[4.5.x] Animated Tiles with CHR-RAM Switching

tbizzle

Well-known member
I cannot for the life of me figure out why my tiles are cycling like this? I've gone over everything a good 3 times and have sifted through this thread, but still cannot figure out where I went wrong. Can anyone help??? Thank you in advance!

******Edit. I fixed it. Had it still pointing towards the old tiles.
 
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DraculaTreeForest

New member
I love this script and it works great except that I'm getting a glitch now where a random percentage of the time it will display the wrong tiles on a screen. Have no idea what's causing this. The fact that it occurs randomly makes me think it has something to do with the game timer script and how Animated Tiles uses that to render things? The uploaded images are the same screen but with tiles loading wrong or correctly. Every time this screen loads it's a toss-up as to which version you get, but it appears to be switching to tileset 00 when it should be loading tileset 03 (my house interior tileset).

Edit: I thought NightMusic's note below fixed the glitch when I tried it, but it didn't. Really hard to test this glitch when it only occurs a random portion of the time.

I found that if I remove "SwitchCHRBank #$00" from doLoadScreen16.asm, it stops the tileset glitch from occurring but causes an issue with sprite display, where sprites such as the player and monsters will appear and then disappear.

Update: Many thanks to Lord Klump for helping me to resolve this issue! Hoorayyyyyyy
 

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NightMusic

Member
in the included doScreenLoad16 its missing


LoadBackgroundPalettes newPal
JSR doWaitFrame
;; We wait this frame because the LoadBackgroundPalettes routine
;; sets bckpal variables and activates the update palette.
;; waiting this frame holds up on the next routine until the
;; background palettes are loaded into the PPU.
;LoadObjectPalettes #$00

make sure to place this UNDER :

SwitchCHRBank #$00



;; (without this the palette shows really wonky) ;;
 
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