[Unsolved] Triggering Night (4.5)

PasseGaming

Active member
Okay, I'm not even sure this is possible but hear me out. I see that I can have a group of mobsters for Day and a different group for Night. Thus allowing me to have more then four types of monsters for a stage in my shooter. (How the scrolling shooter is set up is that whatever is loaded into the first screen for that stage is what's available throughout the entire stage). So I'm thinking if the main set of monsters I have are set for day, how do I trigger night so I can access more monsters?

My thinking is that if I have my monsters set for day and my boss stuffed into the night group then all I'd have to do is figure out how to trigger night before the boss screen and it would be available for me to use. Right? However, I couldn't find anything at all regarding triggering night in the tutorials. Anyone have any thoughts on the subject?
 

mouse spirit

Well-known member
I dont think night works. There is day triggered . I personally am not sure how it works with scrolling though
 

PasseGaming

Active member
I can't find anything on it. I wonder if it is even implemented in the tool? May just be a left over relic from earlier editions.
 

mouse spirit

Well-known member
If your monsters dont use up alot of states. You could have them turn into different enemies. Or warp out to the same screen you are in after triggering screentype possibly.
 

PasseGaming

Active member
That's not a bad idea. At most my creatures only use two different states. Though some have different health... but I could save room with the combining the more common enemies. Thanks mouse!
 

Jonny

Well-known member
Did you get anywhere with this? I've been trying to ages to get any sort of triggering to work at all on scrolling platformer base.

Used: "TriggerScreen screenType" for a tile type AND also tried setting up a monster action. Didn't do a thing, tried on different screens and all sorts. I've been trough the tutorials, Joe mentions triggering screens but makes it sound super simple. No idea what I'm doing wrong but I can't even trigger to Day Triggered. So frustrating!
 

PasseGaming

Active member
From what I hear is that day & night triggering is a relic left over from earlier versions of the NESmaker. They appear to no longer be supported, now that doesn't mean you still can't do it on your own but you'll have to venture into some advanced techniques. Sucks cause I wanted to trick the game into allowing more monsters for my shooter.
 

Jonny

Well-known member
Triggering screens is mentioned in the newer tutorials. Unless I've misunderstood.
 

PasseGaming

Active member
Oh, I believe you can trigger screens, just not day and night like the old version of NESmaker. It was my hope that by triggering night I would snag 4 different monsters. Doesn't work like that any more.
 

dale_coop

Moderator
Staff member
In fact, the Day/Night system never worked in any version of NESmaker... it is a feature from the "MysticSearches" tool (that were never public).
 

Jonny

Well-known member
Maybe it will be in NesMaker 5. I can't even get normal triggered screens to work, unless its not meant for mega-metroid-vania module.
 

Ayrik

New member
There is definitely code all over the place about the night state. I'm not sure what works and what doesn't, but snooping around doLoadScreenData.asm I found the following code:
Code:
		thisScreenIsNotTriggered
			JMP isNormalDay
			LDA gameHandler
			AND #%00000001 ;; one = night
			BEQ isNormalDay
				
				;; normal and night
				LDA #$01
				STA screenState
				TAX
				LDY #152
				LDA (collisionPointer),y
				LSR
				LSR
				LSR
				LSR
			;	LDA #$01
				STA monsterTableOffset
				JMP triggeredStateInfoIsLoaded
			isNormalDay:
			
				;; normal and day
				LDA #$00
				STA screenState
				TAX
				;;;;;;;;;;;
				;Load correspnding monster tileset.
				LDY #152
				LDA (collisionPointer),y
				AND #%00001111
			;	LDA #$00
				STA monsterTableOffset

It appears as simple as setting gameHandler's lowest bit. I also noticed that right after the thisScreenIsNotTriggered label, it immediately jumps to isNormalDay. I'm assuming you'll need to comment that out to test anything.

It'd be nice of them to remove all this stale code and not to mention the UI, if it doesn't actually work.
 
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