0 Members and 4 Guests are viewing this topic.
Aww bummer. I saw activity in this topic and thought you might have actually picked this back up.
Be warned though, I am giving you permission to use my code in other projects however you see fit, but I am not giving you permission to use my code to create/finish "The Blue Platform" or anything in the world I have created for it. That is something I still want to do myself sometime down the road.
Wasn't there also that one bug that caused the map to suddenly become off by one tile compared to the collision detection map? I don't remember how it worked but I recall playing the Celtic III version and sometimes falling through the block on one side of a platform. Or did you have time to fix that during the conversion to ASM?
char_ladder: xor a ld (charT+2),a ld a,(charJ) or a ret nz ;quit if jumping ld a,(charT) ;get x ld d,a ld a,(charT+1) ;get y ld e,a call Tile_value ;check (x,y) cp 10 jr z,+_ inc e ;go to y+1 call Tile_value cp 10 jr z,+_ ;check (x,y+1) getoffsetD ld d,a ;store it back to d getX ;get the characters edge cp d ;compare ret z ;if it doesn't equal the other, then it is partway between the two ;so another check is required ld a,(charT) ;get x inc a ;get for x+1 ld d,a call Tile_value ;check (x+1,y+1) cp 10 jr z,+_ dec e ;go to Y call Tile_value ;check (x+1,y) cp 10 jr z,+_ ret _ ld a,1 ld (charT+2),a getkey(dkUp) jr z,_ call char_up loadanim(charS,7,8) ret_ loadanim(charS,7,7) getkey(dkDown) ret z call char_down loadanim(charS,7,8) ret
That's what i'm here for Whatever i can do to help this see the light of day. It seems like you've got so much done already, both with the story (which for me is always the hardest part, programming it is somehow much easier/more fun ) and the actual engine. You've got a working tilemap engine, even ladders!, battles, and lots of other things started (though not necessarily finished). Btw, you are more than welcome to use the hand cursor thing that i drew: