If you set an enemy to use tile 0, then it won't be drawn to the screen, even if the tile is later changed through scripting.


I have a script that creates a new enemy, and then sets its tile, etc. I decided to use a generic "Script" enemy for this, and let the script itself change all its attributes. However, the enemy was invisible until I changed the tile the enemy was using from 0 to a random, other tile. I confirmed through tracing that the enemy->OriginalTile value was correct, as well as its position, even when it wasn't being displayed.