So, I tested your codes, and it didn't had any effect when I patched it to the ROM. So I tried studying how that code works and I noticed that you were trying to write a blank tile to the OAM.
Then, I tried to do an experiment by following your tip, and I changed !cape_settings instead:
with:
Code
LDA #$00
STA !cape_settings; which in my case was ($7E2145)
After messing with cape_settings bits, it was possible to hide cape/tail without having side effects, it seems that other powerups (non floating ones) don't use that RAM.
When I did these changes (and setting correctly the table of powerups that won't show tail/cape OAM tiles), it worked flawlessly.
I should note that the cant_show_cape_ow table was mislabelled, since the table is to actually define which powerups won't show the cape/tail.
It wasn't need to add any code to the ow_code or ow_init_code, seems that the graphical change is fully handled inside levels.
So applying both codes to gamemode (using your second idea) fixes that problem. There are
no more weird tails appearing in overworld.
Also, whoever uses this version of powerup pack, you may want to use this table instead, this one was configured to work with the default v2.1.0 powerups.
Codecant_show_cape:
db $01,$01,$00,$01,$01,$01,$01,$01
db $00,$00,$01,$01,$01,$01,$01,$01
Originally posted by LX5I can't guarantee that it will be 100% fixed with these codes. Also, there should be a better way to do this, but I'm not going to go back to an older version and fix that issue.
What matters now is that it is fixed, I dunno care if it is messy lol.
Thank you very much and sorry for all the trouble.
Originally posted by LX5Of course I fixed it in 3.y.y, except I had to redo the code in order to have full control over the cape to be able to implement powerups like the small cloud when using the Cloud Powerup and the Propeller Suit small propeller.
Well the stuff is, there are people that still preffers to keep using the old 16x32 tilemap
EDIT: By the way, people may want to change
AND #$3E to
CMP #$3E, it was making cape walking animation look really weird.
That's all.