FrankenGraphics
New member
I saw someone lamented in some thread that monster placements are not WYSIWYG (what you see is what you get) between the editor and the actual game. The unintended behaviour is thankfully in the engine, so it can be fixed easily.
I added two lines that corrects the Y position displacement.
download and replace your LoadMonsters.asm with the attached file.
This bug fix was only tested for the adventure module, in other words without gravity. If you're building a platformer and this script gives you trouble, let me know. There's a hypothetical chance monsters get stuck in platforms if spawned right on top of them. It should be fine, but in case someone reports that it isn't, i'll come up with something.
Notes for advanced use:
If you want finer control per object type, you can add exceptions for certain object types right there if you want to place them at a specific pixel offset vs tile position. It's basically the same process as in my earlier tile collision ignore modification, but we use the y register for indexing instead of the x.
I added two lines that corrects the Y position displacement.
download and replace your LoadMonsters.asm with the attached file.
This bug fix was only tested for the adventure module, in other words without gravity. If you're building a platformer and this script gives you trouble, let me know. There's a hypothetical chance monsters get stuck in platforms if spawned right on top of them. It should be fine, but in case someone reports that it isn't, i'll come up with something.
Notes for advanced use:
If you want finer control per object type, you can add exceptions for certain object types right there if you want to place them at a specific pixel offset vs tile position. It's basically the same process as in my earlier tile collision ignore modification, but we use the y register for indexing instead of the x.