TolerantX
Active member
NESmaker Module : Adventure_Ex
This is the BASIC version. The ADVANCED version will have a different name.
Features : (Everything from Official Module Intermediate and Advanced and "Episode #1 PART A B C" )
TEXT FILE LINK : https://drive.google.com/file/d/1MSdPxPl-2o5vGWj0iXMFb36YexMUYv06/view?usp=sharing
WeaponChoice / WeaponUnlocked , Pickup DropTable , and Objects Examples (OFFICIAL TUTORIALS)
Move Towards Player + Stop Moving Project Label Name Reverse (Bug Fix)
BankSwitching (doLoadScreen to 16) Size Compression
Paths (doGetPathInfo.asm can be disabled manually by user in script settings)
userScreenBytes and Tiles 14 and 15 sub-tiles
AI MOVE TOWARDS PLAYER (asm file update fix)
STOP MOVING WHILE ATTACKING (movement scripts up down left right and change to edits)
NO OBJECT COLLISION ACTION STEP FLAG ( Action Step Flag 1 also renamed )
ADD Monster Movement To Other GameStates ( This is a useful 'feature fix' , not a bug )
SPRITE FLICKERING SUB-ROUTINE (doHandleObjects_cycle heavy edits to certain other scripts)
RestoreHealth_Tile (Uses Tile_13 or "call it #$0D , if you're hexy like that")
PLUS (as seen in the videos A, B, C )
4 Custom Script Defined Sub-Routines (one of these is the doLoadScreen bank switching subroutine)
for more info on TILES 14 and 15 :
View: https://youtu.be/HVhr9AgcKkQ
* ScreenShots are posted on the FORUM TOPIC page ( 10 total ) *
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--------------- THAT'S ALL THE CHANGES MADE TO THE DEFAULT MODULE ------------
------------------------------------------------------------------------------------------------
FOLLOW JOE'S VIDEO ON MAKING A MODULE:
View: https://youtu.be/_jCPkTb-g9s
NOTE:
I suggest watching any tutorials released officially by The_New_8_Bit_Heroes, even if they're old.
Some concepts from those videos apply universally.
1. MAKING THE MODULE : ( Adventure_Ex )
PROJECT > EXPORT MODULE (or the widget/button for it) checking every box as you go or hit "select all"
I'm naming it "Adventure_Ex" (Don't Worry, I made a backup)
2. EXPORTING INPUT CONFIGS :
INPUT EDITOR > EXPORT INPUT LINKS
(They will be available for download with the module.)
3. BACKUP SCRIPT FOLDER :
FILE > BACKUP SCRIPT FOLDER > I'm BACKING MINE UP
FOLDER TO BACKUP > Adventure_Ex
LOCATION TO SAVE > NESmaker > ProjZips
(DO NOT CHECK BOX FOR : INCLUDE ROOT DEFINE)
That's it. (I'll test it.)
NOW I SHOW HOW TO INSTALL IN THE VIDEO BELOW:
View: https://youtu.be/Y2-UtYTcmc4
Download Link : https://drive.google.com/drive/folders/1WSqLgx3ZFbHmG4NLlJ4wFCaDDrf2JCOh?usp=sharing
This is the BASIC version. The ADVANCED version will have a different name.
Features : (Everything from Official Module Intermediate and Advanced and "Episode #1 PART A B C" )
TEXT FILE LINK : https://drive.google.com/file/d/1MSdPxPl-2o5vGWj0iXMFb36YexMUYv06/view?usp=sharing
WeaponChoice / WeaponUnlocked , Pickup DropTable , and Objects Examples (OFFICIAL TUTORIALS)
Move Towards Player + Stop Moving Project Label Name Reverse (Bug Fix)
BankSwitching (doLoadScreen to 16) Size Compression
Paths (doGetPathInfo.asm can be disabled manually by user in script settings)
userScreenBytes and Tiles 14 and 15 sub-tiles
AI MOVE TOWARDS PLAYER (asm file update fix)
STOP MOVING WHILE ATTACKING (movement scripts up down left right and change to edits)
NO OBJECT COLLISION ACTION STEP FLAG ( Action Step Flag 1 also renamed )
ADD Monster Movement To Other GameStates ( This is a useful 'feature fix' , not a bug )
SPRITE FLICKERING SUB-ROUTINE (doHandleObjects_cycle heavy edits to certain other scripts)
RestoreHealth_Tile (Uses Tile_13 or "call it #$0D , if you're hexy like that")
PLUS (as seen in the videos A, B, C )
4 Custom Script Defined Sub-Routines (one of these is the doLoadScreen bank switching subroutine)
for more info on TILES 14 and 15 :
* ScreenShots are posted on the FORUM TOPIC page ( 10 total ) *
------------------------------------------------------------------------------------------------
--------------- THAT'S ALL THE CHANGES MADE TO THE DEFAULT MODULE ------------
------------------------------------------------------------------------------------------------
FOLLOW JOE'S VIDEO ON MAKING A MODULE:
NOTE:
I suggest watching any tutorials released officially by The_New_8_Bit_Heroes, even if they're old.
Some concepts from those videos apply universally.
1. MAKING THE MODULE : ( Adventure_Ex )
PROJECT > EXPORT MODULE (or the widget/button for it) checking every box as you go or hit "select all"
I'm naming it "Adventure_Ex" (Don't Worry, I made a backup)
2. EXPORTING INPUT CONFIGS :
INPUT EDITOR > EXPORT INPUT LINKS
(They will be available for download with the module.)
3. BACKUP SCRIPT FOLDER :
FILE > BACKUP SCRIPT FOLDER > I'm BACKING MINE UP
FOLDER TO BACKUP > Adventure_Ex
LOCATION TO SAVE > NESmaker > ProjZips
(DO NOT CHECK BOX FOR : INCLUDE ROOT DEFINE)
That's it. (I'll test it.)
NOW I SHOW HOW TO INSTALL IN THE VIDEO BELOW:
Download Link : https://drive.google.com/drive/folders/1WSqLgx3ZFbHmG4NLlJ4wFCaDDrf2JCOh?usp=sharing
Attachments
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Screenshot ActionTypes.png144.4 KB · Views: 16
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Screenshot CustomScriptDefines_withPath.png321.9 KB · Views: 17
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Screenshot Game_NES Bank_SpaceCheck.png161.2 KB · Views: 17
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Screenshot GameObjects List.png146.9 KB · Views: 17
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Screenshot MagicTypes.png138.3 KB · Views: 16
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Screenshot InputConfiguration.png580.1 KB · Views: 15
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Screenshot MonsterActionStepFlags.png116.6 KB · Views: 15
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Screenshot MyHUDSettings.png134.3 KB · Views: 15
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Adventure_Ex Module Contents.zip80.2 KB · Views: 3
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Screenshot TileTypes.png139 KB · Views: 18
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