Moving Platform Objects

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Orgia Mode
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Re: Moving Platform Objects

Post by Orgia Mode » Sun Sep 02, 2018 1:41 am

But I did find this!
"ChangeObjectState #$00,#$02 ;; uses idle for hurt state." in "Platform_HandlePlayerHurt.asm"
That is not related to our problem...but is worth changing to a different object state. :lol:
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WolfMerrik
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Re: Moving Platform Objects

Post by WolfMerrik » Sun Sep 02, 2018 1:52 am

That is definitely worth knowing though, and definitely something I want to change!
so thats still a plus
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WolfMerrik
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Re: Moving Platform Objects

Post by WolfMerrik » Sun Sep 02, 2018 2:43 am

By making a few changes to HandleObjectCollisions_Platform_Simple.asm
I was able to make some SMALL progress lol

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I used Flag 6 for the object, and added this code that handles it:

Code: Select all

solidMovingPlatform: 
	LDX player1_object
	LDA #$00
	SEC
	SBC #$01 ;;basically just push them up 1
	STA Object_v_speed_hi,x
	JMP doneWithThisObjectCollision
To detect the flag, I added this code, right before the code that detects the player being able to jump on the monster flag:

Code: Select all

	AND #%00100000
	BNE solidMovingPlatform
The problem being, you cant jump off of it... I need to find a way to set the players position, and possibly even have the x position of the player move with the block.

It is a start!
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WolfMerrik
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Re: Moving Platform Objects

Post by WolfMerrik » Sun Sep 02, 2018 3:06 am

Well, by adding code that Changes the Objects state to Idle... I can at least get the player to jump off of it...
Still, it is not behaving like a platform at all and more like a weird rubbery bouncy, moving/floating, pile of garbage code....
BUT --- its a start!
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Re: Moving Platform Objects

Post by Orgia Mode » Sun Sep 02, 2018 6:02 am

That is both hilarious and fantastic. Good start.
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WolfMerrik
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Re: Moving Platform Objects

Post by WolfMerrik » Sun Sep 02, 2018 6:12 am

Sadly, it has not got much further than that... yet! lol
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Re: Moving Platform Objects

Post by dale_coop » Sun Sep 02, 2018 12:55 pm

Already a good progress! Nice!
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Re: Moving Platform Objects

Post by WolfMerrik » Sun Sep 02, 2018 1:22 pm

dale_coop wrote:
Sun Sep 02, 2018 12:55 pm
Already a good progress! Nice!
MY goal, is to have an object flag be to "behave as a tile", (maybe read the objects health or some other arbitrary value for the tile type?)
This way I can have multiple objects use this flag, but behave differently.

For now, I have a mushy strange platform lol
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Re: Moving Platform Objects

Post by dale_coop » Sun Sep 02, 2018 1:47 pm

Yes you could read the health (or defense or...)
Because sadly all the flags are all already used for a behavior.
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Re: Moving Platform Objects

Post by WolfMerrik » Sun Sep 02, 2018 1:58 pm

dale_coop wrote:
Sun Sep 02, 2018 1:47 pm
Yes you could read the health (or defense or...)
Because sadly all the flags are all already used for a behavior.
Yeah, this was the only way I could think to work around this.
Thankfully, an object like this should not need a stat like health, etc, so it lets us use them lol
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