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Tip: Only use a few different kinds of enemies per level. Overdoing it can make your level feel disjointed and clunky.Not logged in.
Details for VWF Dialogues Patch v1.2
SMW Patches - VWF Dialogues Patch v1.2
File Name: VWF Dialogues Patch v1.2
Added:
Version History: View
Authors: Check manual for full list, RPG Hacker
Tool: Asar
Requires Free Space: Yes
Bug Fix: No
Featured: Yes
Description: This patch lets you use VWF text boxes like in some old SNES RPGs. So far, it's rather complicated to use because there is no GUI application to set up text, but the manual is pretty detailed, so you should be alright if you read it carefully.

Most of the changes in version 1.2 were contributed by ExE-Boss and randomdude999 via my GitHub.

Version 1.2 changes:
  • This is now an SA-1 hybrid patch
  • Completely overhauled the Readme - it now looks nicer and some of the outdated information in it was updated (it's also called "manual" now)
  • The patch now uses a coding style that's more in-line with my other patches - most configurable settings are now in vwfconfig.cfg
  • A few bug fixes
  • Added a script for generating width tables
  • Some more stuff (see history in manual for details)

Requires Asar v1.50 or newer.

Requires 33,038 bytes of free RAM. By default, they're mapped to SRAM (a SRAM expansion is applied to the ROM automatically). Requires a variable amount of free space, depending on the amount of text and graphics you insert into your ROM with it. Expect around a full bank of free space to be taken at minimum by average use of this patch.

Feel free to contribute to this and other patches via my GitHub repository.
Tags: lorom, message box, needs remoderation, sa-1, vwf
Download: Download - 496.45 KiB
592 downloads
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RPG Hacker
Cool, that seems like a very practical sheet! Good work! #smw{:TUP:}
Posted by:  RPG Hacker - | Link
Hayashi Neru
https://bin.smwcentral.net/u/31439/VWFdialoguesHeader.xlsx
If you use this, you can easily create headers.
Posted by: Hayashi Neru - | Link
Hayashi Neru
This patch is not compatible with SA-1 Pack v1.31.
https://github.com/RPGHacker/SMW-Workspace/issues/19
Posted by: Hayashi Neru - | Link
Hayashi Neru
16 - bit mode doesn't work.
Code
; Whether to ue 8-bit or 16-bit mode
!bitmode	= !16

Code
.header
db %00001000,%01111011,%00010001,%11000000,$01,%00000000
dw $7FFF,$0000
db %11110100
db %00001111,$13,$13,$23,$29

.body
dw $0001,$0006,$008A,$0009,$FFFA,$FFFF
Posted by: Hayashi Neru - | Link
MarioFanGamer
Bitmode must be either '!8' and '!16'. Simply entering '16' (or likewise '8' for that matter) will just break the code.
Posted by:  MarioFanGamer - | Link
Hayashi Neru
If you are a Japanese write, please download the Japanese character converter here.

ex) お早う → db $44,$F2,$01,$2A,$F2,$00,$42
Posted by: Hayashi Neru - | Link
Blind Devil
Great update. Much friendlier and cleaner compared to the older versions. I also appreciate the new updates made after some of my suggestions, and the width generator is pretty handy for custom text drawers/rippers. Thanks!

I wrote more stuff here regarding the abort dialogue function for those interested or curious about it.
Posted by:  Blind Devil - | Link
RPG Hacker
Thanks for the hint! Fixed.
Posted by:  RPG Hacker - | Link
ExE Boss
Quote
  • most configurable settings are now in vwf_dialogues.cfg

Actually, it’s vwfconfig.cfg now.
Posted by: ExE Boss - | Link
RPG Hacker
Note @Blind Devil: We tried to incorporate most of your feedback given in the previous removal log, but decided against some of it.
  • We didn't bother too much fixing any 16-bit mode stuff and instead decided to deprecate it, since probably noone uses it.
  • I did not get rid of the .cfg file, because it being separate from the .asm was precisely the point. I wanted the end user to not have to open the .asm file at all to customize the patch, unless doing advanced stuff.

We also weren't able to fix some of the bugs yet, but made sure to mention them in the manual.
Posted by:  RPG Hacker - | Link

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