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/vr/ - Retro Games

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>> No.7341726 [View]
File: 4 KB, 256x232, TMNT2weaponswitch12-8.png [View same] [iqdb] [saucenao] [google]
7341726

>>7338772
>can not switch turtles under these conditions

Okay I just fixed that. It was a mistake I did when calling the play sound routine. I was skipping a bunch of stuff at the start of the routine and that caused these sprite issues, it had to do skipping storing either A or Y in a place in that routine.

Here is the fixed version if you want to test, you can now switch turtles at any time now even during the skateboard stage!

anonfiles
.com
/
X2Fcj2D3pf

I also fixed the adress byte to overwrite the name of the turtles on the HUD. I accidentally opened the name table viewer in FCEUX and that made me realize you can get PPU addresses that way, which made me realize that the HUD names are at address 20 and not A0. A0 is what I used and it's not a proper address but it worke due to shared bits, I think it was without consequence (maybe the PPU was also trying to write the other bytes which lead nowhere?) but you never know.

I'm done with this hack now I think. Onto doing the same thing for TMNT3!

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