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:.MAPTEST:0→Str2→X:ClrDraw:38510→Str3:13→W:16→H:{-}8→Y:For(8):sub(SMU:End:DiagnosticOff:Repeat getKey(15):If getKey(3):sub(SMR:End:If getKey(2):sub(SML:End:If getKey(1):sub(SMD:End:If getKey(4):sub(SMU:End:End:Return:Lbl SMD:For(I,0,7:Vertical +:X-1*H+Y+Str2→A:For(B,0,11:{A+H→A}:{*2*2*2+Str1+I}→{{L6}+B}:End:DispGraph:End:Y--:Return:Lbl SMU:Y++:For(I,0,7:Vertical -:X-1*H+Y+8+Str2→A:For(B,756,767:{A+H→A}:{*2*2*2+Str1+I}→{{L6}+B}:End:DispGraph:End:Return:Lbl SMR:sub(CLD:X--:For(8):Asm(116E962140930E40EBCB1EEB060CCB1E2310FB1C0D20F1:DispGraph:End:Return:Lbl SML:sub(CLD:X++:For(8):Asm(11EE962140960E401DEBCB16EB060C2BCB1610FB0D20F1:DispGraph:End:Return:Lbl CLD:X-1*H+Y+Str2→A:Str3→B:sub(CLD0:X+12*H+Y+Str2→A:sub(CLD0:0→A:Return:Lbl CLD0:For(8):B:Asm(E5:{A++}*2*2*2+Str1:Asm(D1010800EDB0EB:→B:End:Return:[00000000000000003C4281818181423C3C7EFFFFFFFF7E3C]→Str1
Actually, if you do like pokemon even more, you don't need edge-of-map detection. Just make sure there are enough tiles beyond walkable areas that the user never sees past them, and trigger tiles load in the other maps.
Makes sense, although I'm surprised it crashes rather than behave like the missingno glitch. Although, I guess event tiles (like load map triggers) could be written to have inlined code, and hence a corrupted one could be VERY messy.
How exactly is FF6 different aside from having entirely separate areas? Or, is that what you were referring to?
Also, have we discussed having a seamless overworld (pokemon) or a map based one (Final Fantasy IV/VI)?
Pokemon style movement is pretty traditional for RPGs. It should work fine. Also, have we discussed having a seamless overworld (pokemon) or a map based one (Final Fantasy IV/VI)?Also Xeda,How many frames are you going to allow per animated tile? I don't think we need but 2 or 3.