dale_coop said:And what is the script assigned to your "press" "A" button? Only my script?
If it's my script... just assign it to another button, "START" or "B" button?
doNothingForWarpingToNextScreen:
;; Uncomment, if you want Hide the player during cutscene (cf. handleScreenLoads.asm too)
;; check the current state
GetCurrentActionType player1_object
CMP #$05 ;; if action step 5 (cutscene)
ChangeObjectState #$00, #$02 ;; change to action step 0 (idle)
RTS
skipDrawingHudForCutScene:
;; Uncomment, if you want Hide the player during cutscene (cf. CutScenes_WarpToNextScreen.asm too)
ChangeObjectState #$05, #$02 ;; change to action step 5
;; skip the HUD drawing (= no HUD)
JMP skipDrawingHud_GameHandler
continueDrawingHudForCutScene:
;; dale_coop: continue as usual
LDA textBoxFlag
BNE doNothingForWarpingToNextScreen
dale_coop said:Did you try to skip the code of my "IntroScreens_WarpToNextScreen.asm" script (assigned to "A") when Textbox is onscreen.
for exemple, adding:
at the begining of the "IntroScreens_WarpToNextScreen.asm" script.Code:LDA textBoxFlag BNE doNothingForWarpingToNextScreen
Bucket Mouse said:Once it was actually mapped to the button again it worked, and prevented the glitch.
dale_coop said:The script to hide the player was made to change the player "action step" to 05. Just make a animation with empty tiles for your player and assign this animation to action step 05.
dale_coop said:Did you put the script at the right place? on 4.0.11(in the "HandleScreenoads.asm" script, should be at line 326 : the line just BEFORE the "LDA HudHandler") ?
LoadChrData #$1d, #$1c, #$00, #$40
;;; black out hud space?
; BlackOutArea #$20, #$00, #$80
;
dale_coop said:Perfect. And in the "Project Settings > Project Labels" , you did the rename the "Screen Flag 4" to "Cutscene screen" then checked your screens as "Cutscene screen" in the "Screen info" ?