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Frozen Terra Fix
10-09-2016, 05:07 PM
$0869-$086E for objects $00-$0F is maybe not filled at game load by $1FD3-$1FF2 (2 bytes X, Y map position for objects $00-$0F). This would mean the map position of objects below NPC status ($10) would not reflect what is in SRAM. If $0000-$15FF RAM is cleared at game reset then the theory doesn't stand. Maybe the object data block ($0867-$1068) is not cleared at game reset and should. Or maybe it's $1FD3-$1FF2 that is not properly updated, updated into RAM sister values or cleared between map changes or at another moment in a specific event command code (like object deletion). I can't understand what is wrong without some debugging.
All I know is that there is only two instances of interactions between object position RAM and object position SRAM (RAM->SRAM and SRAM->RAM). The objects positions are carried on to the next event after game load. It's especially problematic here because the next event featuring the 3 characters is same event played last before the game reset. Those 3 character are shown in a map position that is onscreen, exactly where Terra walk.
Short story, it could happen in another event context with prior to the event a game reset.
All I know is that there is only two instances of interactions between object position RAM and object position SRAM (RAM->SRAM and SRAM->RAM). The objects positions are carried on to the next event after game load. It's especially problematic here because the next event featuring the 3 characters is same event played last before the game reset. Those 3 character are shown in a map position that is onscreen, exactly where Terra walk.
Short story, it could happen in another event context with prior to the event a game reset.
Code:
++ $0869 tttttttt ttttpppp xxxxxxxx
t: X Position (in tiles)
p: X Position (in pixels)
x: X Position (in pixels/4096)
++ $086C tttttttt ttttpppp yyyyyyyy
t: Y Position (in tiles)
p: Y Position (in pixels)
y: Y Position (in pixels/4096)
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