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*J.P.*[P]£ aj2003aj
why does XSCREEN 3 DISPLAY 1 make a lot of problems with most of my other code? i just want to put text on the touch screen, is there a special place to put this or another way to do it?
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Hanzo rzsense
I guess your program gives you "Out of range" error in line 59. Actually, XSCREEN 3(or 2) distributes 2 BG sheets and 256 sprite sheets to each screen. However, you've tried handling 4 BG sheets on bottom screen in line 58-60.
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*J.P.*[P]£ aj2003aj
ah, so i just take out one of my layers and it will work?
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Hanzo rzsense
#1: Replace "3" with "1" in line 58. #2: Remove line 69.
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*J.P.*[P]£ aj2003aj
ok, just asking, is there any way around only having 2 layers? i can live with just two, (one for background and one for tiles) for tiles i mean for, or atleast once i figure out how to do BG collision... your always good with stuff to refer to, do you have any for BG collision? or all i need is for when my sprite is touching tile #422 it stops him, instead of him falling thru it...
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Hanzo rzsense
We can distribute 4 BG sheets and 512 sprite sheets to top and bottom screens exclusively. For example, if we write "XSCREEN 3,64,3", 64 sprites and 3 BGs are distributed to top screen, and 448(=512-64) sprites and 1(=4-3) BG are distributed to bottom screen.
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*J.P.*[P]£ aj2003aj
ah, that makes sense, thanks.
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Hanzo rzsense
The method for BG collision detection is quite simple. When the sprite coordinates on the screen are given as X and Y, the BG tile number is given by "BGGET(L,X,Y,1)". (L stands for BG layer number.)
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*J.P.*[P]£ aj2003aj
ok... ill go try that... brb
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*J.P.*[P]£ aj2003aj
ok so how do you make it stop the sprite when hitting the tile?
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Hanzo rzsense
See under your nose instead of under your feet.
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*J.P.*[P]£ aj2003aj
what? what does that mean?
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Hanzo rzsense
Could you refer to "EX_OBSTACLE" in [P3233E3M]?
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*J.P.*[P]£ aj2003aj
yep, thanks. that was perfect timing, i was about to close miiverse... wow... ok, ill take a look at that then go to bed, its 3am here so im already... z..Z...ZZZZ... anyways, ill talk to you tomorrow if theres anything else.
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*J.P.*[P]£ aj2003aj
i think the problem is my jumping code, as you can see in the picture i put my jumping code in your game and when i jump he passes through the tiles, do you want me to show you the jumping code?
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*J.P.*[P]£ aj2003aj
as far as i could tell the map you have in this was unlimited, or just repeating itself, but i found out that you can go outside the map, i have not changed any of your code.
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Hanzo rzsense
Could you refer to "EX_JUMP" in [4DAJE4M3]?
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*J.P.*[P]£ aj2003aj
ok, you really should make a like minigame game, with a bunch of these games (of course add a few things like, lives) it would be really fun. also i dont know if you caught this but after the first hole if you just let him run forward he runs straight through the hill thing. not like it matters, just wondering if you knew.
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Hanzo rzsense
It is still incomplete, without anterior collision detection. I'll correct it later.
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*J.P.*[P]£ aj2003aj
it dosent matter to me, just as long as it works.
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Hanzo rzsense
I've corrected previous jump program. Could you refer to "EX_JUMP" in [2J441D]?
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