0 Members and 1 Guest are viewing this topic.
They move when Link moves, although, I have it 'animate' (aka, draw the new tile to the back buffer) the tiles that are visible. I might need to make that window a little bigger if Link moves and exposes a new tile...That should be a quick fix though.
tilesprite_ptr,tiletime,tilenext
//Null Tile[FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]→"First Element of list"//1-GRASS[0010542800000000000000000000000000105428000000000000000000000000]→"Second Element of list"//2-FLOWER A-D (Animate)[3838C6C6C638380000105428000000003838C6C6C63838000010542800000000]→"Third Element of list"[003844C6C6BA38000010542800000000003844C6C6BA38000010542800000000][38BAC6C644380000001054280000000038BAC6C6443800000010542800000000][003844C6C6BA38000010542800000000003844C6C6BA38000010542800000000]//3-ROAD[022202820A02FC00022202820A02FC00022202820A02FC00022202820A02FC00]→"Fourth Element of list"
If you want to do it like in zelda games where enemies move around on the map you might want to start i9mplementing your engine being able to handle multiple moving objects at the same time, though. IDK as a practice it might be an idea to make bushes such "movable" objects?