[4.5.9] Understanding Project Info / Initial Data -> Triggered Screen Types

Kanbei85

Member
Hi guys.

I just made a discovery that may be helpful for others concerning the "Triggered Screen Types" interface in the Project Info screen (Little turquoise "i" circle at top of screen).

Based on the way it is set up (and, iirc, how Joe actually explained this feature in the 12 days series), it leads the user to believe that each of those green boxes on the grid corresponds directly to one of your screens on the overworld map, and if you click it, it becomes red, indicating it is now "triggered".

The problem is, I would try this, and it would never actually work. This is because the X,Y grid coordinates on this tool have NOTHING to do with its function at all! The important information is the "BYTE" designation, 1-255. This byte IS your "Screen Type". So 0,0 = Byte 0, 1,0 = Byte 1, and so forth all the way to 255. I have decided in my game to set the Screen Type of the screen equal to the BYTE value on this tool, thereby making it work as seemingly intended.

The upshot is, whatever BYTE value the square has that you click in that tool (turning it red), that is the Screen Type that will be triggered. It has nothing to do with the X,Y coordinates unless you deliberately coordinate your screen types with the BYTE values found there (which seems like a great idea to help keep track of your screen types)!
 
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