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VWF Dialogues Patch v1.2

Just another query, if you select to hi-jack the original SMW messages ($01), can you change it back to ($00) not using the SMW messages at any point just by editing the WVFdialogues.asm

Or can't you change it once you've selected it?
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Originally posted by Christmas_Hat
Just another query, if you select to hi-jack the original SMW messages ($01), can you change it back to ($00) not using the SMW messages at any point just by editing the WVFdialogues.asm

Or can't you change it once you've selected it?


Once you've selected it you can't go back. Probably you can with xkas anti or something. I don't know.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Ah. Oh well. I guess i'll have to do one of these 3 options:

- Use Xkas Anti and rip out all my patches, then re-insert them
- Extract all my GFX, ExGFX, levels, Palettes, music and put them in a new ROM.
- Learn how to use "Display Level Message DX" (by YCZ). I'm seriously struggling at understanding that sprite :/

WAIT!
Can you still use the "Touch_mXX.asm" block that came with VWF patches even if you have Hijacked the SMW messages?
You know, to display a message?

Hey you!
Check out my SMW Blog!

Ok, maybe a bit dead


Also, Visit my Youtube Page!
ASMBrad_Youtube


Depth in Detail:


WLC Entry:

Play?
This is where you would read the first line of text of my signature, but it is currently pointless.

Projects:
- Serious thing kinda happening.
- on hold for some time :|
Whoa, heavy! You mean this whole VWF thing has to be inserted first thing into a clean ROM?!
Your layout has been removed.
Originally posted by Christmas_Hat
Can you still use the "Touch_mXX.asm" block that came with VWF patches even if you have Hijacked the SMW messages?
You know, to display a message?


Yeah, this block works no matter whether you've installed the hijack or not.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Lord White
Whoa, heavy! You mean this whole VWF thing has to be inserted first thing into a clean ROM?!

Nope, it also worked on unclean ROMs for me.


 
Originally posted by Satan Klaus
Originally posted by Christmas_Hat
Can you still use the "Touch_mXX.asm" block that came with VWF patches even if you have Hijacked the SMW messages?
You know, to display a message?


Yeah, this block works no matter whether you've installed the hijack or not.


So, does the block work by changing the !message to an SMW message, e.g.:

Originally posted by vwfdialogues.asm
!Message = #$001-1


Hmm?
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Not quite. To make the block display message 1 from level 1, you'd first look for the right message number in vwfmessages1.asm.

Code
Message0002:	; Message 001-1


It's 0002 here, so you'd change the definition in the block to

Code
!Message = #$0002
.


 
Originally posted by WhiteYoshiEgg
Not quite. To make the block display message 1 from level 1, you'd first look for the right message number in vwfmessages1.asm.

Code
Message0002:	; Message 001-1


It's 0002 here, so you'd change the definition in the block to

Code
!Message = #$0002
.


Oh.

So its like this?

Code
000-1   0001
000-2   0002
001-1   0003
001-2   0004


And here, would it be hex?

Code
004-2   000A


or not hex?

Code
004-2 0010


Hmm...?

Mod edit: Disabling layout since the code tags are totally unreadable on that background.
Edit: Fixed
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Projects:
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It's in hex, so $000A would be correct.

Also note that if you want to use many blocks of this in the same level you have to use another Free RAM address for each of them. Otherwise only one of them will actually display. The RAM Address is used to make the message only display once. Therefore, if two blocks use the same address and one of them has been touched, the game will think both messages have already been displayed.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
God I'm like some sort of error critic xD

Back again, with the tiniest problem ever.
In VWFMessage1.asm, i've written this:

Code
.header
db $00
db %00001000,%01111000,%11010001,%11000000,$01,%00000000
dw $7FFF,$0000
db %11110100
db %00001111,$13,$13,$23,$29

.body
db "Brad: Uhh...",$F9,$60,$ED
db "Brad: Huh?",$F9,$60,$ED
db "Brad: What could this be?",$F9,$60,$ED,
db "Brad: Better yet, what could it mean?",$F9,$60,$ED,$FF


However, for some reason in game the last line turns out weird:



See? Its says "0Brad:" instead of "Brad:"

Very minor, but i have no idea what's causing this...
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Projects:
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The comma at the end of the second-to-last line, perhaps?

Edit: Yep, looks like it. Apparently, when putting a comma at the end of a db containing ASCII characters, xkas puts a $00 byte at the end for whatever reason.


 
YES! Thank you.
Who knew comma's could cause such trouble in ASM .-.
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Play?
This is where you would read the first line of text of my signature, but it is currently pointless.

Projects:
- Serious thing kinda happening.
- on hold for some time :|
Originally posted by Christmas_Hat
Who knew comma's could cause such trouble in ASM .-.


Hehe! #w{=D}
Reminds me of the time when I programmed this patch. It happened at least twice to me that the patch fucked up completely (and I'm not just talking about small glitches here) only because I accidently put additional commas at the end of a table. I was looking for the cause of the problems forever.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Is there any way I can change the button used for the FA command? Specifically, I want it to be changed to B...

Everyone should go to #radbusiness, my epic irc channel, RIGHT NOW!
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Yeah. Haven't included a label for this (guess I might for the next version), but it's possible. First of all open vwfdialogues.asm and hit CTRL + F. Search for "and #$80". You should find it three times in the whole code. Twice like this:

Code
	lda $18
	and #$80
	cmp #$80


And once like this:

Code
	lda $15
	and #$80
	cmp #$80


The first one is which button confirms an option, the second one is the button you're looking for (the button to press for the $FA command) and the last one is which button to hold down to speed up the message (in case that is enabled). So in your case you have to go to the second "and #$80". Since $18 only checks the buttons R, L, X and A, you have to change the $18 to a $18. Now the two #$80s don't have to be changed, since #$80 is already the correct value for the B button (check the RAM Map at $7E:0015). However, you probably want the B button and ONLY the B button for the $FA command. In this case it would check if either the A or the B button was pressed. We have to tweak this a little bit more. This is the code you have to use:

Code
	lda $16		; B or A pressed?
	and #$80
	cmp #$80
	bne .NotPressed
	lda $18		; A pressed?
	and #$80
	cmp #$80
	beq .NotPressed


The first part checks if either the B or A button is pressed and the second part checks if the pressed button is the A button (otherwise it has to be the B button of course). I'm not sure if this works, but you should try it out.

Also to anyone with ASM experience: I know the cmp is not neccessary, but I don't really like confusing code, even at the cost of worse performance.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I know this is lolate, but that code doesnt really work for me. Oh, and I'm just fine if both B and A advance the dialogue.

(also yay this isn't a bump #w{:>})

Everyone should go to #radbusiness, my epic irc channel, RIGHT NOW!
Layout by the super-mega-awesome Counterfeit! THANKS!
Taking ASM requests! PM me if ya want something, but don't ask for sprites.
Also please install Dropbox It'll help both you and me! :3


Why are there two different tables for the routines? I'm trying to edit them so that special character $EB will skip to a certain label if the Y button is pressed (intended for skipping dialogues if you've already seen them). It would essentially just be a combination of $FB and $FA, but since there are two tables, I'm not sure what code goes where.

----------------

I'm working on a hack! Check it out here.
The first table is for the actual code and the second table for the word wrap function. Since I wanted word wrapping to emulate special characters correctly as well I put up a new table for it where I defined actions for each special character.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!