Mugi wrote: ↑Fri Mar 29, 2019 9:23 amboundshandlers are 4 scripts defined in script settings that define what actually happens when you touch screen edges.
removing those effectively makes the screen just wrap around itself, they should be loaded by default from Routines\Basic\ModuleScripts\MainScripts\BoundsHandlers\
Mugi! I am STILL struggling with this issue. Just got back into the project with the forums being up again. Found my bounds handler scripts in project settings. Here is the script for 'handle left bounds'. I am not sure what to look for as far indicators as to what is going wrong. Any thoughts??!?
Can the X coordinate be changed here to limit the access it has to get pulled into the seem of the left bounds?
Code: Select all
LDA screenFlags AND #%00000010 BEQ + ;LDA screenFlags ;AND #%00000100 ;; left bounds autoscrolling right ;BEQ + LDA #$00 STA Object_x_lo,x STA Object_h_speed_lo,x STA Object_h_speed_hi,x ; for auto scrolling, use xScroll instead of xPrev? ;LDA xScroll LDA xPrev STA xHold_lo STA Object_x_hi,x STA xHold_hi ; LDA xScroll_hi ; STA Object_scroll,x ; STA nt_hold JMP doneWithUpdateLeftScreen + LDA #BOUNDS_RIGHT SEC SBC Object_right,x SEC SBC #$02 STA xHold_hi STA newX STA Object_x_hi,x LDA Object_y_hi,x STA newY LDA #$00 STA xHold_lo STA yHold_lo ;;; check if side triggers change screen...for instance, if hurt, wouldn't, and would instead return *solid* LDA Object_scroll,x sec sbc #$01 STA Object_scroll,x STA currentNametable STA newScreen STA currentScreen ;currentScreen STA xScroll_hi clc adc #$01 STA rightNametable SEC SBC #$02 STA leftNametable LDA Object_scroll,x AND #%00000001 STA showingNametable LDA #$01 STA screen_transition_type ;LDA warpMap ;CLC ;ADC #$01 ;STA update_screen_details ;;; update screen details will not change with left, right, up or down movement ;;; unless the edge of a map should take you to the other map or something. ;;; warpMap variable is used solely to hold whether the warp-out is to overworld or underworld. LDA #$01 STA tile_solidity LDA #$00 STA gameHandler LDA #%11000000 ;7 = active ;6 = 8 or 16 px tiles ORA #GS_MainGame ORA #%01000000 STA update_screen doneWithUpdateLeftScreen: