4.5.9. Sprite Zero Detection Bug (Not the Typical Problem)

puppydrum64

Active member
So I'm watching NESMaker Getting Started 15 for creating scrolling similar to Super Mario Bros. where I use a standard HUD that moves with the player. The tutorial is from (I assume) an old version of NESMaker and I've noticed some differences. First, my HUD does not have the beveled corners that Joe's hud has. Second, any attempt to draw Sprite Zero will result in no graphic being drawn in that area. This also means that scrolling the screen leaves the HUD behind as if I had never clicked the Sprite Zero checkbox. The issues that most people had with Sprite Zero at the time of making the video are not the same as the ones I'm having. For me, the player object loads perfectly fine and I can control him, but the game is acting as though I never checked that sprite zero box and no sprite zero graphic is drawn. I'll provide some screenshots to rule out any common errors that could result in this. The video I linked is a gameplay test with the settings shown in the pictures below. For what it's worth, I can't get this to work no matter which sprite zero index I use.

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Sprite Zero Part 1.pngSprite Zero Part 2.png
 

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CutterCross

Active member
The 4.5.X codebase does not use the tool's exported data for sprite-0 detection. Hence nothing happens when you use them. The scrolling modules are set up for a sprite-based HUD by default. All the current 4.5.X module tutorials are on their website: https://www.thenew8bitheroes.com/learn

You CAN set up sprite-0 detection in your NMI and use the tool's corresponding exported data to control it, but that's not something default in the modules anymore. Sprite-0 detection was one of the most troubling things to understand for most users. It's definitely possible to implement though if you understand how it works.

View: https://www.youtube.com/watch?v=suRLvqpJdqQ
 

puppydrum64

Active member
The 4.5.X codebase does not use the tool's exported data for sprite-0 detection. Hence nothing happens when you use them. The scrolling modules are set up for a sprite-based HUD by default. All the current 4.5.X module tutorials are on their website: https://www.thenew8bitheroes.com/learn

You CAN set up sprite-0 detection in your NMI and use the tool's corresponding exported data to control it, but that's not something default in the modules anymore. Sprite-0 detection was one of the most troubling things to understand for most users. It's definitely possible to implement though if you understand how it works.

View: https://www.youtube.com/watch?v=suRLvqpJdqQ
Well that's unfortunate. I found the video easy to understand so I was excited to have a Mario-style scoreboard. I don't like sprite huds because as far as I can tell it's difficult to create numbers that update like a static HUD can do.

EDIT: I had put in the static hud script and taken out the sprite hud one in my script defines so it should have worked.Sprite Zero Part 4.png
 
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