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0 users currently in SMW Hacking. |
User | Post |
RDOG Posts: 15/31 |
I'm almost done fixing issue #2:
The remaining problem with it is no sprite tile is drawn when there's no reserved item. I'll fix it right now, and post when I'm done. Edit: I could fix problem #1 if I knew what code was executed when a level loads. Edit 2: Problem #1 Fixed! |
Sukasa Posts: 1463/2068 |
Well, very nice.
for the Item box, best I can suggest is not draw inside the box at first, and then draw a layer 3 picture instead of a sprite in the item box location. It won't look nice, but it will work. If you don't have an item, draw a black square. As for issue #1, find the routines that draw the different counters and JSL to them (or to a handler in the same bank as those routines if need be). |
Smallhacker Posts: 698/832 |
Originally posted by Ringodoggie I assume that you're using my editor... I never bothered adding the ability to turn off the layer priority, as I thought that nobody would use it. Also, some stuff on Layer 1 or 2 may sometimes be drawn on top of the non-layer priority Layer 3 tiles, making such a feature pretty useless anyway. |
RDOG Posts: 13/31 |
I made that after altering BMF's LevelNames hack. Only 2 problems right now: 1. Counters are being overwritten because the status bar tiles are constantly being loaded to VRAM. 2. Status bar tiles have layer priority over the reserved item. |