Thanks for trying it out!!! im a speedrunner so i made it very simple but hard. lol the music was my firt try with famitracker. My kids are Home Schooled so that was the inspiration, i did see doodle world a few days ago... there is 20 levels, maybe i messed up the warp on lv10 ??? THANKS AGAIN!!!I got through 10 levels and it went back to 1, so I think I beat it!
great job on the theme, I could recognize what everything represented.
The platform timing has to be dead perfect, so I did end up using save states to beat the last few levels.
The music could use some improvement, and adding some sound effects would make it much more polished.
It reminds me a little of doodle world, did you use it as inspiration?
Thank you for sharing!
; LDA Object_flags,x ;; CHECK ITS PLAYER ;;
; AND #%00001000 ;; MONSTER FLAG ;;
; BNE dontStopV
;;; SOLID FOR ALL OBJECTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LDA ObjectUpdateByte
ORA #%00000001
STA ObjectUpdateByte
;;; CHECK SOLID ABOVE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LDY Object_type,x
LDA Object_x_hi,x
CLC
ADC self_left
STA temp
JSR getPointColTable
LDA Object_y_hi,x
CLC
ADC self_top
CLC
ADC Object_v_speed_hi,x
SEC
SBC #$01
STA temp1
CheckCollisionPoint temp, temp1, #$01, tempA
BNE dontStopV
;;; STOP VERTICAL MOVEMENT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
LDA yPrev
STA Object_y_hi,x
STA yHold_hi
dontStopV:
Thank You for trying it out!!! i will def check that out THANKS!!!Brutal but great. Those hitboxes and timing are not forgiving at all but that's what makes it fun. The only thing I'd suggest is a small fix so player doesn't stop abruptly when jumping and hitting solid. I cobbled together a replacement solid tile script a while back...
Only a suggestion though. You may prefer it as it is. Let me know if you try it out.Code:; LDA Object_flags,x ;; CHECK ITS PLAYER ;; ; AND #%00001000 ;; MONSTER FLAG ;; ; BNE dontStopV ;;; SOLID FOR ALL OBJECTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LDA ObjectUpdateByte ORA #%00000001 STA ObjectUpdateByte ;;; CHECK SOLID ABOVE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LDY Object_type,x LDA Object_x_hi,x CLC ADC self_left STA temp JSR getPointColTable LDA Object_y_hi,x CLC ADC self_top CLC ADC Object_v_speed_hi,x SEC SBC #$01 STA temp1 CheckCollisionPoint temp, temp1, #$01, tempA BNE dontStopV ;;; STOP VERTICAL MOVEMENT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LDA yPrev STA Object_y_hi,x STA yHold_hi dontStopV:
just getting around to using this...Brutal but great. Those hitboxes and timing are not forgiving at all but that's what makes it fun. The only thing I'd suggest is a small fix so player doesn't stop abruptly when jumping and hitting solid. I cobbled together a replacement solid tile script a while back...
Only a suggestion though. You may prefer it as it is. Let me know if you try it out.Code:; LDA Object_flags,x ;; CHECK ITS PLAYER ;; ; AND #%00001000 ;; MONSTER FLAG ;; ; BNE dontStopV ;;; SOLID FOR ALL OBJECTS ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LDA ObjectUpdateByte ORA #%00000001 STA ObjectUpdateByte ;;; CHECK SOLID ABOVE ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LDY Object_type,x LDA Object_x_hi,x CLC ADC self_left STA temp JSR getPointColTable LDA Object_y_hi,x CLC ADC self_top CLC ADC Object_v_speed_hi,x SEC SBC #$01 STA temp1 CheckCollisionPoint temp, temp1, #$01, tempA BNE dontStopV ;;; STOP VERTICAL MOVEMENT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; LDA yPrev STA Object_y_hi,x STA yHold_hi dontStopV:
I don't remember having any issues - but I have to admit that was extremely early in my NESmaker journey. I would have Implemented it years ago.
even with a brand new nesmaker i still get Label already defined?If its says "Label is already defined" that means that "dontStopV:" is already being used somewhere else. I would suggest starting with a search for that keyword in your code. Odds are you copy and pasted it twice.