[4.5.6] Graphic Glitch after Warp?

offparkway

Active member
Anyone know why this happens after warping into this screen?

MetroVania module. If I start from this screen, everything is fine. But if I warp in to this screen from a special screen, I get this weird grid of graphic glitches on the scroll border.

Also my player starts automatically running to the right after warping in, then falls through a graphic glitch in the floor... which is not supposed to happen.


Any ideas greatly appreciated!
 

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mouse spirit

Well-known member
Hmmm... can you think of what that graphic is from? Or where it's from? I don't have an answer
but any more info may help for a solution.
 

dale_coop

Moderator
Staff member
Jorotroid (Joseph Rossi) on the NESmakers FB group talked about that issue... I think he found a fix. Would be a good idea to suggest him to share his ideas here on the forum... ;)
 

PasseGaming

Active member
I was in that post too. He suggested that when you warp from a 8x8 screen to a 16x16 screen, some weird stuff happens. So, his way of fixing that was to have another special screen that's 16x16 directly after the 8x8 special screen and before the main game. That way it loads into a simple screen with, say the stage's name or some before having to load into the main game. It's a glitch within the tool. I had the same issue, I fixed it by finding what sprite it was trying to draw and making it blank and moving warp in around a bit. Worked for me... kind of. I happens less frequently. I don't know if his way works or not yet, as I am in the process of making the intro scene for the beginning of all the stages like he suggested.
 

AllDarnDavey

Active member
I'll just quote the facebook group post that seems to have fixed this for someone else there. I think you have to combine it with having an "airlock" screen between a 8x8 highres screen and a normal 16x16 screen.

Joseph Rossi
Ok, give this a whirl. In your warp tile script, put these lines somewhere
Code:
LDA #%11000010
STA scrollByte

It seems that bit 1 on that variable is a flag for forcing a column update and is usually set at the beginning of the game. It ends up getting set to #%11000100 right after, but doesn't get reset when warping to a new screen.
 

offparkway

Active member
I did see the Facebook topic after posting this... haven't had a chance to work on it yet, but I will soon. Thanks for the info/ideas guys!
 

offparkway

Active member
Ok adding an "airlock" screen in between seems to do the trick. I'm using the start button as a warp trigger to go from and 8x8 to a 16x16, and tried adding that bit of code to the warp script... but it made it worse (more artifacts on the screen than before). I guess I can just use another 16x16 screen as a buffer, but that eliminates my ability to use text before the level starts.
 
That glitch you had is what I call the "Dead Zone Glitch" and this is the solution to how I solved it.

"1) I created a new (Big Screen/Advanced Map Prop) Start Screen in my Overworld.
2) I also created a new (Normal Screen) Buffer Screen just in the same way as my Start Screen.
3) I set it to Warp to my new Buffer Screen. (Before the Main Game, But there are a lot more settings used in this Screen Info window for this new screen instead)
4) I set the Left Edge Flag/ I set Right Edge Flag.
5) I set the Hide Hud Flag and I set the Hide Sprite Flag too.
6) I set the Warp In coords and Warp Out to my first level of my game.
7) Lastly for this new Buffer Screen I had to set it to a new GameState (Start Screen) and like with my Start Screen. I set the same Start Game, Input Script, so the player can Press Start on my Buffer Screen. In order to warp to my first level using that button.
8) The first level of my game started after the warp.
9) I ran past The Dead Zone when scrolling and it worked! The glitch had gone!"

It worked for me, it should work for you too.
 
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mikusz3

Member
I'll just quote the facebook group post that seems to have fixed this for someone else there. I think you have to combine it with having an "airlock" screen between a 8x8 highres screen and a normal 16x16 screen.
This sadly didn't work in my case. Perhaps it's not WarpToScreen, but something that has "Warp Tile" written in it.
 

mikusz3

Member
That glitch you had is what I call the "Dead Zone Glitch" and this is the solution to how I solved it.

"1) I created a new (Big Screen/Advanced Map Prop) Start Screen in my Overworld.
2) I also created a new (Normal Screen) Buffer Screen just in the same way as my Start Screen.
3) I set it to Warp to my new Buffer Screen. (Before the Main Game, But there are a lot more settings used in this Screen Info window for this new screen instead)
4) I set the Left Edge Flag/ I set Right Edge Flag.
5) I set the Hide Hud Flag and I set the Hide Sprite Flag too.
6) I set the Warp In coords and Warp Out to my first level of my game.
7) Lastly for this new Buffer Screen I had to set it to a new GameState (Start Screen) and like with my Start Screen. I set the same Start Game, Input Script, so the player can Press Start on my Buffer Screen. In order to warp to my first level using that button.
8) The first level of my game started after the warp.
9) I ran past The Dead Zone when scrolling and it worked! The glitch had gone!"

It worked for me, it should work for you too.
A little visual in form of snapshots of how to do that would help.
 

dale_coop

Moderator
Staff member
This sadly didn't work in my case. Perhaps it's not WarpToScreen, but something that has "Warp Tile" written in it.
It depends how you warp from that screen to the glitchy screen.
if you use a input script, place that code in the input script. if you use a tile script, place it in the tile script,...
 

DocNES

Member
I had the same issue. I setup a buffer screen Main Game 8x8 - Buffer 16x16 - Main Game 16x16. It cleared it up for me. Plus adding the seemfix seemed to help quite a bit.
 

mikusz3

Member
There's still that problem with Graphic Glitch before warp.

Even when I applied the
Code:
LDA #%11000010
STA scrollByte

code to the Warp Tile.
 

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