FrankenGraphics
New member
PROBLEM DESCRIPTION:
When attempting a transition from one screen to the other, if crossing the righ-hand camera boundary, the leftmost column of tiles on the screen would block and bounce you back if they were solid. This previously forced you to certain level design compromises and a bit of tedium manually alterning solidity properties on the left-hand column of each screen which should allow a right-hand transition.
What's more, different player speeds would affect the occurrence.
FIX:
I figured the bug where transitions to the right was an conditional edge bug (a generally common bug cause where a value is 1 off from what it should be to be properly functioning as a branch determinator). Finally identified exactly where condition miss happened! Inserted a fix at line 168 for the file in question. You're now free to design the left and right columns of each screen however you'd like.
There were suggestions in this thread ( http://nesmakers.com/viewtopic.php?p=10763#p10763 ) - maybe the later suggestion worked too, but i came up with a one-line fix instead on my own.
NEED OF VERIFICATION IN SCROLLING GAMES:
I have only confirmed that this works for non-scrolling screens. It should also fix transitions for scroller games, but if anyone with a scrolling game project could confirm that it doesn't mess with the camera or anything would be great.
STEPS:
1) Optionally, save a backup of CheckPlayerCameraPosition.asm
2) Replace it in place with the attached file. Remove the FG_ prefix. (you can't access script paths like normal from script settings; you'd need to add a user constant and edit another file.. not worth it).
3) Have fun!
When attempting a transition from one screen to the other, if crossing the righ-hand camera boundary, the leftmost column of tiles on the screen would block and bounce you back if they were solid. This previously forced you to certain level design compromises and a bit of tedium manually alterning solidity properties on the left-hand column of each screen which should allow a right-hand transition.
What's more, different player speeds would affect the occurrence.
FIX:
I figured the bug where transitions to the right was an conditional edge bug (a generally common bug cause where a value is 1 off from what it should be to be properly functioning as a branch determinator). Finally identified exactly where condition miss happened! Inserted a fix at line 168 for the file in question. You're now free to design the left and right columns of each screen however you'd like.
There were suggestions in this thread ( http://nesmakers.com/viewtopic.php?p=10763#p10763 ) - maybe the later suggestion worked too, but i came up with a one-line fix instead on my own.
NEED OF VERIFICATION IN SCROLLING GAMES:
I have only confirmed that this works for non-scrolling screens. It should also fix transitions for scroller games, but if anyone with a scrolling game project could confirm that it doesn't mess with the camera or anything would be great.
STEPS:
1) Optionally, save a backup of CheckPlayerCameraPosition.asm
2) Replace it in place with the attached file. Remove the FG_ prefix. (you can't access script paths like normal from script settings; you'd need to add a user constant and edit another file.. not worth it).
3) Have fun!