4.5.9 Grid Based Walking (Adventure Module)

Peter Schmitz

Active member
What about using a screenflags or userbyte check that skips all the changes to make grid based walking possible? Shouldn't be that difficult, I guess
 
also I just tried this with DPCM enabled and yeah it does the controller glitch with it... so everyone keep that in mind that DPCM might not be accessible with this
 

SciNEStist

Well-known member
This script does read inputs directly from the gamepad variable instead of going through the regular input channels. If you are using Cuttercross' Sabre sound engine, or some other sound method that allows DPCM, there is an issue that causes random input glitches. This has nothing to do with this script though.

here is a site that provides more info, and potential fixes
https://www.nesdev.org/wiki/Controller_reading_code#DPCM_Safety_using_Repeated_Reads

I have personally used the "repeated reads" method with success. if you like, I can provide you my modified dohandleinputs script.
 
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dale_coop

Moderator
Staff member
The doHandleInputs script is not used by NESmaker (it's compiled, yes, because attached to the project int he Script Settings... but not used)
Instead it's the doHandleInputReads.asm (located in your "Subroutines" folder) that handle all the input stuffs!
 

SciNEStist

Well-known member
The doHandleInputs script is not used by NESmaker (it's compiled, yes, because attached to the project int he Script Settings... but not used)
Instead it's the doHandleInputReads.asm (located in your "Subroutines" folder) that handle all the input stuffs!
yup, my bad. that issue caused me a few headaches a while back, and it;s important for people to know that.

For anyone curious, I posted my fix for the issue in a more appropriate thread
 
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