[4.5.9] Fix for the glitch tiles after a warp from an 8x8 screen

dale_coop

Moderator
Staff member
Here’s another way to fix that infamous glitch that happens when you warp from a screen using 8x8 pixel tiles to a regular 16x16 pixel screen, like this:

glitch.gif


The fix consists of adding the following lines of code:
Code:
LDA #00
STA screenLoadTemps
In every script you use to warp out of an 8x8 screen.


In my case, I added the code to my newStartGame input script (for the Start Screen):

2025-05-22 10_41_18 startGameWithNewContinuePoints.asm - BASE_4_5 - Visual Studio Code.png

But also in my WarpToScreen macro script (found in the folder GameEngineData\Routines\BASE_4_5\System\Macros\):

2025-05-22 10_42_37-WarpToScreen.asm - BASE_4_5 - Visual Studio Code.png

And finally, in my TimerEndScript.asm script (located in GameEngineData\Routines\BASE_4_5\Game\Subroutines\), in the goToContinue_action section:

2025-05-22 10_43_55-TimerEndScripts.asm - BASE_4_5 - Visual Studio Code.png


And that’s it , no more glitch!

glitchFixed.gif
 

dale_coop

Moderator
Staff member
Awesome, Dale! Does it work on all modules or just MetroVania?
It should work for all the modules. But that fix is very specific to that tile glitch (the one where small square background tiles are drawn, instead of the correct bg tiles, like you see in the GIF).

For any other glitch that occurs after a warp, make sure to apply the correct fix, depending on the specific glitch you're dealing with.
(for example, if you get the glitch where the player’s animation bugs out right after warping from a screen where the player is hidden to another screen, just add "ChangeActionStep player1object, #00" to your warp tile/input script)
 

mileco

Active member
It should work for all the modules. But that fix is very specific to that tile glitch (the one where small square background tiles are drawn, instead of the correct bg tiles, like you see in the GIF).

For any other glitch that occurs after a warp, make sure to apply the correct fix, depending on the specific glitch you're dealing with.
(for example, if you get the glitch where the player’s animation bugs out right after warping from a screen where the player is hidden to another screen, just add "ChangeActionStep player1object, #00" to your warp tile/input script)
In my case, I use an invisible monster with a timer and at the end of the timer the game warps to another screen.

Which script should I add your code to? Thanks in advance 😊
 

dale_coop

Moderator
Staff member
In my case, I use an invisible monster with a timer and at the end of the timer the game warps to another screen.

Which script should I add your code to? Thanks in advance

The same scripts that I note in my original post.
 
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