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View Full Version : Overcoming the 2-Combo invisible barrier in NES Dmaps?



CJC
02-14-2014, 11:43 AM
I'm looking for a means of overcoming the weird solidity that occurs at the edges of screens in the NES style, while still maintaining the function of NES dungeon door sets. Is there a way to do this with the program, or will a script be required?

If it is the second, does "IsSolid(ComboAt[(Link->X, Link->Y)])" play well with NES style movement?


EDIT: Got the answer from anikom, it's the NES Fix "Freeform Dungeons". They're much more useful than I remember!