Name: | VWF Dialogues Patch v1.2 |
Authors: | Check manual for full list, RPG Hacker |
Added: | |
Version History: | View |
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:
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 |
Comments: | 43 (jump to comments) |
Download
496.45 KiB | 1,645 downloads
Comments (43)
I found it crashes with a clean SA-1 ROM on Snes9x v1.59 and above. I even tried it with earlier SA-1 pack versions, but it ended with the same results. I tested it with other emulators like BizHawk and BSNES and it worked fine.
Even messages with nothing happening in the ASM code crash too.
I looked at the GitHub page even further and found this:
If you're experiencing trouble with version 1.2 in an SA-1 ROM, go to vwf_dialogues.asm and find these lines:
Replace it with this:
Next is optional, find the label .SpecialNMI and remove "sta $4200" since SA-1 doesn't need it.
Finally, for every level you intend to use in your hack, enable advanced bypass settings for layer 3, then set the Y and X offset to 12 and 10 respectively.
It worked for me, thankfully, and I sure hope it works for anyone reading this!
(Also, I didn't see the replies below until recently - apparently, replies don't trigger notifications?)
I applied the patch to a clean ROM and it worked, but when I applied it to an unmodified SA-1 ROM, the same problem happened. Am I missing something I didn't catch? It should work because I've applied this patch on other hack projects before.
Just taking stabs in the dark here.
Sorry if I keep messaging you about this, I really want to use this patch so bad!
in vwfconfig.cfg.
Does it fix the issue i'm having where it basically changes all colors in some palletes to white after you confirm a dialogue in bsnes? it doesn't happen in snes9x and I didn't even bother to try it in zsnes but why does this happen?
Also it shows a broken vwf dialog when I die in retry patch
sram_plus.asm
, findsram_locs
(around line 48 in the current version), and change$2002
to$6002
. Otherwise, save file B will crash the game.Alternatively, you can change
$702000
to$706000
at the top ofvwfconfig.cfg
. You'll also need to adjust other resources that use VWF dialogues.Thank you for this, this has worked using version 1.7
warning (W1026) Function "floor" redefined
and many variations on error (E5053) regarding remap RAM
function remap(X) etc wasn't found
I'm assuming this is a problem with the path- I've tried to paste files from the "shared" and "includes" folders everywhere to avoid this problem, but I'm still getting this error message. I would be very grateful for any help on this.
If you configure it that way, yes.
I still recommend. 8/10
If you use this, you can easily create headers.
; Whether to ue 8-bit or 16-bit mode !bitmode = !16
I wrote more stuff here regarding the abort dialogue function for those interested or curious about it.
Actually, it’s vwfconfig.cfg now.
We also weren't able to fix some of the bugs yet, but made sure to mention them in the manual.
The way freespace is managed here is beyond my comprehension. Despite that, I have found a temporary fix to it. Every time you want to reapply the patch (yes, every single time), turn the header and the first couple of bytes of your first message into a hex string and look for that in a hex editor. You'll arrive at the start of your message data (if you've reapplied the patch a lot of times, you'll have multiple results the first time you do this, 13 in my case; add one autoclean line for every one of those results). Go back 20 bytes and you should be at the start of the RAT (you should have selected the S in STAR, shown in the text view of the hex editor). Take the offset at which the tag is at, turn it into an SNES address with, e.g., Lunar Address, and make an ASM file with the line "autoclean $xxxxxx" in it (replacing "xxxxxx" with the address you got). Patch that to clean the message data. You'll now only lose 22 bytes when you reapply the main vwfdialogues.asm.
I haven't really tested this technique heavily yet, so please make a backup if you'll be attempting it. Also, only do this if you'll actually be reapplying vwfdialogues.asm, because what you're doing here is destroying the message data.