Bucket Mouse
Active member
I hope the mods don't mind my making a second topic, but a lot has changed since we last discussed how to do this. In the original topic, we didn't know exactly how the NESMaker code would be written regarding movement. Now we do. I feel with the information given in the latest batch of tutorials, we're super-close to coding out scenes where the characters move on their own.
We now know the specific names of the variables used:
LDX player1_object
INC Object_x_hi,x
This moves the player's character right. The same code but with DEC instead of INC moves it left.
ChangeObjectState #$01
This changes the player's animation to a walk cycle. Specific animation for cutscenes could be created in the Animations tool and called up with different numbers when needed.
Creating the movement for cutscenes should be as simple as creating a new variable for the number of frames you want the movement to take, as well as the speed. Four subroutines for Up, Down, Left and Right would allow us to do pretty much everything (except jumping).
There would also need to be a line of code that would shut off every input button except Start (because people will still want to pause the game), and possibly A (which could skip the cutscene). Those lines could be two subroutines, one to shut off input and one to turn it back on.
Nor for what I still don't know....how to get these things into the game! Currently, the only tool in NESMaker that lets you apply scripts is the Input screen. If the Map tool would let us apply scripts directly to a tile on the screen, the cutscene could activate when a character walks across it. Or if a cutscene needs to happen as soon as a screen is loaded, a menu could let us load that script into the screen, and there'd be a checkbox for whether the script was a one-time event or meant to happen each time.
Those things would be nice to have. Hint hint.
PS: if the reply is "not enough memory per frame," think about replacing that one function that separates everything into Night and Day. Very few projects are actually going to use that.
We now know the specific names of the variables used:
LDX player1_object
INC Object_x_hi,x
This moves the player's character right. The same code but with DEC instead of INC moves it left.
ChangeObjectState #$01
This changes the player's animation to a walk cycle. Specific animation for cutscenes could be created in the Animations tool and called up with different numbers when needed.
Creating the movement for cutscenes should be as simple as creating a new variable for the number of frames you want the movement to take, as well as the speed. Four subroutines for Up, Down, Left and Right would allow us to do pretty much everything (except jumping).
There would also need to be a line of code that would shut off every input button except Start (because people will still want to pause the game), and possibly A (which could skip the cutscene). Those lines could be two subroutines, one to shut off input and one to turn it back on.
Nor for what I still don't know....how to get these things into the game! Currently, the only tool in NESMaker that lets you apply scripts is the Input screen. If the Map tool would let us apply scripts directly to a tile on the screen, the cutscene could activate when a character walks across it. Or if a cutscene needs to happen as soon as a screen is loaded, a menu could let us load that script into the screen, and there'd be a checkbox for whether the script was a one-time event or meant to happen each time.
Those things would be nice to have. Hint hint.
PS: if the reply is "not enough memory per frame," think about replacing that one function that separates everything into Night and Day. Very few projects are actually going to use that.