J1CS: A bug fix
Just some junk I've noticed. Anyone else figured anything out?
1.) Enemies that shoot in J1CS always end up shooting blaster bullets when the level is saved. This is because 1 place before the 'Enemy shot*' value there is a value determining what bullet is shot. The bullets animation and behaviour are referenced from outside the level. For example in Tubelectric the Enemy shot is 75 which J1CS writes as $00 $4B making the turrets shoot blasters. This should be changed to $05 $4B This is what I've found for the values:
$00 -Blaster
$01- Toaster
$02 -RF Missile
$03 -Launcher, can be modified somehow.
$04 -Tubelectric shot down
$05 -Tubelectric shot up
$06 -Boss related? Needs extra modification
$07 -Same as above
Also the multipurpose section of the events window has the following extra functions:
-For fastfeet, invincibility, defines how long in seconds the event lasts.
-For springs and other 'flip animation, no movement' objects, defines the animation that is flipped. [For springs the animation that appears when Jazz bounces on it.]
-For destructible blocks, defines the block that will replace the event when the event is destroyed.
Then there's the 'Bridge length' variable it can do two things:
-Defines the length of a bridge. The bridge will always use the same number of bridge sprites, the spacing varies.
-For shooting events, defines how far down from the top of an animation the shot appears.
And finally a list of what all those background modifiers do:
0 Tileset default color, eliminates events 128 and above
- grey background
- tubelectric animating backgrounds* don't animate but look normal
-invisible water if water used in level
1 Tileset default color
- tubelectric animating backgrounds* don't animate but look normal
-invisible water
2 'normal background'
- Tubelectric animating backgrounds animate when jazz moves up/down and are set at animation value 0
-Some tiles* look weird
-invisible water
3 normal background color without nice shading effects.
- tubelectric backgrounds are color shifted green-yellow
-Some tiles* look weird
-dark greenish water
4 normal background color without nice shading effects.
- tubelectric backgrounds are color shifted green
-Some tiles look weird
-green water
5 normal background less shading
- tubelectric backgrounds are color shifted green-purple
-Some tiles look weird
6 normal background less shading
- tubelectric backgrounds are color shifted pink
-Some tiles look weird
- purple water
7 normal background less shading
- tubelectric backgrounds are color shifted yellow
-Some tiles look weird
-yellow water
8 Tileset default color, eliminates event 128 and above, allow color tubelectric style color animation and tiles
-Invisible water
9 Tileset default color, eliminates event 128 and above
allows tubeletric style color animation and tiles
- some tiles will now color animate that don't normally
-allows 128+ events in tubelectric style levels
-invisible water
10 normal background less shading
- some tiles will now color animate that don't normally
-allows 128+ events in tubelectric style levels
-invisible water
11 normal background less shading
- tubelectric backgrounds are color shifted green-yellow
-Some tiles look weird
-Visible blue water, colours darken as jazz sinks
*[Here some tiles are those that shift as Jazz moves, like the moving backgrounds in Jazz 2; tubelectric tiles are found in tilesets that require a lot of the tiles to animate.]
Well that was a long post wasn't it?
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