Vehek: So was that code in unused space? and did the jmp command replace another command...maybe a return? So instead of returning it runs your code then returns?
Chrono'99: Is that sprite sheet starting from the first row? It seems like it's starting half way through a sprite and some of the "common" first sprites are missing (facing up for example)? If we can start from what will be (when all is said and done) the beginning of the final sprite sheet then we won't have to throw away any work we do. Also it seems to be common to putt an "empty" tile in the very first slot (it's useful too) Anyways i didn't expect the work today to be finalized work this was more to give the sprite assembly a whirl in a common usage task.
OK FW you're mind is about to be blown
A few things.....first off I was an idiot I didn't realize exactly what "section" was it had nothing to do with FW's explanation it was just me being an idiot :-/ section is now implemented correctly and thus about 95% more sprites are editable now
Second I tested out adding Glenn frames and added some new features to make real world use less of a pain. Here they are!
Add Super Tile Command: This command assumes that the currently selected tile is at the "upper left" of the super tile and adds all 4 sub tiles. CTRL + space = keyboard short cut
Set Shift: Incase you don't want to manually move each tile one pixel at a time you can input the coordinates you want them at (in decimal) and move the tile there instantly.
Point and click: Clicking on a subtile sets it to the currently selected tile
Grab: Right clicking a subtile sets the selected tile to the same subtile you right clicked.
It took me about um..4 minutes to make glenn's 6 walking forward animations. Best way is definitely going to be to love the keyboard shortcuts. The whole process for the walking tiles was:
ctrl+ up/down/left/right super tile to right place
click top of super tile i want
ctrl Space (sets the super tile
ctrl + shift + left/right to next super tile.
--JP
albeit the walking animations are in the rom in a nice organized way but you get the point.
--JP