jorotroid
Member
Hey all, I'm still working on a new scrolling core (sunken cost fallacy is a hell of a drug), and I just got around to figuring out what is wrong with paths. Turns out it's a pretty easy fix, so for those of you already making one way scrolling games, this is something you can easily do yourself.
Open up the file HandleUpdateObjects.asm located in the Routines\Basic\System folder.
Search for the label "DoGetFireTilesLoop" It's probably on line 985. Right after it you should see the following two lines:
Before those two lines, insert the following code:
Then after those two lines, add in this code:
And that's it! Paths are now working*. You might not need those lines that save and retrieve the values of temp16 and temp16+1. I needed them for sure with the changes I'm making for my scroll core; but unless you are feeling brave, just keep them in for safety.
Enjoy!
*Ok, they are still slightly broken on screen edges. Certain configurations look fine, but others don't. Basically as long as you have path tiles neighboring each other on adjacent screen edges, it will look fine. But if you have a tile on one screen and no partner on the next screen, it will look broken. Fixing this probably wouldn't be that quick of a fix. But still it's way better than before, right?
Open up the file HandleUpdateObjects.asm located in the Routines\Basic\System folder.
Search for the label "DoGetFireTilesLoop" It's probably on line 985. Right after it you should see the following two lines:
Code:
LDA (updateNT_ntPointer),y
JSR GetSingleMetaTileValues
Before those two lines, insert the following code:
Code:
LDA temp16
PHA
LDA temp16+1
PHA
LDA updateNT_ntPointer
STA temp16
LDA updateNT_ntPointer+1
STA temp16+1
Then after those two lines, add in this code:
Code:
PLA
STA temp16+1
PLA
STA temp16
And that's it! Paths are now working*. You might not need those lines that save and retrieve the values of temp16 and temp16+1. I needed them for sure with the changes I'm making for my scroll core; but unless you are feeling brave, just keep them in for safety.
Enjoy!
*Ok, they are still slightly broken on screen edges. Certain configurations look fine, but others don't. Basically as long as you have path tiles neighboring each other on adjacent screen edges, it will look fine. But if you have a tile on one screen and no partner on the next screen, it will look broken. Fixing this probably wouldn't be that quick of a fix. But still it's way better than before, right?