Just to clarify...When I move too quickly between special screens, I sometimes encounter screens that are not fully loaded. Please let me know if this is a known issue or if I may have missed something in the tutorials. Thank you!
;; Don't run this script on static screens (Left Edge + Right Edge) - by bbardi
LDA ScreenFlags00
AND #%00110000
CMP #%00110000
BNE +notStaticScreen
RTS
+notStaticScreen:
;;; This script can be used as a start game input script.
;;; It will take you to the first screen and set up new continue points based on
;;; that screen's info.
LDA screenUpdateByte
ORA #%00000100
STA screenUpdateByte
LDA warpToMap
STA warpMap
LDA warpToScreen
STA currentNametable
LDX player1_object
STA Object_screen,x
LDA #$01
STA screenTransitionType ;; is of warp type
LDA gameHandler
ORA #%10000000
STA gameHandler ;; this will set the next game loop to update the screen.
RTS
I can only think of the fix mentioned above for static screens, and maybe adding the Stop Scroll method suggested on the tile glitch bug on the input script before LDA warpToMap.I'm using this code to warp to the next script on button press:
Code:;;; This script can be used as a start game input script. ;;; It will take you to the first screen and set up new continue points based on ;;; that screen's info. LDA screenUpdateByte ORA #%00000100 STA screenUpdateByte LDA warpToMap STA warpMap LDA warpToScreen STA currentNametable LDX player1_object STA Object_screen,x LDA #$01 STA screenTransitionType ;; is of warp type LDA gameHandler ORA #%10000000 STA gameHandler ;; this will set the next game loop to update the screen. RTS
Did you checked that your graphics colors are all compatible with NESMaker?Hmm, unfortunately that didn't help.
Oh... then we need to implement another fix.The colors are correct. This occurs only 1 time out of 5 or so, and only when you are button mashing to skip to the next cutscene.