Zikifer
Member
After my player dies and is warped back to the continue point, there are graphical glitches with the background. They are always in the same place and seem to affect a column.

(That block under the S shouldn't be there, and the shore above and below should be light brown+green, not blue.)
I am using Checkpoint tiles to save the player position periodically. The player starts right in front of one so I'm guaranteed that the values have been initialized properly. That code is
On player death it changes to Action Step 7 and plays a death animation, with Action "StopMoving" and End Animation "Go To Continue". The "Go To Continue" code:
I have already removed all of the Path code (per instructions on this forum) and it didn't seem to make a difference. Any suggestions?

(That block under the S shouldn't be there, and the shore above and below should be light brown+green, not blue.)
I am using Checkpoint tiles to save the player position periodically. The player starts right in front of one so I'm guaranteed that the values have been initialized properly. That code is
Code:
;;; Checkpoint tile
LDA updateScreenData
AND #%00000100
BEQ +doScript
;; wait until tile update is finished.
RTS
+doScript:
CPX player1_object
BEQ +doCheckpoint
JMP +skip
+doCheckpoint:
LDA warpMap
STA continueMap
LDA Object_screen,x
STA continueScreen
LDA Object_x_hi,x
STA continueX
LDA Object_y_hi,x
STA continueY
ChangeTileAtCollision #0, #0 ;; change to tile zero (make disappear), collision type 0
JSR doWaitFrame
+skip:
RTS
On player death it changes to Action Step 7 and plays a death animation, with Action "StopMoving" and End Animation "Go To Continue". The "Go To Continue" code:
Code:
;;; 09 = Go To Continue
goToContinue_action:
LDA continueMap
STA warpToMap
LDA continueScreen
STA warpToScreen
WarpToScreen warpToMap, warpToScreen, #$02
RTS
I have already removed all of the Path code (per instructions on this forum) and it didn't seem to make a difference. Any suggestions?