CluckFox
Active member
This is a discussion of Monster blocks, a Beginner Adventure Module concept; and Special Tiles, a seemingly unused portion of the NESMaker GUI. With the three attached scripts I was able to control the post-trigger appearance of Monster Blocks using the Special Tiles UI.
All scripts are slightly modified versions of NESMaker core and module scripts.
Thus, changing this:
to this:
It requires the following additional NESMaker configuration to run:
Game > Tables assigned to the new ExtraTables_SpecialTiles.asm
Game > Post screen load assigned to the new PostScreenLoad_SpecialTiles_AdventureBase.asm
Game > Common > Handle Monster Hurt assigned to the new doHandleHurtMonster_adventureSpecialTiles.asm
Using these scripts costs 1 additional byte of Zero Page WRAM and about half a page of static bank ROM.
All scripts are slightly modified versions of NESMaker core and module scripts.
Thus, changing this:
to this:
It requires the following additional NESMaker configuration to run:
- User Variable named specialHeap
- User Constant - SPECIAL_TILE_SLASH with a value of 0
- User Constant - SPECIAL_TILE_STOMP with a value of 1
- User Constant - SPECIAL_TILE_SECRET with a value of 2
- User Constant - SPECIAL_TILE_BOSS with a value of 3
Game > Tables assigned to the new ExtraTables_SpecialTiles.asm
Game > Post screen load assigned to the new PostScreenLoad_SpecialTiles_AdventureBase.asm
Game > Common > Handle Monster Hurt assigned to the new doHandleHurtMonster_adventureSpecialTiles.asm
Using these scripts costs 1 additional byte of Zero Page WRAM and about half a page of static bank ROM.