Game Modification Station / Sprites getting cut-off...
« on: January 03, 2011, 09:05:05 PM »I hate to reveal this scene as it was going to be a highlight for my game but might as well.
What I'm going for is a scene with Edgar and Relm (not really going to be Relm's sprite though) at the top of the tower of Figaro. The map is $043. It's Figaro Castle Nighttime.
So far everything was going rather smooth - I changed the map loading sequence, there was already a clear-upper-bits-command in place so I just wrote this:
6A, 43, 24, 1C, 07, 40, F1, 8B...etc
It goes on, fades in Coin Song and the such. Now here's where I was in a fog.
I noticed an action queue for Character 31 coming up. It made it's object layering priority to 1. Fairly familiar with this concept, it means to allow the character to walk through certain layers on the map, correct?
But I don't know who or what character 31 is. I looked more ahead and there was actaully a graphical action for it!
Now I was really lost, so I just FD'ed the first action queue concerning object layering due to my issue that I'm fixing to explain.
Basically I inserted an NPC (Edgar) and Relm's NPC. Once the map loads though, I made her hidden, so she would walk on the stairwell sprite.
Anyways, this is what I noticed whenever I ran the game. The sprite for Edgar was cut-off halfway.
Here's a pic:

As you can see, Edgar is just randomly cut off - same goes for any sprite I try to place, beit by creating their base object and using a D5 command to place them, the results the same...
If anyone knows the issue, it'd be greatly appreciated.
And another thing - is it wiser to create an object for a quick cutscene or just make an NPC using the Level Editor? In theory, if I were to make a short cutscene and 'create' a character that I didn't want to appear after the scene was over, would I need to use the $3E byte to delete him/her at the end?
I've never been able to try it, but just wondering.
We have EVEN MORE themes now, but some old ones are gone...


