5 users online: fanfan21, Lush_50,  RussianMan, sinseiga, Zavok - Guests: 66 - Bots: 184
Users: 66,486 (2,363 active)
Latest user: genthean

Variable Width Font Cutscene Tool

Tools → Variable Width Font Cutscene Tool

Submission Details

Name: Variable Width Font Cutscene Tool
Author: Romi
Operating System: Windows, Mac OS X, Linux
Platforms: SNES
Games: SMW
Source Available: Yes
Featured: No
Website: None
Description: A versatile tool which allows you to create interactive cutscenes for SMW.

Created by Romi.

This version doesn't require the special xkas. It also expects the data files in the sprites folder, instead of the main Spritetool folder.
Tags: cutscene utility
Comments: 16 (jump to comments)
4.5 (14 ratings)
No rating
Download 22.84 KiB | 2,789 downloads

Comments (16)

TheLegendaryOrb Link
Had to rename perl.bat to something else
El Cuh Fermin Link
Please update this to make compatible with powerups 3.3.4, PIXI or newer, and LM 3.00+
Hayashi Neru Link
Originally posted by bandicoot
Does this works with Pixi?

bandicoot Link
Does this works with Pixi?
TheOrangeToad Link
is it useful now?
Ymir2012 Link
I`m new with this,Can somebody give me a tutorial for this tool? I have read the doc file inside de download but i`m stuck with it, can somebody give me clear instructions(step by step) for this tool?
RenkoV2 Link
agreed, would love to have this compatible with PIXI and SA-1
Hayashi Neru Link
1. Supports PIXI · SA-1
2. More character input (like VWF dialogs)
  ※ It is necessary to input many languages such as Korean and Japanese.
3. Support [music = *] when using AMK.
TheJullasicFox Link
Huh. It worked on my Windows 8 AND Windows 10 computer.
Vitor Vilela Link
Kaisaan Link
Is this SA-1 compatible?
 MarioFanGamer Link
Caution: If you use AMK, [music=*] doesn't work.

Edit: In case if anyone wants to know, why it doesn't work: The SNES <-> SPC700 interaction was originally in NMI but AMK has moved it to the game's main loop in order to save some v-blank time (more time to upload e.g. graphics) but the main sprite runs its own loop and such pauses all functions aside from itself, obviously, and the only thing which runs "alongside" it are interrupts (i.e. NMI and IRQ).
Remember: The SNES <-> SPC700 interaction was originally in the NMI which runs "alongside" with the SNES and but AMK moves it to the main loop in order to save some v-blank time.
Since this sprite runs its own loop, the music change code never runs unless you do some modifications at both, parts of AMK's code (specifically patch.asm which handles the interaction) and the main sprite.
Kaisaan Link
Maybe somebody can turn this into an exe file
Masterlink Link
Perl was kinda big among Japanese hackers back in the day, so maybe that's the reason.
Kaisaan Link
Why does this need ActivePearl couldn't it just be an .exe file?
Skewer Link
Absolutely one of the best tools ever made in the existance of man kind. I love it! A must have for hacks that tell a story.