offparkway
Active member
I'm trying to create a new tile type (warp) that will only work if health = 8 (or more... not sure how to do "more").
So if you have 8 health, and touch the warp tile, you'll advance to the next level.
(03 is my health object)
My code compiles and runs, but has no effect. Can't figure out what I'm missing. Here it is:
So if you have 8 health, and touch the warp tile, you'll advance to the next level.
(03 is my health object)
My code compiles and runs, but has no effect. Can't figure out what I'm missing. Here it is:
Code:
CPX player1_object
BNE notForWarpTile
LDA Object_type,x
CMP #$03
BNE notForWarpTile
LDA myHealth
CMP #08
BNE notForWarpTile
WarpToScreen #01, #10, #$01
;; arg0 = warp to map. 0= map1. 1= map2.
;; arg1 = screen to warp to.
;; arg2 = screen transition type - most likely use 1 here.
;; 1 = warp, where it observes the warp in position for the player.
notForWarpTile: