I couldn't find any fix for that issue on the forum, so I decided to write a new one. Please let me know if it's been already available on the forum, I will remove my topic.
THE ISSUE
If you have an 8 frame animation, then your "End Animation" action is never executed... and the animation just loops.
THE FIX
Modify the doUpdateSpriteTimer.asm script:
And line 19, replace the lines:
With:
It should look like this:
Voilà !
Now the 8 frame animations should have their End Animation work.
THE ISSUE
If you have an 8 frame animation, then your "End Animation" action is never executed... and the animation just loops.
THE FIX
Modify the doUpdateSpriteTimer.asm script:
And line 19, replace the lines:
Code:
CMP animationFrameHolder
BNE notAtMaxAnimFrame
;; is at max anim frame, so set anim to 00.
With:
Code:
BEQ atMaxAnimFrame ;; dale_coop: fix the end animation with 8 frames
CMP animationFrameHolder
BNE notAtMaxAnimFrame
atMaxAnimFrame: ;; dale_coop: fix the end animation with 8 frames
;; is at max anim frame, so set anim to 00.
It should look like this:
Voilà !
Now the 8 frame animations should have their End Animation work.