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)
Thanks!
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!