Wall Trigger Issue

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TheWizard
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Joined: Wed Oct 10, 2018 2:56 am

Wall Trigger Issue

Post by TheWizard » Sun Oct 21, 2018 12:06 am

I made a Tile Type similar to Monster Locks that works with the screen trigger.
I would like to have monsters in both screen states...

The only issue I am having is the Graphics are not all updating, the collisions are.
Currently only one tile swaps to the underSecret Graphic.
I tried playing with the Monster Lock code and cannot get the same results.

Do I need to make a loop to check all the tiles to redraw?

Here is what the code looks like so far (Handle_CheckForTriggers.asm)

Code: Select all

	;;;;;===================
FindSecretTilesTarget_onScreenLoad:
	;; FIND TRIGGER TYPE HERE
	LDA collisionTable,y
	CMP #$08 ;; compare to locked door target type
			;; if your trigger type is NOT #$06
			;; then change this to the tile type
			;; of your trigger
	BNE notSecretTilesTarget_onScreenLoad
	LDA #$00
	STA collisionTable,y ;; collision table is changed.
										
	ChangeTile #$00, underSecret
	PlaySound #sfx_secret

notSecretTilesTarget_onScreenLoad:
	INY
	CPY #$F0 ;; or last room collision tile - offset for hud?
	BNE FindSecretTilesTarget_onScreenLoad
	
Thanks!
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