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Tip: Switch palace switches normally disappear if you replay the level. However, if you insert them as direct Map16 and use the hex-edit at $00EEB2 in the ROM map, you can replay the level without a problem.Not logged in.
Help with screen stopping
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I'm working on a new sprite meant to be a mid boss of sorts. For testing purposes I use a clean ROM, empty level 105 and put the boss there. In the INIT routine I store $5E to $06F9 (empty RAM) and store #$01 to $5E (so the screen will stop moving at screen 00). However the screen stops only 8 tiles (half a screen) into screen 01.

Here's my code:

Code
	LDA #$09
	STA $63			;Sets boss HP to 9
	LDA $5E
	STA $06FB		;Preserves the original value of address $5E
	LDA BOSS_SCREEN
	STA $5E			;Locks the camera at the desired screen number
	RTL



EDIT:
I solved it. When I tried storing #$01 to $5E instead of BOSS_SCREEN (which was set to #$01) it worked. I don't know why, but, whatever, it works.

We’re looking for level designers to work on Extra Mario World!
Where did you define BOSS_SCREEN? Show us that; you probably have a typo there.
Originally posted by Von Fahrenheit
EDIT:
I solved it. When I tried storing #$01 to $5E instead of BOSS_SCREEN (which was set to #$01) it worked. I don't know why, but, whatever, it works.

This is just a guess, but I assume you defined it like this:

Code
BOSS_SCREEN = $01

in that case, if you use LDA BOSS_SCREEN, it would mean you load the address $01.
You have to load LDA #BOSS_SCREEN to make it #$01

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