Language…
22 users online: Ahrion, autisticsceptile1993,  Ayami,  bebn legg, CalHal, Dippy, haine9, k0nk4r4, Kaiz0bro, KungFuFurby, LinkVideo64, Mariotag1, MarioTeam,  patcdr, playagmes169, Rykon-V73, Scags, Soul,  ThirdWall, xhsdf, xPaulx, YouFailMe - Guests: 94 - Bots: 243
Users: 55,726 (2,323 active)
Latest user: Kakasouza14

VWF Dialogues Patch v1.2

No, savestates contains the SRAM too. Some gamess uses SRAM as normal RAM and would crash if it "desynced".
And I'm not sure why you'd want to close the message by savestating anyways.
<blm> zsnes users are the flatearthers of emulation
ZSNES savestates contain no SRAM for any SMW hack I've seen. I've had problems with (and uses for) that myself, including the VWF message going on in entirely the wrong place if a state is loaded during a message.
Originally posted by JVyrn
It will desync when and only when the player loads a savestate.


What exactly happens then? Can you post a screenshot or something?

Well in any case, savestates are not really something I plan to find workarounds for. After all they're just features from the emulators, not from the SNES. On top of that I didn't experience any problems with savestates so far (I used quite a few in combination with vSNES for example).

Also, like Alcaro said, savestates should inlcude the SRAM. Why else would it be that your ingame save file reverts if you load a savestate?
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by JVyrn
ZSNES savestates contain no SRAM for any SMW hack I've seen.

They do if you don't check the "Do not save SRAM" option in the Save Options menu.
My YouTube channel
Get the official ASMT resource pack here!

I've just run multiple tests in ZSNES myself and didn't encounter any problems. My guess is that it's either your settings (as yoshicookiezeus suggested) or that maybe it has to do with the !varram address you defined in the patch. As we discovered in the C3 thread, certain addresses cause bugs in ZSNES. In any case, if you use Kaijyuu's OW Reload Patch you can still move that address over to RAM.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
excellent patch! It is one of the best ever!
But I have a suggestion: I've added support to also be placed on the overworld. It'll be great!
GitHub - Twitter - YouTube - SnesLab Discord
...how did I not know that option was there?

EDIT: ...it wasn't in the version I had.
RPG Hacker, you might be happy to hear that my team hack, Mario's Demented Journey, is going to be one of the first hacks to use your new patch.

This is awesome, dude!

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


I have a weird problem now. I want to insert a 3rd font, but it looks glicthed. I put it like this:

YI font:
%newbank("2",$308000)
%binary("0","vwffont5.bin")
%source("2","vwffont5.asm")
%endbank()

and in the other part:
dl Bank2Data0,Bank2Data1
Originally posted by Ripperon-X
I have a weird problem now. I want to insert a 3rd font, but it looks glicthed. I put it like this:

YI font:
%newbank("2",$308000)
%binary("0","vwffont5.bin")
%source("2","vwffont5.asm")
%endbank()

and in the other part:
dl Bank2Data0,Bank2Data1


See the error now? ;)
Technically, the way you have it now xkas should output an error message, anyways.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
But it didn't show an error. I could have observed it. Weird. Thanks. I'll try this solution.
Probably you just didn't see it? Sometimes the error messages appear between the regular patch output messages and are easy to overlook.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
That must be it. One curious question: In vwffont5(Yoshi Island one) are some drawings with Yosh doing certain actions. To show them, I have to make them appear piece by piece?
Originally posted by Ripperon-X
That must be it. One curious question: In vwffont5(Yoshi Island one) are some drawings with Yosh doing certain actions. To show them, I have to make them appear piece by piece?


As of now, yeah. And you have to make sure they all are the same width and start the correct pixel so that they appear at the correct place. I'm planning to implement a feature to write whatever Layer 3 data you desire to the screen, but I'm not completely sure how I'll do that.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Hmm... My VWF system hijacks somewhere around the Status Bar DMA code. Therefore it only works in places where there is a Status Bar. I assume what you could if you have some DMA and VRAM experience is use the VWF Generation Routine from my patch (detailed in the Readme) to generate some VWF text in RAM and then upload it yourself. However, I don't really know if this will work on the "Mario Start!" screen. I think by default the game disables any layer on this screen except for the sprite layer. Therefore layer 3 wouldn't even show up. Oh well, I think sprites are already a decent options for this, anyways, since you can set them by pixel instead of just by tile. Therfore - if it isn't too much text - you can easily use spriets for VWF-like text as well.

Yeah...I ran a test on it, and while the game didn't crash, the message didn't display correctly either. I've currently been using sprites for the intro text, but only single 8x8 tiles. I don't really know how I'd convert them to variable-width text...

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

I'm working on a hack! Check it out here.
Originally posted by imamelia
I don't really know how I'd convert them to variable-width text...


You don't really have to convert them since you can already set them by pixel (unlike layer 3 graphics, which can only be set by tile). Everything you have to do is make sprites overlap. For example: If the first letter was an I with X position 20 and 4 pixels wide, then the next sprite would have 24 for its X position.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I guess I worded that badly. What I mean is, I'd need to DMA graphics on a per-level basis, since I can't upload the entire thing to VRAM (there isn't even enough space in the SNES's sprite VRAM for a full 4bpp font). Having one 16x16 tile for each letter used would be easy enough; the problem would be setting up the graphics in the first place.

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

I'm working on a hack! Check it out here.
Ah, I see what you mean. But you don't need all the letters in the VRAM at the same time anyways, do you? Just the "Mario Start!" graphics. You could also use 8x8 tile instead of 16x16 tiles.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by RPG Hacker
Ah, I see what you mean. But you don't need all the letters in the VRAM at the same time anyways, do you? Just the "Mario Start!" graphics.

Actually, I'm trying to write a couple lines of text at level start. I just can't think of a good way to get a specific order of letters into the sprite VRAM without doing way too many DMA transfers (it would be 128, I guess).

Originally posted by RPG Hacker
You could also use 8x8 tile instead of 16x16 tiles.

You mean put the tiles like this:

[top-left tile of first letter][top-right tile][bottom-left tile][bottom-right tile][top-left tile of second letter] etc.

? That would mean I'd only have to do 64 DMA transfers instead of 128, but it is still quite inconvenient...

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

I'm working on a hack! Check it out here.
What exactly are you trying to write? Maybe you could really instead generate the VWF text first to save tiles. My generation routine should work, but it puts the graphics into 2BPP format, so you'll have two add two zero-bytes for each pixel row.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!