smilehero65
Active member
Hey there!
Sometimes when going to a next project, NESMaker just changed so much that it is a pain to fix everything to accommodate with the new things you want. Then, you download NESMaker again... but the bugs fixed are present again!
Here I make a compilation of threads of fixed bugs to implement for your projects, as well as methods to save space. Feel free to add some threads that you consider would fit into this list:
BUG FIXES
FREE SOME SPACE / OPTIMIZATION
Sometimes when going to a next project, NESMaker just changed so much that it is a pain to fix everything to accommodate with the new things you want. Then, you download NESMaker again... but the bugs fixed are present again!
Here I make a compilation of threads of fixed bugs to implement for your projects, as well as methods to save space. Feel free to add some threads that you consider would fit into this list:
BUG FIXES
(4.5) Fix For NES Sprite Overlay Problem
On facebook it was posted that when you make an object to appear over a tile, the sprite draws 1 pixel lower than it should. This is due to the NES and is pretty much an unwanted feature. In previous versions of NESmaker, Joe had this feature "fixed" by his changes to the doDrawSprites.asm In...
www.nesmakers.com
Walking in Place When Landing (Platformer / MetroVania) 4.5.9
If you hold up or down on the D-pad when landing in a platform game the player will walk in place when landing. To fix this you need to edit the physics script. 1. Go to Project Settins - Script Settings 2. Scroll all the way to the bottom till you see SubRoutines 3. The physics script is...
www.nesmakers.com
[4.5.6+] Minor Bugfix for metroVania Projectile Initialization
(Edit: I was hinted at by someone on discord that there was a better way to fix this, so I did.) (Edit 2: Optimized the entire initialization script.) (Edit 3: Further optimizations using the START_SCREEN constants.) Did you ever notice this bug? When you export and run a metroVania game, try...
www.nesmakers.com
(SOLVED) 4.5.9 Continue points issue Metroidvania
Hey folks, I added continue points! But, they don't seem to like to put the camera in the right spot. I think its got something to do with scrolling. Almost seems like its spawning the player in the proper continue spot but the camera is focused on the screen the player died on maybe? Anyone...
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[4.5.6] MetroidVania Jumping Up Screen Issue - SOLVED
I'm working on a game using the MetroidVania module and I've run into an issue related to jumping UP between screens. When jumping UP, the player is taken to the screen "below" instead of "above." Jumping down between screens works as expected. I'm not sure how to fix this and hope someone...
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[4.5.9] Fix the edge issues with the scrolling in the Metroidvania module
Ok, I fixed that months ago, but I didn't know how to present it... The scrolling in the Metroidvania module has really annoying issues with the edges (and "Left/Right Edge for scroll" in screen info), when sometimes your player just disapears off camera. Like this: To fix that issue, I made...
www.nesmakers.com
Scrolling Platformer seam collision fix [4.5.9]
The infamous seam collision bug in the scrolling platformer modules (L2R, MetroVania) has finally been fixed by yours truly! It turns out that Joe had actually fixed this issue during the 4.5 bootcamp, but forgot to implement it when upgrading the physics for 4.5.9. Thanks to derexgar for...
www.nesmakers.com
4.5.9 Better One-Way Platformer Tile
The platformer modules in NESMaker have a one-way platformer tile. You can jump up through them, but not down. This is how the tile is written: ;;solid tile LDA Object_v_speed_hi,x BMI +skipMakingSolid LDA ObjectUpdateByte ORA #%00000001 STA ObjectUpdateByte ;; makes solid...
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FREE SOME SPACE / OPTIMIZATION
[4.5.x] Move doLoadScreen to Bank 16
After sharing it with CluckFox and Bucket Mouse in the Discord, we figured out that moving a big chunk of doLoadScreen.asm into Bank 16 is possible and saves a ton of space in the static bank (like 15%). First you need to cut out the middle section of doLoadScreen.asm. By default it's line 50...
www.nesmakers.com
[4.5.9] More Compact / Efficient Attribute Table Loads
I was looking into implementing a compression system for my attribute and collision tables, but I realized that the default attribute table loading routine was pretty inefficient for what it was being used for. So here's a more efficient doLoadAttributeData script I cooked up, along with its...
www.nesmakers.com
Improving doGetRandomNumber
Man, I wish I was joking. Here is a replacement for doGetRandomNumber to get a higher quality RNG sequence with more efficient code! Source: An tiny, fast, 8-bit pseudo-random number generator in 6502 assembly doGetRandomNumber: lda randomSeed1 beq +doEor asl...
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4.5.9 -- Get More Monsters In Your Game By Storing In Two Banks
You know my post "Fun With Bank Switching" from a few months ago? I gave it a heavier test and it....didn't actually work for me. I was going to replace that post with this post, but then Panzer said it DID work for HIM, so....I dunno what's going on there. I guess I'll leave it up. I do know it...
www.nesmakers.com
[4.5.9] Move your Inputs out of the Static Bank
NES Maker puts all your button scripts into the static bank by default, which it really doesn't need to do 99% of the time. With a bit of messing around we can put them all into an empty bank and free up that precious space in 1F. I'm going to use Bank 1A as that's blank from the start, but you...
www.nesmakers.com