Bionic Girl (WIP)

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Gazimaluke
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Re: Bionic Girl (WIP)

Post by Gazimaluke » Thu Nov 08, 2018 11:14 am

dale_coop wrote:
Thu Nov 08, 2018 7:29 am
If your using the "shoot straight" action, for example, you need to modify the hootStraight.asm script (at line 15) adding :
Thanks Coop, my savior as usual. I was looking in that script but as you might know by now I have little knowledge of asm (I hope to get time to at least understand the basics of it one day). I'll take it for a spin this evening. I managed to get them to shoot but I don't know what I did differently than last time I tried. I might have had ignore gravity checked instead of ignore physics.
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dale_coop
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Re: Bionic Girl (WIP)

Post by dale_coop » Thu Nov 08, 2018 1:10 pm

Glad you made it :)
Yeah the flag “ignore main physics” is usually source of mistakes...
(This flag is used for the action step 1, of the “source projectile” object. That action step is used by the script “shoot toward player”. And used also for the player death effect)
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Gazimaluke
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Re: Bionic Girl (WIP)

Post by Gazimaluke » Thu Nov 08, 2018 7:10 pm

Why can't I import this sound?

Code: Select all

# FamiTracker text export 0.4.2

# Song information
TITLE           "Shot"
AUTHOR          "8BitUnit"
COPYRIGHT       ""

# Song comment
COMMENT ""

# Global settings
MACHINE         0
FRAMERATE       0
EXPANSION       0
VIBRATO         1
SPLIT           32

# Macros
MACRO       0   0  -1  -1   0 : 15 12 9 6 3 0
MACRO       0   1  -1  -1   0 : 8 8 8 8 8 8
MACRO       4   0  -1  -1   0 : 3 2 1 2 3

# DPCM samples

# Instruments
INST2A03   0     0  -1  -1  -1   0 "Kick"
INST2A03   1     1  -1  -1  -1   1 "New instrument"

# Tracks

TRACK   3   6 150 "Newsong"
COLUMNS : 1 1 1 1 1

ORDER 00 : 01 03 00 01 00

PATTERN 00
ROW 00 : E-5 00 F 255 : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...
ROW 01 : ... .. . A0F : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...
ROW 02 : ... .. . 000 : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...

PATTERN 01
ROW 00 : E-5 00 F 255 : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...
ROW 01 : ... .. . A0F : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...
ROW 02 : ... .. . 000 : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...

PATTERN 02
ROW 00 : E-5 01 F 255 : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...
ROW 01 : ... .. . A0F : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...
ROW 02 : ... .. . 000 : ... .. . ... : ... .. . ... : ... .. . ... : ... .. . ...

# End of export
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Gazimaluke
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Re: Bionic Girl (WIP)

Post by Gazimaluke » Thu Nov 08, 2018 7:52 pm

dale_coop wrote:
Thu Nov 08, 2018 7:29 am
If your using the "shoot straight" action, for example, you need to modify the hootStraight.asm script (at line 15) adding :
The change generated this. Which is something to do with sound.
Edit: I commented out that part in MainASM and got it to work. But changing that value added to shootstraight doesn't do anything with the enemies offset.
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Dirk
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Re: Bionic Girl (WIP)

Post by Dirk » Thu Nov 08, 2018 8:26 pm

Gazimaluke wrote:
Thu Nov 08, 2018 7:10 pm
Why can't I import this sound?
Sorry, I have no clue how famitracker works, but could it be that you should have

Code: Select all

ORDER 00 : 01 02 00 01 00
instead of

Code: Select all

ORDER 00 : 01 03 00 01 00
because you have pattern 00-02.
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Gazimaluke
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Re: Bionic Girl (WIP)

Post by Gazimaluke » Thu Nov 08, 2018 8:38 pm

Dirk wrote:
Thu Nov 08, 2018 8:26 pm
Gazimaluke wrote:
Thu Nov 08, 2018 7:10 pm
Sorry, I have no clue how famitracker works, but could it be that you should have
I'll try it next time I fiddle with the game.

I just almost got the projectile limit to work. But it works to good. I can only shoot 3 shots and then no more hahaha.
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dale_coop
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Re: Bionic Girl (WIP)

Post by dale_coop » Thu Nov 08, 2018 8:50 pm

Gazimaluke wrote:
Thu Nov 08, 2018 7:52 pm
dale_coop wrote:
Thu Nov 08, 2018 7:29 am
If your using the "shoot straight" action, for example, you need to modify the hootStraight.asm script (at line 15) adding :
The change generated this. Which is something to do with sound.
Edit: I commented out that part in MainASM and got it to work. But changing that value added to shootstraight doesn't do anything with the enemies offset.
For your sounds, you need to have at minium a sfx_xxx (any sound but name needs to begin with "sfx_") and a song_xxxx (any music but name needs to begin with "song_") in your project, in order to work properly. ...I think.

For your shoot straight script. Are you sure you modified the one your projet currently use?
Open your "Project Settings > Script settings" and assign the AI Action 06 - .... to the correct script (the one your modified) I think in your projet, it's the adventure one that is used :p

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CutterCross
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Re: Bionic Girl (WIP)

Post by CutterCross » Thu Nov 08, 2018 9:40 pm

You need to have all of your songs and sfx in ONE file to import into NESmaker. When you import a new sound file, your old one gets replaced.
The Tower of Turmoil: viewtopic.php?f=13&t=227
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Gazimaluke
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Re: Bionic Girl (WIP)

Post by Gazimaluke » Thu Nov 08, 2018 9:43 pm

CutterCross wrote:
Thu Nov 08, 2018 9:40 pm
You need to have all of your songs and sfx in ONE file to import into NESmaker. When you import a new sound file, your old one gets replaced.
I have no sound in the project at all right now. And I don't know how to get all sound in one file. So right now I really just want to get the shooting sound in :)
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CutterCross
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Re: Bionic Girl (WIP)

Post by CutterCross » Thu Nov 08, 2018 9:50 pm

Gazimaluke wrote:
Thu Nov 08, 2018 9:43 pm
I have no sound in the project at all right now. And I don't know how to get all sound in one file. So right now I really just want to get the shooting sound in :)
Just go to Module>Module Properties in Famitracker and you can add more songs/sfx to your file.
The Tower of Turmoil: viewtopic.php?f=13&t=227
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