Ok, so I tried to understand that WOT, but... it just gave me a headache. Acheron ol' buddy
, could you walk me (and probably some other people too) through the fix for it step by step?
Cider depends on your knowledge!
Also, I've run into something interesting. If you try to change the layer 2 background of Sporespawns room, it lets you, but the one spot where spore spawn normally rests remains black no matter what I do. The room already has a bg pointer and layer 2 scroll pointer of 0000, so I'm assuming its part of Sporespawn's data. Is this true, and if it is, is there a quick way to fix it? As of right now it doesn't look too bad, but I can think of one other thing that'll look better if I can get rid of the 2x2 square of blackness.
One more question for now: When changing fx1 palette blends, why is there a line break in the room for some of the palettes (like in the red water rooms in soup)? How would I go about removing the break to make it a seamless transition between the water/lava/acid and the air?
edit: Now I'm having a different sort of trouble. I have a set up at the moment when the room at the top of an elevator leads to another room, and in this second room, one of my doors keeps opening the wrong direction, but only If I come in through the elevator side. If I use the problem door to exit, then reenter: no problems. Why is this happening? I already checked all the tiles' BTS values, and they all match up perfectly to working doors.
Cider depends on your knowledge!
Also, I've run into something interesting. If you try to change the layer 2 background of Sporespawns room, it lets you, but the one spot where spore spawn normally rests remains black no matter what I do. The room already has a bg pointer and layer 2 scroll pointer of 0000, so I'm assuming its part of Sporespawn's data. Is this true, and if it is, is there a quick way to fix it? As of right now it doesn't look too bad, but I can think of one other thing that'll look better if I can get rid of the 2x2 square of blackness.
One more question for now: When changing fx1 palette blends, why is there a line break in the room for some of the palettes (like in the red water rooms in soup)? How would I go about removing the break to make it a seamless transition between the water/lava/acid and the air?
edit: Now I'm having a different sort of trouble. I have a set up at the moment when the room at the top of an elevator leads to another room, and in this second room, one of my doors keeps opening the wrong direction, but only If I come in through the elevator side. If I use the problem door to exit, then reenter: no problems. Why is this happening? I already checked all the tiles' BTS values, and they all match up perfectly to working doors.






