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VWF Dialogues Patch v1.2

Well, you know the stage intros in Yoshi's Island? (e.g. "1-1: Make Eggs, Throw Eggs")? That's basically what I'm trying to do...and yeah, that's why I didn't really think I could use your generation routine. (Not to mention that yours also, I assume, uses palette colors 2 and 3, when the sprite text would use color 1...but I could overwrite those two colors and restore them later if I had to.) Or are you talking about making a local copy of that routine and modifying the code to put two 00's after each two bytes?

Edit: Actually, does that routine return any sort of width of any words or lines or anything? Now that I think about it, if I just created the VWF graphics, I wouldn't know where the line break would go.

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I'm working on a hack! Check it out here.
Originally posted by imamelia
Actually, does that routine return any sort of width of any words or lines or anything? Now that I think about it, if I just created the VWF graphics, I wouldn't know where the line break would go.


No, unfotunately that is handled by another routine. :(
But I see what you're trying to do now. Yeah, that won't be too easy.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I just had another idea for a special character. How about one that skips the entire dialogue (as if a $FF had been read) if a particular button (such as Y) has just been pressed? I imagine this could be done with $F1 somehow, but it might get annoying to have to put that same code in every dialogue that could be skipped.

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I'm working on a hack! Check it out here.
I have q uestion about this tool. I have regular SMW music, but I want for example Yoshi's Island Castle music(20) to play. Just $EC,$20 isn't good, as it mutes my song. It would have been a lot easier, if there was a bank selector, too. A number of songs are in a bank. We pick the bank number and also one of the 4(I think) songs from that bank. I may be wrong a bit.
Originally posted by imamelia
I just had another idea for a special character. How about one that skips the entire dialogue (as if a $FF had been read) if a particular button (such as Y) has just been pressed? I imagine this could be done with $F1 somehow, but it might get annoying to have to put that same code in every dialogue that could be skipped.


I guess I could add this option to the Dialogue Header.
I'm also planning to split the "Freeze Sprites" bit into "Freeze Mario" and "Freeze Other Sprites" bits.

Originally posted by Ripperon-X
I have q uestion about this tool. I have regular SMW music, but I want for example Yoshi's Island Castle music(20) to play. Just $EC,$20 isn't good, as it mutes my song. It would have been a lot easier, if there was a bank selector, too. A number of songs are in a bank. We pick the bank number and also one of the 4(I think) songs from that bank. I may be wrong a bit.


Sorry, but I have no experience with the Addmusic code. Also I want to avoid hijacks in my patch which aren't 100% neccessary. I recommend you just use AddmusicM as that one already has the feature you're talking about.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
would it be possible to get the files into a ZIP please instead of a rar?
Your layout has been removed.
Alright, I've been trying and failing for a while now, so i given up and I'm gonna ask it..
How do I have different frames and borders on different texts?
Looking through the readme brought nothing :/
So help! D:
Originally posted by iRhyiku
How do I have different frames and borders on different texts?


So far only with ASM, since I haven't implemented that function yet. The addresses can be found at the end of the Basic section.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
you mean this bit:

[removed to reduce table length]

So what do I put and where do i put it? o.O
Uh... Would you not use the code tag, please? :P
Use the quote tag instead.

The latter three of those, yes. Where you put them you decide for yourself. As I said you can only do that with ASM. I'll give you one example. Let's say you wanted to switch the frame. You need the Frame GFX register for that. To change it you simply have to store the number of the new frame to use to it. So let's say the register was $70200F and we wanted frame $08, that would be:

Code
lda #$08
sta $70200F


That's about it. Also during a dialogue this will do nothing, as graphics are only loaded at the beginning of each dialogue.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!

Means I'm doing it wrong..

Message0002: ; Message 001-1

.header
db $00
db %11000011,%10111100,%11010001,%11000002,$FF,%00100000
dw $7FFF,$0000
db %01111000
db %00001101,$13,$13,$23,$29

.body
dl .frame
db "TEST!"
db $F9,$60,$FD,$FF

.frame
lda #$01
sta $70200F
rtl

Is my code..
;o
Shouldn't there be a $F1 before the dl .frame, so that the code there is actually run?

Originally posted by readme
$F1 - Execute Code
Executes ASM code at whatever address you use. It does that by JSLing to it, so the code should end on an RTL. This is one of the most useful commands in the patch, but only for people experienced with ASM. Usage is like this:

Code
db $F1 dl Address

My YouTube channel
Get the official ASMT resource pack here!

*facepalm* I knew i missed something simple :D
Well it gets rid of the garbled crap thanks!
But it doesnt change the frame D:
Probably because of this:

Originally posted by RPG Hacker
during a dialogue this will do nothing, as graphics are only loaded at the beginning of each dialogue.

My YouTube channel
Get the official ASMT resource pack here!

I know of that, I tried putting it around the message code. Is there soewhere else it needs to be put?
I would assume that you have to put it in the code of the sprite that spawns the message.
My YouTube channel
Get the official ASMT resource pack here!

Perfect thanks xD twice!
Using your "Display Level Message 2" sprite :)
Yup, that or a custom block would work. Forgot to mention that. Basically, if you do it inside a dialogue then it will only take effect with the next one, since those values are only loaded once at the beginning of a dialogue.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Edit: Whoops...I'm a derp.

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I'm working on a hack! Check it out here.