Tonma Le 19/04/2020 à 14:54 Sorry, I didn't understand that for the breast only animation.
It's already animated automatically. You can see that with the Animator software. "Playback Loop". So the aSpriteSetStep is not useful.
The new code :
pictureSetPos(&Cursor,curs_x,curs_y);
if(miniGame==1)
{
if(controlON==1)
{
if((curs_x>104)&&(curs_y>96))
{
if((curs_x<208)&&(curs_y>136))
{
// aSpriteAnimate(&sp5);
// if(frame%10==3) boobs();
// aSpriteSetStep(&sp5, breast_frame);
// if(breast_frame<5) breast_frame++;
// else breast_frame=0;
if(frame==55) score++;
aSpriteAnimate(&sp5);
}
}
}
// aSpriteSetStep(&sp1, eyes1_frame);
// aSpriteSetStep(&sp2, eyes2_frame);
// aSpriteSetStep(&sp3, lips_frame);
// aSpriteSetStep(&sp4, hand_frame);
aSpriteAnimate(&sp1);
aSpriteAnimate(&sp2);
aSpriteAnimate(&sp3);
aSpriteAnimate(&sp4);
if((min==0)&&(sec==0)&&(frame==0))
{
miniGame=2;
clearSprites(25,60);
if(score>=21) choice=0;
if(score<=15) choice=1;
if((score>15)&&(score<21)) choice=2;
action++;
}
}
Tonma Le 01/05/2020 à 09:37 Hi,
First, please, correct your code to remove all warnings. It's difficult to find error when you have too much warnings information and you soft will work better.
>> low arrow doesn't disappear after reaching of last page.
You need to change the test of the number of pages. When you have 2 pages, you only have page 0 and page 1.
if(page==numberofpages-1)
{
arrow1X=320;
arrow2X=288;
}
>> blue arrows in ArrowHorAnim and ArrowVertAnim functions are refusing to move automatically
you init variable path=0; every frame, you "path" value never change. Test value with writing variable on screen. Move the variable like
void instruction() {
ushort *data;
ushort flipMode=0;
button_available=true;
mode=3;
page=0;
numberofpages=2;
path = 0;
Please, somebody, tell me, is it possible to extract a raw binary GFX data from the C roms of other games using HEX editor?
what kind of gfx-data do you want to rip from which game and why? there is no simple YES, it always depends on what you want to do.
sent you a message... works fine if I inject this (via HEXeditor) into the GXG rom and activate the eyecatcher.
I found that numbers of appearing tiles is according to $10FD96 register value at the moment of pressing. Something makes it to print at the same place (at the tile with X coordinate equal to 22 and Y coordinate equal to 17) always, althought I didn't prescribed such command anywhere.