playingwithwilly Posted Monday at 11:39 PM Report Share Posted Monday at 11:39 PM (edited) I'm using JSWED with the JSW64 "]" configuration. It looks perfectly fine in the editor, but during gameplay the third tile is replaced with black, and, I'm unsure if this is an engine limitation, but if a tile is set to be air and not water it is covered by a large square when Willy walks to it. I've also noticed the formerly horizontal beams are replaced with the vertical beam tile. In the Editor: Game Running: Please note Willy is set to be blue in this room, so him being that color is not a problem. Edited Monday at 11:45 PM by playingwithwilly Quote Link to comment Share on other sites More sharing options...
playingwithwilly Posted Tuesday at 12:35 AM Author Report Share Posted Tuesday at 12:35 AM (edited) I'm wondering if this could be traced back to a slightly corrupted original file? Loading the file in FUSE instead of EmuZWin leads to this: The file I used for editing (and converted to JSW64) was one that had the code entry system pre-nullified. Edited Tuesday at 12:39 AM by playingwithwilly Quote Link to comment Share on other sites More sharing options...
Spider Posted Tuesday at 08:15 PM Report Share Posted Tuesday at 08:15 PM The 'code' code shouldn't effect it unless its done something silly perhaps such as moving things around. Its only a couple of bytes to change the 'starting' code to jump to the title screen or (better) remove it and replace it with three instructions, leaving some free space plus emptying out the codes area, the latter I tend to do just looks neater somehow. I've not used the 64/128 variants much sorry, however others here have so hopefully a better reply will be along shortly. 🙂 For the immediate moment can you carefully verify you've not re-used a tile colour for a different cell type ? As in (a bad example) setting both 'air' and 'fire' to the same ink/paper.  EDIT... Welcome too! Quote Link to comment Share on other sites More sharing options...
Jet Set Willie Posted 18 hours ago Report Share Posted 18 hours ago (edited) On 11/5/2024 at 1:39 AM, playingwithwilly said: I'm unsure if this is an engine limitation, but if a tile is set to be air and not water it is covered by a large square when Willy walks to it. I've also noticed the formerly horizontal beams are replaced with the vertical beam tile.  About the large square what turns blue when Willy walks to it, please try to change Ink and Paper, in example if Ink is 6 and Paper is 0, change them to Ink 0 and Paper 6. Then you can decide which one is better for your purposes. About the latter problem, it looks like what Spider said, you have used the same Ink/Paper colour combination for cells 9 and A, both cells being Ink dark red/Paper black (or vice versa). If that´s the case, please try the following. cell 9 Ink 6 / Paper 0 cell A Ink 0 / Paper 6 The other cell will turn to dark red square when Willy touches it, but at least you can get both tiles visible. 🙂 Though, sometimes the engine lets you use the same Ink/Paper combinations for more than one cell. For this, you just have to try that in every room, if you can use certain colour combinations more than once.   Edited 17 hours ago by Jet Set Willie Spider 1 Quote Link to comment Share on other sites More sharing options...
playingwithwilly Posted 11 hours ago Author Report Share Posted 11 hours ago (edited) 6 hours ago, Jet Set Willie said: cell 9 Ink 6 / Paper 0 cell A Ink 0 / Paper 6 The other cell will turn to dark red square when Willy touches it, but at least you can get both tiles visible. 🙂 Though, sometimes the engine lets you use the same Ink/Paper combinations for more than one cell. For this, you just have to try that in every room, if you can use certain colour combinations more than once. Set the third unit to 2/0, ninth to 0/2 and tenth to 2/0 and it's working pretty well. Thanks. Edited 11 hours ago by playingwithwilly Spider 1 Quote Link to comment Share on other sites More sharing options...
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