I apologize in advance if this is something that's often posted, but I'm having a lot of trouble with finding any solution to this problem. I don't know whether a) no one else has this problem, b) it's really easily solved or c) I can't find with the search terms I use on google.
As the title might suggest; I'm having a bit of a problem in my 'development'.
I created a room in Advancemap and importing tiles and palettes worked all fine and dandy. The problem arose when I got ingame to test out my creation. To minimize the effort on my part, I already created an imgur album. (I couldn't get the images to size up properly; I'm not really good at posting on forums).
The imgur album in question is here.
I added some 'flavor text' to help describe the problems I'm having. (I did however mix up the background bytes. Bottom line is: blocks with $20 become blue, those with $00 don't. Those with $00 appear above the player.)
As far as programs go, I use Paint and Photoshop to make the tiles. After this I use Irfanview to decrease the color depth (to 16 colors). Finally I use tileHelperAdvance to make a tileset and a palette, which I then import into Advancemap.
I should probably mention I use Advancemap 1.95 - I don't know if the problem relates to this, but I've heard and read it has quite a few bugs, but I figured it wouldn't be too groundbreaking. (I just like the extra features).
If you need more questions or pictures to help pinpoint, feel free to ask and I will try to reply as fast as I can.
Thanks in advance for any help.
Edit: I tried doing it all over again (new ROM, new tileset, Advancemap 1.92 instead of 1.95, but the same thing still happens. Any block with the behavior byte of $20 becomes blue.
Edit 2: Fixed it. I had to have the first used tileset as 0 (should've been kind of obvious). Here's a picture for anyone having the same problem (incase my bad explanation wasn't enough).
As the title might suggest; I'm having a bit of a problem in my 'development'.
I created a room in Advancemap and importing tiles and palettes worked all fine and dandy. The problem arose when I got ingame to test out my creation. To minimize the effort on my part, I already created an imgur album. (I couldn't get the images to size up properly; I'm not really good at posting on forums).
The imgur album in question is here.
I added some 'flavor text' to help describe the problems I'm having. (I did however mix up the background bytes. Bottom line is: blocks with $20 become blue, those with $00 don't. Those with $00 appear above the player.)
As far as programs go, I use Paint and Photoshop to make the tiles. After this I use Irfanview to decrease the color depth (to 16 colors). Finally I use tileHelperAdvance to make a tileset and a palette, which I then import into Advancemap.
I should probably mention I use Advancemap 1.95 - I don't know if the problem relates to this, but I've heard and read it has quite a few bugs, but I figured it wouldn't be too groundbreaking. (I just like the extra features).
If you need more questions or pictures to help pinpoint, feel free to ask and I will try to reply as fast as I can.
Thanks in advance for any help.
Edit: I tried doing it all over again (new ROM, new tileset, Advancemap 1.92 instead of 1.95, but the same thing still happens. Any block with the behavior byte of $20 becomes blue.
Edit 2: Fixed it. I had to have the first used tileset as 0 (should've been kind of obvious). Here's a picture for anyone having the same problem (incase my bad explanation wasn't enough).
Last edited: