(SOLVED) 4.5.9 Continue points issue Metroidvania

9Panzer

Well-known member
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 have a fix for it?


UPDATE:
It appears that anything to do with checkpoints and continue points bugs the hell out of the game. Running over a checkpoint screws up tiles, continuing messes up the screen (video) and I'm getting columns not loading at all and create black strips in the screens that the player can actually fall through. So I think this is a pretty nasty one. The the time being I have just disabled it.
 
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9Panzer

Well-known member
Okay further to this. It definitely has something to do with the check point system. I have the little sign setup as a checkpoint and you can see the tiles go to hell.

 

9Panzer

Well-known member
@Logana its so weird!
Well adjusting the tile to not turn to 00 fixed that bug. But the screen is still messed up on the respawn.
 
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mouse spirit

Well-known member
Is your character spawning invisibly? Or is your character off screen when spawning?
Also what about making the camera check happen right after the spawning coordinates are set?( I understand that this is just an idea and not an actual answer)
 

9Panzer

Well-known member
@mouse spirit thanks for taking a look. The camera appears to be focusing on the wrong spot and then the player spawns too far over for the inputs to function.

I agree about the camera check - any idea where I can find that?
 

9Panzer

Well-known member
Okay figured it out. The issue was in the continue points endtimer script. I noticed that the warpto command never seemed to have any issues so I pulled it apart until I got to the fix.

For anyone else that has this issue just replace the section for the Go to Continue endtimer script with this :

;;; 09 = Go To Continue
goToContinue_action:

Dec myLives
LDA myLives
BNE myLivesNotZero
JMP RESET ;; game over.
;;;; also could warp to game over screen here instead.

myLivesNotZero:

LDA continueMap
STA warpMap

LDA continueScreen
STA currentNametable

LDX player1_object
STA Object_screen,x
STA camScreen
LDA #$00
STA camX_lo
STA camX


LDX player1_object
STA Object_screen,x

LDA #$02 ;; this is continue type warp.
STA screenTransitionType ;; is of warp type


LDA updateScreenData
AND #%11111011
STA updateScreenData
LDA scrollByte
AND #%11111110
STA scrollByte
LDA #$00
STA scrollOffsetCounter


LDA gameHandler
ORA #%10000000
STA gameHandler ;; this will set the next game loop to update the screen.
ChangeActionStep player1_object, #$00
;LDX player1_object
;LDA #$00000000
;STA Object_direction,x
LDA myMaxHealth
STA myHealth
RTS
 

baardbi

Well-known member
Okay figured it out. The issue was in the continue points endtimer script. I noticed that the warpto command never seemed to have any issues so I pulled it apart until I got to the fix.

For anyone else that has this issue just replace the section for the Go to Continue endtimer script with this :
This sounds great. I'm having this exact same issue. Where is the goToContinueEndTimer.asm script? I'm editing the file that's in
"...\NESmaker 4.5.9\GameEngineData\Routines\BASE_4_5\Game\MOD_MetroidVania\Game" but it has no effect. I even tried to erase everything in that file and it still had no effect, which leads me to believe that there must be another goToContinueEndTimer.asm somewhere.
 

baardbi

Well-known member
OK. I just found out I need to put this in the TimerEndScripts.asm. The goToContinueEndTimer.asm file doesn't seem to do anything.
 

baardbi

Well-known member
@baardbi hey sorry I just saw this - did you resolve your issue?
Hmm. Not really. I still have a few weird tile and collision issues sometimes. I'm not sure if they are related to the checkpoint system or if it's another issue. Right now I'm checking to see if it might be related to the scrolling input scripts somehow. I'll post the answer here if I find a solution.
 

vanderblade

Active member
For some reason, the checkpoint only saves the first screen in the scrolling series. So if I have a checkpoint on the 2nd, 3rd, 4th, etc. screens and die, I always spawn back at the first screen in the scrolling series. Did anybody else encounter this issue?
 

9Panzer

Well-known member
@vanderblade that sounds like a Nesmaker thing. For example all the warps that you set on a scrolling series will only listen to the first screens information. When I do my check points I always use the first screen.
 

vanderblade

Active member
@vanderblade that sounds like a Nesmaker thing. For example all the warps that you set on a scrolling series will only listen to the first screens information. When I do my check points I always use the first screen.
Thought so. That's why I always had a screen transition before checkpoints in my Brawler. I have a new thread where I'm hoping to figure out a workaround.
 
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