TolerantX
Active member
If your "doHandleObjectCollisions.asm" is missing the area for monster weapons or they seem to be not working for you try this:
Using the script of the same name above in Maze module as a base at line 98 you'll see the end of your monster player collision section.
"+notPlayerMonsterCollision:"
on Line 99 (Object Collisions MazeBase)
(*edit line 166 in Object Collisions ArcadePlatformerBase)
(*edit Line 153 in AdventureBase2)
paste the following script in:
I made a youtube video below to show you just how easy it can be!
NESMaker how to make Monster Weapons Work in 30 seconds...
View: https://youtu.be/KN1BFoLevts
Using the script of the same name above in Maze module as a base at line 98 you'll see the end of your monster player collision section.
"+notPlayerMonsterCollision:"
on Line 99 (Object Collisions MazeBase)
(*edit line 166 in Object Collisions ArcadePlatformerBase)
(*edit Line 153 in AdventureBase2)
paste the following script in:
Code:
;;;;;;; THIS IS WHERE I WANT TO ADD A CHECK FOR MONSTER WEAPON ;;;;;;;
LDA Object_flags,x
AND #%00010000
BNE +isPlayerMonsterWeaponCol
JMP +isNotPlayerMonsterWeaponCol
+isPlayerMonsterWeaponCol
JSR getOtherColBox
JSR doCompareBoundingBoxes
BNE +doCollision
JMP +skipCollision
+doCollision
TXA
STA otherObject
;; There was a collision between a player and a monster weapon.
;; player is self.
;; monster weapon is other.
;DestroyObject ;; normally we destroy it because its a weapon ;;
LDX selfObject ;; 9Panzer edit ;;
JSR doHandleHurtPlayer
JMP +done
+isNotPlayerMonsterWeaponCol:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
I made a youtube video below to show you just how easy it can be!
NESMaker how to make Monster Weapons Work in 30 seconds...
Last edited: