Thanks to vdub_bobby, I'm making progress.
Okay, I've fixed the problem with the leprechauns getting stuck. (I had a BPL in the en_stop routine where I shoulda had a BMI. So hunt mode wasn't working right. There may have also been an error in the "rotate joystick" lookup tables.) I'll update the Leprechaun Level Editor shortly (check the date).
The problem with the ladders is a little trickier. It has more to do with the lookahead routines and that I'm using the same one for both the run dropoff detection and the ladder exit. This one needs some more thought to work through. I'll probably end up with two routines, though I'd like to avoid it as much as possible.
Okay, I've fixed the problem with the leprechauns getting stuck. (I had a BPL in the en_stop routine where I shoulda had a BMI. So hunt mode wasn't working right. There may have also been an error in the "rotate joystick" lookup tables.) I'll update the Leprechaun Level Editor shortly (check the date).
The problem with the ladders is a little trickier. It has more to do with the lookahead routines and that I'm using the same one for both the run dropoff detection and the ladder exit. This one needs some more thought to work through. I'll probably end up with two routines, though I'd like to avoid it as much as possible.
Attached Files
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lep20061107.zip (16.82K)
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1. They no longer get stuck.
2. I also saw the circling ladder thing on ladders higher than 1 square. But it is better than it was.
3. I discovered that enemies won't drop off a rope at all if you are above them; doesn't matter if there is a wall at the end or not. Same with regular drop-offs. Maybe give 'em a 50% chance to walk off a drop off if you are above them? And similar for going off the end of a rope when you are above?