that is transparent.
LDA Object_state_flags,x
ORA #%00100000
STA Object_state_flags,x
In 4.5.6, my best guess is that Object_state_flags are replaced with ObjectUpdateByte. A sample of code:
SolidTile.asm flips the first bit to make solid:
Code:
;;solid tile
LDA ObjectUpdateByte
ORA #%00000001
STA ObjectUpdateByte ;; makes solid
rts
So, in 4.5.6 this should work - it complies, and i create the tiletype and update collisions, but nothing happens
Code:
LDA ObjectUpdateByte
ORA #%00100000
STA ObjectUpdateByte ;; makes tile foreground
rts