Edited by ShadowPC, 30 March 2012 - 09:35 AM.
Two main troubles
#1
Posted 28 March 2012 - 09:31 AM
#2
Posted 28 March 2012 - 09:49 AM
And for the other; did you place the inbuilt warp (the blue square) on a position of the screen? Else it will make link appear in the position 0,0
#3
Posted 28 March 2012 - 10:13 AM
#4
Posted 28 March 2012 - 11:11 AM
#5
Posted 28 March 2012 - 11:17 AM
#6
Posted 28 March 2012 - 11:48 AM
#7
Posted 28 March 2012 - 03:00 PM
And for the other; did you place the inbuilt warp (the blue square) on a position of the screen? Else it will make link appear in the position 0,0
The warp is Entrance/exit. Also i have the blue squares all on same place (A B C D). ...
First of all, welcome to PureZC!
(Thanks, Gonken. I was wondering what the blue square was called.)
ShadowPC, make sure that you have the inbuilt warp set on both screens: on the initial screen (for where you want Link to return) and on the screen you warp to (on the screen you say he appears in the upper-left corner).
#8
Posted 28 March 2012 - 04:54 PM
#9
Posted 28 March 2012 - 11:38 PM
Yeah, i have a inbuilt warp at the screen which warps from. Also the cave triggers the a warp. I dont see anything wrong.
Edited by ShadowPC, 28 March 2012 - 11:40 PM.
#10
Posted 28 March 2012 - 11:42 PM
#11
Posted 28 March 2012 - 11:43 PM
#12
Posted 28 March 2012 - 11:59 PM
#13
Posted 29 March 2012 - 04:12 AM
That is of course, which I refer back to my previous statement, his "combo tile", be it cave, stairs, or whatever triggering the wrong warp, therefore he is triggering warp b, c, or d when he is wanting to tigger warp A. No matter what he does in "tile warp A" he's going to get an undesired result because he is triggering that wrong warp.
Assuming his dmap is set to NES DUNGEON, the default warp would lead you to the top left corner of the bottom left screen. This is what I believe is happening to him, but I can't quite explain it well. Do you understand what I'm trying to say Moscow? Lol
Maybe you can explain it better than I can.
#14
Posted 29 March 2012 - 05:20 AM
EDIT: Also, is there any reason you're using dmap 200? If you're just creating dmaps for each area on the fly, that seems like an excessively large number (unless you have a large quest, which I doubt since you haven't got warps working). If you didn't know, "dmaps" (or "dungeon maps") refer to each "area" of your quest (for example, the main overworld would be one dmap, and each dungeon would be their own dmap). Are your guy and string appearing? If not, make sure they're set on the screen you're warping to (not from), and the dmap of the screen you're warping to doesn't have its type set to "overworld" (it has to be a dungeon or cave for the guys to appear on screen).
Edited by NoeL, 29 March 2012 - 05:27 AM.
#15
Posted 29 March 2012 - 07:18 AM
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