[4.5.9] Adventure Tutorial - Using Special Tiles With Monster Blocks

CluckFox

Active member
This is a discussion of Monster blocks, a Beginner Adventure Module concept; and Special Tiles, a seemingly unused portion of the NESMaker GUI. With the three attached scripts I was able to control the post-trigger appearance of Monster Blocks using the Special Tiles UI.

All scripts are slightly modified versions of NESMaker core and module scripts.

Thus, changing this:

Special Tiles - Before


Monster Block Animation - Before


to this:

Special Tiles - After


Monster Block Animation - After


It requires the following additional NESMaker configuration to run:

  • User Variable named specialHeap
  • User Constant - SPECIAL_TILE_SLASH with a value of 0
  • User Constant - SPECIAL_TILE_STOMP with a value of 1
  • User Constant - SPECIAL_TILE_SECRET with a value of 2
  • User Constant - SPECIAL_TILE_BOSS with a value of 3
The attached scripts should be placed in Script Settings as follows:

Game > Tables assigned to the new ExtraTables_SpecialTiles.asm

Game > Post screen load assigned to the new PostScreenLoad_SpecialTiles_AdventureBase.asm

Game > Common > Handle Monster Hurt assigned to the new doHandleHurtMonster_adventureSpecialTiles.asm

Using these scripts costs 1 additional byte of Zero Page WRAM and about half a page of static bank ROM.
 

Attachments

  • SPECIAL_TILES_rev1.zip
    3.5 KB · Views: 7

CluckFox

Active member
I'm working through the Adventure Advanced tutorial now and will try to expand this to work with "Explosion Block" tile transitions as well.
 

CluckFox

Active member
The attached scripts expand upon the previous ones by adding the following features:

  • Lock tiles are replaced with the "Under secret tile" Special Tile when unlocked
  • New tile type "Slash Tile" for destructable terrain
  • Slash Tiles are replaced with the "Under slash" Special Tile when hit with the sword
  • Slash Tile transition drops a key if the player has no keys and there is an unlocked Lock Tile on the screen
The following video demonstrates these in action:

  • Screen 1 - Monster Block tiles as before
  • Screen 2 - Monster Block tiles on a screen from a different bank
  • Screen 3 - Slash and Lock tiles
  • Screens 4+ show that Monster Block and Lock Tile transitions are saved across screens, but Slash Tile transitions are not. Slash Tiles will no longer drop keys, though, if they are not needed.
 

Attachments

  • SPECIAL_TILES_rev2.zip
    5.2 KB · Views: 8
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