chronicleroflegends said:A few questions:
The screen dimming doesn't seem to do anything for me. Any idea why?
Is it possible to use graphics from our HUD to make the word paused? How would you indicate that you wanted to use those graphics instead?
^^ This would be really useful to me, because it would solve the issue I have of using a number for the equipped ability in my game instead of text.
Edit:
The dimming does actually work, but only when I run the game in Mesen. Not the default emulator.
mongolianmisfit said:chronicleroflegends said:A few questions:
The screen dimming doesn't seem to do anything for me. Any idea why?
Is it possible to use graphics from our HUD to make the word paused? How would you indicate that you wanted to use those graphics instead?
^^ This would be really useful to me, because it would solve the issue I have of using a number for the equipped ability in my game instead of text.
Edit:
The dimming does actually work, but only when I run the game in Mesen. Not the default emulator.
Were you able to get the game to display PAUSED by pulling from the HUDTiles file?
If so, I'd love to know how you accomplished it.
And Mugi, it looks like the following code on the input scripts results in the walk animation being locked in the first frame (so the character 'hovers around'):
LDA isPaused
BEQ +
RTS
+
ZeGGamer1 said:I got an error saying,
Routines\Basic\ModuleScripts\InputScripts\Pause.asm(3): Unknown label.
Routines\Basic\ModuleScripts\InputScripts\Pause.asm(9): Unknown label.
Routines\Basic\ModuleScripts\InputScripts\Pause.asm(23): Unknown label.
demo.txt written.
All I did was add dale's script into my input scripts and assign it to start. Am I missing something?
LDA isPaused
BNE unpausegame
LDA gameHandler
ORA #%00100000 ;; objects bit
STA gameHandler
LDA #$01
STA isPaused
;; we play the pause sfx:
PlaySound #SND_PAUSE
;; we make the screen dark:
LDA soft2001
ORA #%11100000
STA soft2001
JMP thePauseEnd
unpausegame:
LDA gameHandler
AND #%11011111 ;; objects bit
STA gameHandler
LDA #$00
STA isPaused
;; we play the unpause sfx:
PlaySound #SND_UNPAUSE
;; we make the screen back normal:
LDA soft2001
AND #%00011111
STA soft2001
thePauseEnd:
RTS
dale_coop said:Could you share your left and right scripts? (you did modify them, right? The StartMovingPlayerXXX... not the StopMovingPlayer ones)
LDX player1_object
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; this is for platform game.
GetCurrentActionType player1_object
CMP #$03 ;; attack
BEQ +
CMP #$01
BEQ +
LDA Object_physics_byte,x
AND #%00000001 ;; is it on the ground?
BEQ +
ChangeObjectState #$01, #$04
JMP +
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;; END PLATFORM TYPE GAME
+
StartMoving player1_object, MOVE_RIGHT
FaceDirection player1_object, FACE_RIGHT
RTS
LDX player1_object
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;; this is for platform game.
GetCurrentActionType player1_object
CMP #$03 ;; attack
BEQ +
CMP #$01
BEQ +
LDA Object_physics_byte,x
AND #%00000001 ;; is it on the ground?
BEQ +
ChangeObjectState #$01, #$04
JMP +
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;;;;;;; END PLATFORM TYPE GAME
+
StartMoving player1_object, MOVE_LEFT
FaceDirection player1_object, FACE_LEFT
RTS
doneDrawingThisObjectsSprites:
TXA
STA spriteOffset
; restore x so we're talking about the right object
PLA
TAX
; freeze object aniamtions when game is paused.
LDA isPaused
BNE notAtEndOfFrame
LDA currentBank
STA prevBank
LDY #BANK_MUSIC ;; switch to music bank
JSR bankswitchY
soundengine_update
LDY prevBank
JSR bankswitchY
; LDA currentBank
; STA prevBank
; LDY #BANK_MUSIC ;; switch to music bank
; JSR bankswitchY
; soundengine_update
; LDY prevBank
; JSR bankswitchY
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; PAUSE MUSIC
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LDA currentBank
STA prevBank
LDY #BANK_MUSIC ;; switch to music bank
JSR bankswitchY
LDA isPaused
BEQ unpause_music
JSR pause_song
JMP post_pause_music_handle
unpause_music:
JSR resume_song
post_pause_music_handle:
soundengine_update
LDY prevBank
JSR bankswitchY
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;