why not install levelasm and then index by $010B before indexing by screen number, X position and extrabit?




REP #$20 LDA.w #$0050 ; Message to display JSR InitVWF RTS
!VWFState = $702000 ; VWF State register address InitVWF: STA.l !VWFState+1 SEP #$20 LDA.l !VWFState BNE ReturnInitVWF LDA #$01 STA.l !VWFState ReturnInitVWF: RTS
$05B189/x2B389: [D0 CF] Change to [EA EA] to prevent the message that pops up in the intro screen from exiting the level. (It will act exactly the same as a message in any other level.)
With the help of me, randomdude999 and RPG Hacker, VWF Dialogues version v1.2 has now been submitted for moderation and uploaded to RPG Hacker’s GitHub repository.
vwfconfig.cfg
.;level code example !VWFState = $702000 ;VWF state register address !VWFAbort = $70210E ;VWF abort flag !Button = $20 ;button to press to terminate dialogue (Select by default, refer to RAM Map for details) !ControllerData = $16 ;can be $15, $16, $17 or $18 (refer to RAM Map for details) main: LDA !VWFState ;load dialogue state BEQ .return ;if no dialogue is being processed, return. LDA !ControllerData ;load respective controller data flag AND #!Button ;check if respective button is pressed BEQ .return ;if it's not pressed, return. LDA #$01 ;load value STA !VWFAbort ;store to VWF abort flag. .return RTL ;return.