Name: | Message Box Expansion |
Author: | wye |
Added: | |
Version History: | View |
Tool: | Asar |
Requires Free Space: | Yes |
Bug Fix: | No |
Featured: | No |
Description: | This patch implements a new message box system that allows for messages of 260 characters (almost twice the original length). It also makes it possible to use more than two different messages per (trans)level, giving each screen its own message settings. README.txt and HOW_TO_USE.txt will probably answer any question you may have, so give it a read. (July 7, 2018: Made switch palace messages work, tweaked the message system to be more space-efficient, and made other minor improvements.) (July 7, 2019: Fixed broken SA-1 compatibility and added support for LM 3's new level sizes.) |
Tags: | lorom message message box sa-1 text |
Comments: | 41 (jump to comments) |
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Comments (41)
Oh,by the way,if the text display of a level is determined by "screen" and "message _ _", then a level can have 1F super-long text, completely exceeding the original limit of two texts.Is there no limit?
Hi guys. I managed to make sure it works in secondary levels thanks to Rykon-V73. After to have selected a level in the Lunar Magic editor, you change in Layer 3 settings. Remember that layer 3 X position must always be set to 00. Also, layer 3 Y position set to D will do the trick.
I see! My bad, I just took the readme very literally and assumed it had to be that format. Thanks for clarifying.
Only other thing I wanted to know before trying to actually use this - since this patch rewrites the way messages are handled, how would the existing "display level message" sprite need to be modified so it can display a specific message on a screen number?
Not sure about the limit but it's probably as many as can fit in one bank. If all your messages use the full 10 lines, that'd be around 126 in total.
And about secondary entrances (Without SA-1) like I explained here, please.
Edit: while the mapper thing is still there, the message boxes now work.
It's in levels that can be made accessible only by entering in a pipe or by getting through a door (Like levels 1BE, E3, etc...). Levels 101, 103, 105 & 106 works.
And it's without use a Hex editor
That's about all I can help you with.
I'm happy to say you that I managed anything to avoid issues by using in first the Message Box Expansion patch and after a Hex editor (like Olympus) to add letters with accents!
Another problem
And spaces are missing.
That's about all I can help you with.
3B tile is this one "!" but more to the right.
type this:
The next month, I'll ask that here
For example, if you want to write the word après, and you have è as tile number 38, you write
"apr", $38, "s"
instead of"après"
in messages.asm. (including the quotes.)O.K. Thanks. I'll try it. By the way, will be it possible a Message Expansion for castle destruction scenes like new .asm?
For example, if you want to write the word après, and you have è as tile number 38, you write
"apr", $38, "s"
instead of"après"
in messages.asm. (including the quotes.)Another issue I noticed (very rare though) is where the text in the message box is misaligned (usually shifted to the right).
If you want message boxes that are compatible with layer 3, you could use this.
To avoid doing that, you can try using this instead.
THANK YOU!
Yes, this patch and Retry hijack the same spot (message box routine), so you can't use them together without editing the patch.
To avoid doing that, you can try using this instead.
Using LM 3.30, tried with Snes9x v1.42 and BSNES v115.
Patched message_box_expansion with no changes to other files to test and will not open. Other patches have worked fine.
EDIT: Retried this on a clean rom with no edits other than expanded rom size, and moved a yoshi coin on level 105 and a sprite on the overworld, and it worked fine. Added the retry patch to it afterwards and the rom crashed. Is there a workaround for fixing this? Or do they occupy the same freespace?
smart detection of sa-1 pack is needed to automatically define the hdma channel used, check sa-1's programming.md file in order to know how to detect newer versions of sa-1 (detect v1.40 instead of v1.35 btw)
it's a shame that implementing this super cool patch inside the Sprite Message Box patch would be a nightmare (at least for me)
This patch is up to the standards and requires no remoderation.
If you always had a problem about SMW's message boxes having to few space, this patch certainly helps you, although if even that is too few space, you might want to use RPG Hacker's VWF Messages.
Keep in mind that any sprite and block which sets a message (e.g. Message Box DX) require some tweaks to make them work with the message system (most notably the message number).