27 June 2013, 21:51 | #1 |
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Join Date: Mar 2005
Location: Germany
Age: 44
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Z-Out help
Could someone have a look at this one?
The tiles seem right and the level is almost visible but it looks like there is some kind of interlace (maybe collision tiles?). Any suggestions? |
28 June 2013, 03:11 | #2 |
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Join Date: May 2001
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You almost had it! Well done...
The tiles are stored as words not bytes so change that, half the height from 32 to 16 tiles, and set the mask as $ff. That'll effectively strip out the high byte of each word. For the final touch, some parts of the map are upside down and if you hover over those tiles you'll see they are $2xx - so set the Flip-Y mask to $200 and enable it. And you're pretty much there! (The game seems to merge that other background in somehow). I'm not sure you need the tile substitutions, I haven't investigated that. I'll leave that to you. Also you can use the "Trim Tiles" feature to trim a couple of tiles off each column. Doing so will eliminate the ugly block of tiles at the top/bottom. BTW once you have figured out one level, the rest should be almost the same so it shouldn't be *too* hard to rip all levels now Last edited by Codetapper; 28 June 2013 at 03:14. Reason: Added Trim Tiles hint |
28 June 2013, 08:26 | #3 |
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Join Date: Mar 2005
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Thanks a lot. These were exactly the missing puzzle pieces. Basically I forgot that the memory layout was vertical and thus the extra lines could be due to the word size of each tile.
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