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[SM][ASM/GFX] Custom Enemy Tile Map Issues

Started by xisdense, July 05, 2024, 10:28:17 PM

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xisdense

Attempting to make a custom metroid egg enemy. Having problems trying to draw its tilemap, it's a 3x3-tile graphic.

EggFrame1:
DW $0009
DB $F8,$01,$F8,$00,$31
DB $00,$00,$F8,$01,$31
DB $08,$00,$F8,$02,$31
DB $F8,$01,$00,$10,$31
DB $00,$00,$00,$11,$31
DB $08,$00,$00,$12,$31
DB $F8,$01,$08,$20,$31
DB $00,$00,$08,$21,$31
DB $08,$00,$08,$22,$31



This is how the tiles are arranged viewed in TLP.


This is the result, the bottom row isn't being drawn. I can't get those 3 tiles to draw no matter how/where I place them, even if I only draw them in place of the top or middle row.

I also don't completely understand the last (5th) byte of the tile setup or what a name table is. The only thing I can find to really go off is the "Enemy Tilemaps Rundown by Sadiztyk Fish with much help from Kejardon."

Any help would be tremendously appreciated, this is super frustrating. Thanks!

caauyjdp

#1
I would guess you have too small gfx size specfied in enemy headers so not all of it gets loaded to vram.
Use emulator with a debugger(or at least tile/oam viewer) to check what's actually happening ingame.

Description of spritemap format can be found here https://patrickjohnston.org/bank/81#f879F

edit: i think name table rtf refers to is just highest bit of the tile number

xisdense

#2
[EDIT]
Guessing enemy graphics can only be certain banks. I moved the graphics to a different bank and it works fine now.