Wall Trigger Issue

TheWizard

New member
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:
	;;;;;===================
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!
 
Top Bottom