[4.1] Adding Monster Locks for your game (Basic core)

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dale_coop
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Re: [4.1] Adding Monster Locks for your game (Basic core)

Post by dale_coop » Sat Apr 13, 2019 9:56 am

If there is no monster on your screen when yo u re-enter, but the monster lock are still here:
Just be sure that your "TILE_xxxx" constants are correctly set.
- the "TILE_MONSTER_LOCK": the monsterLock tile in your tileset.
- the "TILE_MONSTER_LOCK_OFF": the tile used when the monsterLock is removed.
(cf again my op)

If your monsters are here... it's normal, the screen is NOT trigger when you kill all monsters... you could make a TriggerScreen tile and put on your screen, just after the monster lock... (somewhere your player will walk through).
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Sorry about my poor english
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My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
clay
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Joined: Wed Aug 14, 2019 4:21 am

Re: [4.1] Adding Monster Locks for your game (Basic core)

Post by clay » Sun Aug 18, 2019 2:01 am

Hello. Will this work if I've changed locked doors to warpdoors? I notice the updated warpdoor asm (around line 128 of 'LoadCollisionBytes.asm') and this updated 'LoadCollisionBytes' are occupying the same space. The warpdoor change I found in this thread (change locked door to locked warp):

http://nesmakers.com/viewtopic.php?f=60&t=2591&p=16300&hilit=door#p16300
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dale_coop
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Joined: Fri Feb 16, 2018 7:05 am
Location: France

Re: [4.1] Adding Monster Locks for your game (Basic core)

Post by dale_coop » Mon Aug 19, 2019 8:31 am

In that case, you will have to modify the "CheckTriggeredColLoads_DC.asm" script (assigned to the "Handle Triggered Collisions" element in the Project Settings > Script Settings), the line 5, replacing the:

Code: Select all

	LDA #$00
	STA temp ;; set it to a walkable tile.
with:

Code: Select all

	LDA #$06
	STA temp ;; set it to a warp tile.
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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