Rancor
New member
I heard mention here and there about people working on scripts to make a castlevania-style jumping script, but I've yet to see anyone post their versions. Anyone willing to share with the class?
How exactly would it work? Does the jumping script provided by the platform module allow the player to change direction (and velocity) in mid-air, or would the basic movement script need to be modified instead to make jumps more rigid (maybe with a check for whether the player is in air)?
I think ideally I'd want to make a jumping script that makes it so that you can change direction in mid air, but not velocity/acceleration (that way you can use enemies for damage-boosting via knockback in a speedrun-style scenario)
I was going to post this in the help section as I have little to contribute to the subject, but it seems that board is mostly for big errors or other nasty snags, rather than being stumped on how to do a specific thing in ASM.
Apologies if I've posted this in the wrong section.
EDIT: Just so I don't come here with my hands cupped waiting for a script, I tried my earlier idea of modifying the movement scripts, although my results are minimal.
Basically, I added the same check used for the jumping script to the movement scripts and as a result, my character can no longer move in mid-air when jumping stationary, however I am having trouble when jumping right/left
The code looks like this:
StartMovingPlayerRight.asm:
StartMovingPlayerLeft.asm:
So, stationary jumping now works like I wanted it to, but I still have the issue that in mid-jump when moving, I can let go of the direction to cut the jump short.
How exactly would it work? Does the jumping script provided by the platform module allow the player to change direction (and velocity) in mid-air, or would the basic movement script need to be modified instead to make jumps more rigid (maybe with a check for whether the player is in air)?
I think ideally I'd want to make a jumping script that makes it so that you can change direction in mid air, but not velocity/acceleration (that way you can use enemies for damage-boosting via knockback in a speedrun-style scenario)
I was going to post this in the help section as I have little to contribute to the subject, but it seems that board is mostly for big errors or other nasty snags, rather than being stumped on how to do a specific thing in ASM.
Apologies if I've posted this in the wrong section.
EDIT: Just so I don't come here with my hands cupped waiting for a script, I tried my earlier idea of modifying the movement scripts, although my results are minimal.
Basically, I added the same check used for the jumping script to the movement scripts and as a result, my character can no longer move in mid-air when jumping stationary, however I am having trouble when jumping right/left
The code looks like this:
StartMovingPlayerRight.asm:
Code:
LDX player1_object
LDA Object_status,x
AND #%00000100
BEQ +
StartMoving player1_object, MOVE_RIGHT
LDA Object_movement,x
ORA #%00000010
STA Object_movement,x
;;; 000 down
;;; 001 down right
;;; 010 right
;;; 011 up right
;;; 100 up
;;; 101 up left
;;; 110 left
;;; 111 down left
+
RTS
StartMovingPlayerLeft.asm:
Code:
LDX player1_object
LDA Object_status,x
AND #%00000100
BEQ +
StartMoving player1_object, MOVE_LEFT
LDA Object_movement,x
ORA #%00000110
STA Object_movement,x
;;; 000 down
;;; 001 down right
;;; 010 right
;;; 011 up right
;;; 100 up
;;; 101 up left
;;; 110 left
;;; 111 down left
+
RTS
So, stationary jumping now works like I wanted it to, but I still have the issue that in mid-jump when moving, I can let go of the direction to cut the jump short.