Shooter Module problem with Boss Tiles please help

TolerantX

Active member
I tried to show the settings screen information monster and everything. I am using boss blocks tiles in the SHOOTER module. I have my user constants set so the block that shows should be blank when the monsters are all killed...

1. It shows the wrong block after monster is killed, though in the constants I have it set to 1 (*though it originally was 67? I changed the constant) (*FIXED* THIS PORTION OF THE PROBLEM IS FIXED ** SEE BELOW)

2. It shouldn't change until ALL the monsters are killed (or at least I thought that was my understanding) and it is changing after one monster is killed. This makes it difficult to have multiple monsters in a room for a boss or a boss that spawns monsters or even that die/explode and respawn.

What I want is to have when ALL the monsters die on the screen, the block to change to block index #$01 or 01 or the first tiles in the tilesheet (for me it should be blank sky) and collison 00 (null/walkable).

Please help. thank you and help is appreciated.

A video link will be posted. If you are in NESmakers facebook group, I posted the video and problem there as well.

UPDATE: I altered KILLED LAST MONSTER. ASM
**It makes a blank tile after monster is killed EXCEPT ITS WHEN EVERY MONSTER IS KILLED NOT ALL**
Code:
	ChangeAllTiles #COL_MONSTER_BLOCK, #$00, #$00, #$00
	ChangeAllTiles #COL_MONSTER_BLOCK, #$00, #$00, #$01
 

dale_coop

Moderator
Staff member
I think it’s a I correct use of the count monster code in the Handle Monster Hurt Script....
Find the part that says:
Code:
 	CountObjects #$00001000, #$00
	BEQ +
And try replacing with that code:
Code:
 	CountObjects #%00001000, #$00
	LDA monsterCounter
	BEQ +
Notice that it’s now a % and not a $ in #%00001000
 
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