Some issues with the Basic_NoScroll core, it looks like the HUD Update doesn't work and if you try to make collectable tiles, or breaking blocks,... (any ChangeTileAtPosition macro based tile type) it doesn't work too with this core.
I compared with the basic core and I found a fix.
1/ Modify your Routines\Basic_NoScroll\MainASM.asm script (make a backup before that)...
Line 301, uncomment the line:
Line 351, just before the line ";;;;;;;;;;;;;;;;;;;;;;;;;;", add this block of code:
2/ Modify your Routines\Basic_NoScroll\System\LoadCollisionBytes.asm script:
Line 90, after the comment ";;; handle prize couner type tiles", add this block of code:
Line 120, after the comment ";; handle prize counter loads here.", add this block of code:
Now you should have your HUD working again (and the collectable/breakable tiles too)
I compared with the basic core and I found a fix.
1/ Modify your Routines\Basic_NoScroll\MainASM.asm script (make a backup before that)...
Line 301, uncomment the line:
Code:
JSR HandleHudData
Line 351, just before the line ";;;;;;;;;;;;;;;;;;;;;;;;;;", add this block of code:
Code:
;; BEGIN of the code used by the ChangeTileAtPosition
LDA testFlagThing
BEQ +
LDA tempTileUpdate_lo
STA temp16
LDA tempTileUpdate_hi
STA temp16+1
LDA tempChangeTiles
STA updateTile_00
LDA tempChangeTiles+1
STA updateTile_01
LDA tempChangeTiles+2
STA updateTile_02
LDA tempChangeTiles+3
STA updateTile_03
JSR HandleUpdateNametable
LDA #$00
STA testFlagThing
STA tileCollisionFlag
+
;; END of the code used by the ChangeTileAtPosition
2/ Modify your Routines\Basic_NoScroll\System\LoadCollisionBytes.asm script:
Line 90, after the comment ";;; handle prize couner type tiles", add this block of code:
Code:
LDA temp
CMP #COL_INDEX_PRIZE
BNE +
INC screenPrizeCounter
+
Line 120, after the comment ";; handle prize counter loads here.", add this block of code:
Code:
LDA temp
CMP #COL_INDEX_PRIZE
BNE +
INC screenPrizeCounter
+
Now you should have your HUD working again (and the collectable/breakable tiles too)