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11-02-05 12:59 PM
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Acmlm's Board - I2 Archive - Rom Hacking - Temporal Flux Release | |
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jsondag2
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Posted on 11-01-05 08:31 PM Link | Quote
Is that an inside joke? Cause I thought it looked like he was just replying to questions

Speaking of questions you've mentioned tile properties editing in 2.0

Does this include the property that keeps Crono's sprite underneath the tile? And is it individual tiles or if you change one tile, it'll change every occurence of that tile in the game?

--jp
justin3009
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Posted on 11-02-05 03:44 AM Link | Quote
What the hell was that post all about...
Face it geiger. Your thread will never post as much as Mario64 Amazing Stuff. so it doesn't matter how much you post in your own thread.

Thought someone finally had to tell him that like I'm stupid not to know....

Also what do you mean there editable...like how editable or just give a very brief example of what you mean
Geiger

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Posted on 11-02-05 06:06 AM Link | Quote
Does this include the property that keeps Crono's sprite underneath the tile?

Honestly, it has been about seven months since I have touched the Overworld map code. As I recall, all L1 stuff is above the sprites and all L2 stuff is below, end of story. The only thing there is to edit is elevation. This creates solidity for the various modes of travel. Oddly, the highest elevation is considered to be an exit.


And is it individual tiles or if you change one tile, it'll change every occurence of that tile in the game?

It will change every occurence of that tile for that map. The editor reflects this in its display.

---T.Geiger
jsondag2
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Posted on 11-02-05 07:31 AM Link | Quote
I meant tiles in Locations. Currently there is a property in Tile properties called "over sprite" but changing it from true to false doesn't seem to do anything.

You can see oversprite tiles when you walk to a "bottom edge" and crono dissapears behind the black tiles in places like guardia castle.


--jp
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