Oh I see, it might be because your continueMap variable is not set.Now it seems whenever I die I get sent to screens I don't want to be sent to. From what I can tell, it just warps me to the underworld screens from the overworld. For example, if I'm in overworld screen x=1, y=3, it sends me to underworld screen x=1, y=3. In this case there shouldn't even be a screen for this since I'm using 8x8 tile mode for all of my underworld screens, right? I don't get why this is happening.
;;; sets a new player continue checkpoint.
CPX player1_object
BEQ +doCheckpoint
JMP +skip
+doCheckpoint
LDA currentNametable
STA continueScreen
LDA Object_x_hi,x
STA continueX
LDA Object_y_hi,x
STA continueY
ChangeTileAtCollision #$00, #$00 ;; change to tile zero (make disappear), collision type 0
PlaySound #sfx_Checkpoint
AddValue #$04, myScore, #$01, #$03
UpdateHudElement #$04
+skip
After the " STA continueY " line, try adding:I do use checkpoints. Here's the script code:
Code:;;; sets a new player continue checkpoint. CPX player1_object BEQ +doCheckpoint JMP +skip +doCheckpoint LDA currentNametable STA continueScreen LDA Object_x_hi,x STA continueX LDA Object_y_hi,x STA continueY ChangeTileAtCollision #$00, #$00 ;; change to tile zero (make disappear), collision type 0 PlaySound #sfx_Checkpoint AddValue #$04, myScore, #$01, #$03 UpdateHudElement #$04 +skip
LDA warpMap
STA continueMap