A fix for Wrong Srpites being drawn.......

JayJayHux

Active member
I don't where in the code but, this new code disables most of my CHR from displaying when testing. My screens are all black, lol. I'll play with it and see where the changes need to be made. @JayJayHux
That may not be a bad thing, meaning it is intended to block the doLoadChrRam from loading BUT only after it has loaded everthing it needs to.
So you say disables most? but not all??
If so it just means you need to increase......
LDA chrLoadCounter
CMP #$0F ; TEST VALUE

for example for me personally, if set to #$01 it loads Main00 in BG sheet, if #$02 it loads Main00 and Main01(or SSS), if #$03 it loads the HUD tiles aswell.
If #$04 and #$05 it loads Sprites00 and Sprite01, so with no anim Tiles thats all thats needed and then the script can be locked.

However i had to up the amount to #$0B to include anim tiles loading, but then I noticed it still didnt allow animation on all screens so finally I upped it to #$0F which is the exact minimum amount I personally need to load everything my game needs CHR related. So then I lock the script directly after that in theory blocking any future Glitch loads from overwriting the already correct loads.
Try adjusting #$0F ; TEST VALUE and use PPU to track whats happening. Any info you can give me can help figure out what is needed.
BTW it works so far perfectly for me, so we can sort it out.
 
Top Bottom