Hi,
I am working with the scrolling core in 4.1.5 with the following two modifications from this forum (in case it matters):
Jump On Hurts: http://nesmakers.com/viewtopic.php?f=40&t=1972&start=10
Fixing Ignore Gravity: http://www.nesmakers.com/viewtopic.php?f=35&t=1939&start=10
My project is a 1-way scrolling with scroll to the right only. I seem to be experiencing an issue where near the left side of the screen, the collision data may be stale with data from the previous screen after scrolling has occurred, even though the player is not scrolling in that direction.
The most obvious way that I've noticed this has been to put death spikes near the left side of the screen on one screen, and then something to mark the left side of the next screen like a prize block. If I walk past the start of the prize block so that I've scrolled into the next screen, and then turn back and walk left, then even though the game has not moved the camera, my player will die from the death spikes that were at that position on the previous screen. When this happens, I can momentarily see the death spike as the player dies even though it shouldnt be there.
Has anywhere observed this type of collision issue, and/or have any idea how to troubleshoot it? I'm assuming there is somewhere the collision table data is not being updated correctly, but I'm not sure how to troubleshoot this.
I am working with the scrolling core in 4.1.5 with the following two modifications from this forum (in case it matters):
Jump On Hurts: http://nesmakers.com/viewtopic.php?f=40&t=1972&start=10
Fixing Ignore Gravity: http://www.nesmakers.com/viewtopic.php?f=35&t=1939&start=10
My project is a 1-way scrolling with scroll to the right only. I seem to be experiencing an issue where near the left side of the screen, the collision data may be stale with data from the previous screen after scrolling has occurred, even though the player is not scrolling in that direction.
The most obvious way that I've noticed this has been to put death spikes near the left side of the screen on one screen, and then something to mark the left side of the next screen like a prize block. If I walk past the start of the prize block so that I've scrolled into the next screen, and then turn back and walk left, then even though the game has not moved the camera, my player will die from the death spikes that were at that position on the previous screen. When this happens, I can momentarily see the death spike as the player dies even though it shouldnt be there.
Has anywhere observed this type of collision issue, and/or have any idea how to troubleshoot it? I'm assuming there is somewhere the collision table data is not being updated correctly, but I'm not sure how to troubleshoot this.