FrankenGraphics
New member
There's many moving parts and i may have missed something fundamental, but i think i've encountered a bug, possibly.
I set up a "shallow water" type of collision that changes "Action Step" and subsequently "Animation Type". Turns out that while the aesthetic change (with the changed animations) show immediately at the difference of every type, the change of action step is overwritten before any effect of it can take place. This is true until the walk button is released.
I found this out by temporarily setting the shallow water collision property to write an "Action Step" value that will have the vanilla movement scripts (SimpleInput\StartMovingPlayerDown.asm etc) branch past its contents. The result is that you can keep walking as long as the button is held, but you're stuck (which was expected to happen immediately in this case) only after you've let go.
I also verified it with combing through a walking speed modification with BRK:s to the same effect - it listens to what the action step for the player is - but that's not hard evidence since i'm not sure exactly when i'm doing this (i'm doing it right before checking if there's enough speed to move the object that frame).
It's a sneaky one since it doesn't affect monsters/objects not controlled by gamepad input and since it looks the part animation-wise.
I set up a "shallow water" type of collision that changes "Action Step" and subsequently "Animation Type". Turns out that while the aesthetic change (with the changed animations) show immediately at the difference of every type, the change of action step is overwritten before any effect of it can take place. This is true until the walk button is released.
I found this out by temporarily setting the shallow water collision property to write an "Action Step" value that will have the vanilla movement scripts (SimpleInput\StartMovingPlayerDown.asm etc) branch past its contents. The result is that you can keep walking as long as the button is held, but you're stuck (which was expected to happen immediately in this case) only after you've let go.
I also verified it with combing through a walking speed modification with BRK:s to the same effect - it listens to what the action step for the player is - but that's not hard evidence since i'm not sure exactly when i'm doing this (i'm doing it right before checking if there's enough speed to move the object that frame).
It's a sneaky one since it doesn't affect monsters/objects not controlled by gamepad input and since it looks the part animation-wise.