Thank you! This works a lot better.
In my game, the score is a timer: minutes and seconds. I'm going to have a timer variable. When I'm coding in other platforms, I'd need the timer to count to about 60 to add a second. Would this be the same, and if not, how many ticks does the timer need to do for one second?
The seconds timer should move up to 1 instead of 0. Instead it ignores the line that tells it to and it stays at 0. I cleaned up the code for the game. I renamed "why" to "ticker" and the place the code is in is now called "game_timer". I thought it should work too, but it won't. http://www.atari2600land.com/pokemonmini/marill9.zip
I mean you're moving a static tile index into the position, 98, is that the right index? Also, obviously, it wouldn't go above 1, even if 98 was 1, but I assume you know that and this is just test code.
I have a question. I'd like to make the fish's start movement and whether he starts on the left or right random. Does the Pokemon Mini have a built-in RNG of some sort or do I have to rely on button pressing timing?
I've used button pressing a while ago. Didn't find any better RNG...
I used to run an increment of a variable until a button is pressed. For action game more appropriate would be to have a timer running and on each button press add it to the random seed.