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PostPosted: Wed Sep 13, 2017 3:35 pm 
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Location: cypress, texas
So nametable 00, should be 01, is shown for about one frame because after drawing both screens, when changing floors, collisionTables is jsred immediately; we need correct collision values for the new floor. Jsring collisionTables causes the update_vram function, in vblank, to be skipped since FrameReady isn't negative (the previous frame calculations aren't over yet). Jsring update_vram is important because $2006 is written to inside draw_our_column, which runs inside update_vram. $2000 and $2006 $2005 must be written to in order to undo the confusion that t causes after drawing the screens; that's what tepples told me. Should I write $2006 $2005 outside of update_vram outside of scroll_screen? That seems better to me because trying to make collisionTables run right after the first vblank after the screens are drawn would be bad since: 1. there may be problems caused by updating the collision information a frame later and 2. if there is ever a time when frame calculations aren't done yet $2006 $2005 won't be written to.

edit3: tepple's post I referred to

edit4.


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PostPosted: Thu Sep 14, 2017 9:33 am 
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Haha! Success!! :mrgreen: :D I'm sorry about my post up there. After rereading tepple's post I linked to, I realized I should have been thinking about writing $2005. And so $2005 is written inside of scroll_screen and scroll_screen wasn't running because of 4 bytes of pointless code that tried to make sure that $2000 was only written to once a frame; tokumaru's most recent reply on page 90 helped me to understand that; thank you so much tokumaru! :D After removing that pointless 4 bytes the game is not flashing the wrong nametable for a frame anymore! :mrgreen: :D


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PostPosted: Thu Sep 14, 2017 10:01 am 
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Sorry if I can't help more, but there are a lot of details regarding the design of your own engine that we can't really follow anymore, such as the name of various subroutines and what each one of them does.


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PostPosted: Thu Sep 14, 2017 8:16 pm 
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tokumaru wrote:
Sorry if I can't help more, but there are a lot of details regarding the design of your own engine that we can't really follow anymore, such as the name of various subroutines and what each one of them does.
I'm sorry, I didn't even consider you not understanding what each subroutine does. :oops: Your comment helped me so much though, thank you! :D Next time I'll include a short summary of each routine; thanks tokumaru this comment is really helpful too. :)


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