Re: Making Link Invisible
You know you could move the Link sprites from page 1 to say...240 right?
..also check your PMs. :p
Re: Making Link Invisible
But then I cant use page 240 though. And with DoR, it's looking like I'm gonna need it. I spose I could just clear out all of the dungeon tiles though.
Can I move it to page 257 though, say?
Will that just make Link blank or dyuthink it'll crash the system or something?
Re: Making Link Invisible
Your using all 251 tile pages?!:eek: Wow...Hey i've been adding crap to DoR too but there's plenty of free space in there. I deleted the unnecesarry animation tile pages because...well, ffc's make them obsolete.
... :think: Damn, that's nuts. I've got about 100 free pages in that tileset once I deleted the unneeded stuff...I don't know what to tell you. Where are you gonna stick the tiles for large ffc's and bosses then?
Re: Making Link Invisible
I'm not using all the pages as of yet, but I'm on 216 I think and still going strong.
And I really don't know about my large bosses :( I couldn't live without them...
However, seeing as I have little use for the dungeon tiles, I could just parse them all and make them into nice big custom bosses :)
I'm just messy really, I stick things down, copy them around all over the shop, test them where they are, then don't want to move them incase they break something >_<
Did you get my pm at pure?
EDIT: Actually, I did just find about 8 sheets of rubbish, bits of lttp mountains and crap. I could clear those if I run out of space.
Re: Making Link Invisible
Oh, for pete's sake. You only need 40 tiles, two rows, tops, to make Link invisible. Unless you're using a ton of other offsets, I guess.
Re: Making Link Invisible
What we need is access to the screen flags, but that may or may not happen anytime soon (or at all, screen flags *may* be initiated at the time Link enters the screen insted of checked frame by frame. But I don't really know because obviously I never seen the source code of ZC :p )
Lacking that yea the best way is to use LTMs. :shrug:
Re: Making Link Invisible
Quote:
Originally Posted by
C-Dawg
Oh, for pete's sake. You only need 40 tiles, two rows, tops, to make Link invisible. Unless you're using a ton of other offsets, I guess.
I am I'm afraid. I have 3 tilesheets of Link tiles.
Re: Making Link Invisible
Quote:
I am I'm afraid. I have 3 tilesheets of Link tiles.
Yeesh! That must get really complex :eek:
What are all those Links for?? Showing different armors/weapons or something more sinister? :mischief: Is he a shapeshifter or something???
Even useing drawing functions or FFC's to cover up Link would be overly complex.. Looks like yer stuck :(
Re: Making Link Invisible
Quote:
Originally Posted by
Joe123
I am I'm afraid. I have 3 tilesheets of Link tiles.
Well you wanted Link with 5 types of shields, rolling Link, invisible Link, charging Link, climbing Link, and now you've got to pay the price. ;)
Might I suggest freeing up about one tile page per LTM script. Basically you need to treat them as you would if statements as you would in a script. Or another solution would be to add these to the scripts themselves. Sort of like:
000
001
010
011
100
101
110
111
You see a pattern there?