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Thread: Making Link Invisible

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    Making Link Invisible

    Now, if you read this Gleeok I know you already told me how to do it via LTM, but that's really quite akward because I have lots of tiles infront of my Link tiles, I'm using LTM quite extensively already, and there's not much space on my tilesheet anywhere.

    I've also moved to here from PureZC because scripting seems rather dormant there

    So how can I make Link invisible then?

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    The Time-Loop Continues ZC Developer
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    Re: Making Link Invisible

    You know you could move the Link sprites from page 1 to say...240 right?

    ..also check your PMs. :p
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    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?

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    Re: Making Link Invisible

    Your using all 251 tile pages?! 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.

    ... 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?
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    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.

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    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.

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    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.

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    Re: Making Link Invisible

    Quote Originally Posted by C-Dawg View Post
    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.

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    Re: Making Link Invisible

    I am I'm afraid. I have 3 tilesheets of Link tiles.
    Yeesh! That must get really complex

    What are all those Links for?? Showing different armors/weapons or something more sinister? 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

  10. #10
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    Re: Making Link Invisible

    Quote Originally Posted by Joe123 View Post
    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?
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