[4.1.5] Sprite Cycling

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AllDarnDavey
Posts: 46
Joined: Sat Jan 12, 2019 6:16 am
Location: Seattle

Re: [4.1.5] Sprite Cycling

Post by AllDarnDavey » Sat Dec 14, 2019 12:48 am

WillElm wrote:
Fri Dec 13, 2019 12:10 am
At some point this modification stopped working for me. The only other modification that I made to this script was the "make bosses not reset on hurt" trick from this thread: [url]http://www.nesmakers.com/viewtopic.php?f=40&t=2298&p=14039&hilit=timer#p14039[/url]

Any idea why this could be?
Hmm... I haven't used both these modifications together myself, but it doesn't look like they should conflict with each other, they are changing different areas of the file. It is possible though, there's weirdness like you can only jump so many lines, so adding changes might break a branch that used to work fine. It's hard to say.

Have you tried reaching out to [url=http://nesmakers.com/memberlist.php?mode=viewprofile&u=558]chronicleroflegends[/url]? There's a chance they are using both modifications together and so might have a working version.
WillElm
Posts: 99
Joined: Wed Mar 20, 2019 3:56 am

Re: [4.1.5] Sprite Cycling

Post by WillElm » Thu Dec 19, 2019 4:01 am

After putting it aside and working on other parts of my project, I remembered something really important. At one point I had disabled draw order, but had since reenabled it. However, I forgot to uncomment JSR UpdateDrawOrder at the beginning of the script. Uncommenting it fixed the sprite cycling code.
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AllDarnDavey
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Location: Seattle

Re: [4.1.5] Sprite Cycling

Post by AllDarnDavey » Thu Dec 19, 2019 8:15 pm

Nice... glad you figured it out.
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hakota
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Re: [4.1.5] Sprite Cycling

Post by hakota » Fri Feb 14, 2020 4:42 pm

Just wanted to thank you for this awesome script!
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