Search found 183 matches

by chronosv2
Tue Dec 11, 2018 7:35 pm
Forum: Suggestions
Topic: Index Screens Management
Replies: 6
Views: 120

Re: Index Screens Management

I feel like a modal message box is awfully intrusive. Perhaps add an icon somewhere that changes based on whether the number is in use on another screen or not. There are legitimate cases where a bunch of screens would share the same type index -- for example, a village before and after you've defea...
by chronosv2
Sun Dec 09, 2018 10:02 pm
Forum: Suggestions
Topic: Replace monster/game object palette split with generic 4 sprite palettes settable by screen.
Replies: 6
Views: 734

Re: Replace monster/game object palette split with generic 4 sprite palettes settable by screen.

Another (in my opinion good) reason why the sprite palettes are set up this way is to reduce the amount of potential confusion with palettes per screen. I've seen users run into confusion with palette entries split the way they are, and I can only imagine we'd see even more of that with all four pal...
by chronosv2
Fri Dec 07, 2018 4:10 am
Forum: Suggestions
Topic: Suggestion for a major release
Replies: 9
Views: 542

Re: Suggestion for a major release

I can confirm the plugin system is awesome to develop for. The system has the potential to make really powerful interfaces to ASM code. I've already got a front-end designed for my sprite HUD. My plan is to refine it and do the final hookups within an hour or two when 4.1.0 comes out, so long as I h...
by chronosv2
Fri Dec 07, 2018 2:32 am
Forum: Code
Topic: How do I make a breakable block reveal a warp tile?
Replies: 7
Views: 149

Re: How do I make a breakable block reveal a warp tile?

It's an unfortunate quirk of how the current collision code works. The one thing that I do know is that it checks the four corners one at a time, and if any of the corners triggers a collision it executes the code. It's particularly noticeable with longer weapon collision boxes.
by chronosv2
Thu Dec 06, 2018 6:45 pm
Forum: Code
Topic: How do I make a breakable block reveal a warp tile?
Replies: 7
Views: 149

Re: How do I make a breakable block reveal a warp tile?

Unfortunately blocks not breaking properly is a known issue. I helped someone else create custom breakable block code and encountered the same problem. Hopefully 4.1.0 (which seems to be coming very soon) will fix this.
by chronosv2
Thu Dec 06, 2018 3:41 pm
Forum: Code
Topic: How do I make a breakable block reveal a warp tile?
Replies: 7
Views: 149

Re: How do I make a breakable block reveal a warp tile?

Dale's got the right answer there, but if you want breakable blocks to leave ground when you break them but have one reveal a warp you'll want to make a copy of the BreakableBlock script, make the change to the new script and make it a new tile type. Modifying the code without making a copy first wi...
by chronosv2
Thu Dec 06, 2018 5:52 am
Forum: NESmaker Help
Topic: Nesmaker Self-Destructed
Replies: 3
Views: 107

Re: Nesmaker Self-Destructed

Check the .MST.# files (.MST.0, .MST.1, etc) files and see if any of them has the work you lost. Those are incremental backups of your saves.
Hopefully one of them has your data in it.
by chronosv2
Tue Dec 04, 2018 5:45 am
Forum: Suggestions
Topic: Some suggestions
Replies: 3
Views: 118

Re: Some suggestions

As for the action step speed/acceleration, I'm sure special cases could be written in ASM, but I can't say I have any idea how it would be done yet. As for screen exits, the way it works at the moment (4.0.11) is that if you walk to the right the code adds $01 to the screen number. If you move left ...
by chronosv2
Tue Dec 04, 2018 5:39 am
Forum: Music
Topic: Nesmaker music limitations
Replies: 5
Views: 237

Re: Nesmaker music limitations

Glad to help!
Some of this I knew from my own experience, but gotta' give credit where it's due -- some of the limitations (like the note limit) I had to look up from viewtopic.php?f=4&t=219 and I recall the instrument limit from Facebook.
by chronosv2
Mon Dec 03, 2018 8:35 pm
Forum: Music
Topic: Nesmaker music limitations
Replies: 5
Views: 237

Re: Nesmaker music limitations

Instruments are custom patterns for the 4 channel types we can use in NESMaker. I've heard there's a hard limit of 64 instruments without some ASM trickery. You can use the Square1, Square2, Triangle and Noise channels. DPCM is not usable because it can interfere with things like controller reads. A...