11 March 2016 - Forum Rules
Started by Aclectico, August 09, 2018, 12:28:12 AM
Quote from: kya on February 15, 2019, 03:33:05 AMConcerning the resettable frame counter, there is a problem to it. Imagine two red skeletons in Castlevania. They have a two frame collapsing animation. I want to replace it with four frames. I hit one skeleton, he starts to collapse, the frame counter gets reset and starts counting. While the first skeleton is collapsing, I hit the second skeleton. The frame counter resets again. First skeleton's collapsing animation starts from the beginning, which is not what I want. Ideally there should be multiple frame counters. But even in that case I do not know, how to tie a specific counter to a specific skeleton.
Quote from: Aclectico on February 12, 2019, 08:41:04 PM@Mugi - Thanks for your thoughts on the "jump" byte strategy. It seems like a reasonable solution to pursue. But, I must admit I am not quite sure how to execute. Creating conditions based on tiles hasn't been too bad as the PPU viewer in Mesen clearly shows tile information when right clicking and navigating to "copy tile (HD Pack Format)".However, it sounds like this would be a little different. Do you believe the strategy you mentioned would require a memoryCheck function? If so, do you think you could point me in the right direction? Do you think the event viewer in Mesen the best place to start searching for a usable "jump" byte?BTW, I checked out your Shatterhand pack and I really like what's done so far. The note in your hires.txt file that said the following made me smile:"conditionals for stage select screen, caution! might be dangerous to mental sanity, do not edit"
Page created in 0.072 seconds with 19 queries.