| VWF Dialogues Patch v1.0 - Download Available |
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Forum Index - SMW Hacking - Resource and Tool Releases - VWF Dialogues Patch v1.0 - Download Available |
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| Posted on 2011-04-08 11:14:53 PM |
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why not install levelasm and then index by $010B before indexing by screen number, X position and extrabit?
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| Posted on 2011-04-09 01:10:24 AM |
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There really is no need to change it from using the palette. That's a lot of unnecessary effort; just read from $0703 as was suggested, or in the rare cases where that's not as reliable, wait for an h-blank. Done and done.
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| Posted on 2011-04-09 02:07:38 PM |
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So, in this way, would be using the NPC sprites with this patch possible? Which part of the sprite code should be changed?
But imamelia's new NPC sprites sound promising too. I really hope that we'll be able to use NPCs with VWF Dialogues soon, I'd love to use them in my hack.
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| Posted on 2011-04-09 02:33:20 PM |
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Using the NPCs using the normal Message 1 and Message 2 is already possible with this patch. We're discussing loading additional messages.
And yeah -- imamelia's sprite tool would allow for lots of customization, which is handy for something like this.
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| Posted on 2011-04-09 02:55:45 PM |
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Oh, yes, I was talking about the additional messages too. I had a castle level with 12 NPC messages in it, and they used the palette method too. After I patched this patch, all of the messages broke, of course. So, I really can't wait for any kind of updates on this topic!
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| Posted on 2011-04-09 04:37:00 PM |
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With some help from imamelia, I rearranged the sample block code so you can use it to have SMB3 Toad House-style messages (i.e. messages that appear as soon as you enter the sub-level) if you're using LevelASM. Used right, this can greatly expand the usefulness of this patch.
Put this in levelinitcode.asm under the level you want the message to display in:
Code REP #$20
LDA.w #$0050 ; Message to display
JSR InitVWF
RTS
Put this somewhere else in levelinitcode.asm (like after all the level code):
Code !VWFState = $702000 ; VWF State register address
InitVWF:
STA.l !VWFState+1
SEP #$20
LDA.l !VWFState
BNE ReturnInitVWF
LDA #$01
STA.l !VWFState
ReturnInitVWF:
RTS
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| Last edited on 2011-04-09 04:39:16 PM by andy_k_250. |
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| Posted on 2011-05-15 01:39:31 PM |
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How can I know which DMA channels this patch uses when loading messages? I'm running into some slight compatibility issues when it comes to using HDMA effects and this patch:
HDMA before the dialogue opens - 
HDMA after the dialogue opens - 
I just need to figure out how to ensure that this patch and HDMA effects reserve different channels for their effects. (And, my understanding is that channels 3-6 are more or less free for any normal use - is that correct?).
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| Last edited on 2011-05-15 01:40:05 PM by andy_k_250. |
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| Posted on 2011-05-15 01:57:59 PM |
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The patch uses channel 4 if I recall correctly, avoid using that and you should be good.
As far as I know, channels 3, 4 and 5 are completely free, though the others aren't exactly dangerous to use either when there's no way for them to interfere with any other HDMA effects (keyhole windowing, goal iris effect etc.).
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| Last edited on 2011-05-15 01:58:22 PM by WhiteYoshiEgg. |
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| Posted on 2011-05-15 02:04:03 PM |
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Channels 1 and 2 are used in the NMI routine and should not be used at all. It is also likely that channel 0 is used, but I was too lazy to look through the entire NMI routine.
However, it should be safe to use channels 6 and 7 if there's no goal/keyhole/etc nearby.
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| Posted on 2011-05-16 10:58:03 AM |
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Originally posted by WhiteYoshiEggThe patch uses channel 4...
You have a good point there, I should add that to the Readme. I didn't really think about that when writing it.
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| Posted on 2011-05-16 11:50:56 PM |
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Also, is that the standard Layer 3 status bar? The messages cause layer 3 to disappear when they pop up (although it will be restored afterward, and I'm not sure what happens with the part above the IRQ line).
And yeah, making the patch use a different channel for DMA—such as 7—might have been nice. That should be possible to modify, though, by changing the "dmatransfer" macro.
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| Posted on 2011-05-17 06:26:07 AM |
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Originally posted by imameliaAlso, is that the standard Layer 3 status bar? The messages cause layer 3 to disappear when they pop up (although it will be restored afterward, and I'm not sure what happens with the part above the IRQ line).
And yeah, making the patch use a different channel for DMA—such as 7—might have been nice. That should be possible to modify, though, by changing the "dmatransfer" macro.
Yeah...I'm using the standard Layer 3 status bar. I'm okay with it disappearing during messages. Why do you ask?
Channel 7 for this might be nice, since in theory the messages should never load during level iris-in's -- it would just limit using this in a spotlight room, I suppose, which isn't much of a drawback. Is there an easy way to switch the channel used? Is the only instance of channel-use determination in that one macro?
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| Posted on 2011-05-17 07:27:00 AM |
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Originally posted by imameliaand I'm not sure what happens with the part above the IRQ line).
During a dialogue there is no IRQ. IRQ gets disabled by the IRQ disable flag until the dialogue is done.
Originally posted by imameliaAnd yeah, making the patch use a different channel for DMA—such as 7—might have been nice.
Actually I tried using different DMA channels in my patch when making it, but for some reason all of them came with some weird side effects, except for channel 4. Then again I may not have tested all of them.
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| Posted on 2011-05-21 09:02:49 AM |
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Is this patch incompatible with this hex edit?
Code$05B189/x2B389: [D0 CF] Change to [EA EA] to prevent the message that pops up in the intro screen from exiting the level.
(It will act exactly the same as a message in any other level.)
When I use it, it does nothing and ends the level, teleporting (which is the thing I really want) doesn't seem to work either in level C5.
Or is there another way of doing it?
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| Posted on 2011-05-21 09:45:15 AM |
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I guess you could make a custom block and store #$00 to $0109 until the intro is done.
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| Posted on 2011-05-21 10:20:34 AM |
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Originally posted by RPG HackerI guess you could make a custom block and store #$00 to $0109 until the intro is done.
I don't know how to make custom blocks - I guess I'll just work something out.
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Forum Index - SMW Hacking - Resource and Tool Releases - VWF Dialogues Patch v1.0 - Download Available |