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VWF Dialogues v1.4

Patch

Oh wait...I tried the two patches on a new clean ROM, and there were no problems this time. Looks like I made something bad with my earlier ROM, so there aren't compatibility errors between the two patches, actually. Sorry for that.
And now...time to start it all over again (like the 5th time, hurray |-O :D).
Thanks anyways RPG Hacker. Oh, and I can't say it enough times, awesome work on this patch! :D I'll enjoy using it for sure.
Glad to hear it all worked out. I'll try working on a few text templates (like a dynamic shop system) for this patch and then post it here.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Well, I finally got off my lazy bum and decided to try this out. I was worried because you said it was "complicated". You LIE RPG Hacker!
Once it's set up, making messages is easy! The in-depth readme will explain all you need to know to use the VWF Dialogue Patch. And now, when you order the VWFDP, you'll also get...
I got a little carried away. But still, this is really cool. I plan to use it in my new hack (which I'll probably reveal soon...).

EDIT:
Is there a way to change from standard to centered text mid-message? That'd be pretty cool.
Originally posted by RPG Hacker
Glad to hear it all worked out. I'll try working on a few text templates (like a dynamic shop system) for this patch and then post it here.


I support this idea :D #w{=P}
Originally posted by imjake9
Is there a way to change from standard to centered text mid-message? That'd be pretty cool.


So far there isn't and I don't think I'll make a command for that, but I'll make a command for freely changing the cursor position inside the text box. That should be fair enough to simulate this.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
By the way, exactly which characters can and cannot be used during option processing? The readme says not to use "any obscure character", but the only one it mentions explicitly is $FF. Would $FB be a bad idea, for example, or $F1? Or even another $F0?

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Well in short: "No obscure characters" means "no obscure characters". :P
I didn't implement protections for each character and didn't test each one, but it's a good decision to avoid any character that clears the text box. $FB should be fine, $F1, I guess, too. Using another $F0 is not recommended. It's also recommended not to use $FF, $FC or $ED and possibly a few others as well.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
I see. Actually, now that I think about it...you're referring to the text in the options themselves, not the text that appears after the player selects one, aren't you? Like, this would be okay:

Code
db $F0,$xx,$xx
dl .option1
dl .option2
dl .option3
db "Option 1 Text",$FD
db "Option 2 Text",$FD
db "Option 3 Text",$FD

.option1
db "Blah.",$FF
.option2
db "Yadda...",$ED,"Yadda!",$FD
.option3
db "Your message is about to disap-"
db $FC : dw $0102


But this wouldn't:

Code
db $F0,$xx,$xx
dl .option1
dl .option2
dl .option3
db "Option 1 Text",$FD,$FF
db "Option 2 Text",$FD,$ED
db "Option 3 Text",$FD,$FC : dw $0102

.option1
db "Blah."
.option2
db "Yadda...",$ED,"Yadda!",$FD
.option3
db "Your message is not about to disappear."


Right?

Also, now that I think about it...does the text box clear automatically when the player selects an option?

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

I'm working on a hack! Check it out here. Progress: 64/95 levels.
Yeah, that's precisely what I mean! #w{=3}

Originally posted by imamelia
Also, now that I think about it...does the text box clear automatically when the player selects an option?


Yeah, it does. And it also automatically forces a Line Break at the beginning.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Uhh, i came across a strange glitch.
Its seems, if you install the "Title Moves Recording ASM", so you can change mario's movements in the Title screen, it disables the VWF patch from activating. Very strange...
This problem still occurs even if you "Uninstall Title Moves Recording ASM". It seems to stop VWF for activating, full stop.

So, any ideas?

(I've been using VWF patches in my hack for some time now, and this is pretty much my only problem)
*It might just be were I put the VWF freespace...*
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 :|
Well, it doesn't use the VWF dialogue, it loads the Original SMW Message boxes.

Picture for understanding.

(before Title Moves Recording ASM)


(After Title Moves Recording ASM)

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 :|
I see. I had something like this in another patch and think I know what the reason is. When you edit your Overworld in Lunar Magic (and editing the title screen is also done on the Overworld Editor) it automatically installs numerous hacks in your ROM, including hacks for SMW's original Message Box system. My patch hijacks that as well, so naturally conflicts may occure.

Try to just apply my patch again, maybe that fixes it. If not I guess I'll just have to include a fix for this special case in the patch. In any case, this means you'll always have to reapply the patch when doing anything in the Overworld Editor. It's annoying, but there's no way around that.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Ah, yes. It seems to work now, I guess it is just a conflicting error. Thanks!
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 :|
Good grief... Each and every overworld edit nullifies the patch and would need to be applied again? That's a toil...sorta...
Your layout has been removed.
Originally posted by Lord White
Good grief... Each and every overworld edit nullifies the patch and would need to be applied again? That's a toil...sorta...


Yeah, but there's nothing that can be done about that. The LM Overworld Editor applies the Message Box hacks automatically each time you edit the overworld and that's exactly the same spot my patch hijacks for the message box stuff.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Satan Klaus
Yeah, but there's nothing that can be done about that. The LM Overworld Editor applies the Message Box hacks automatically each time you edit the overworld and that's exactly the same spot my patch hijacks for the message box stuff.

...what? I have edited my overworld several times after applying your patch, and it's still working just fine.
My YouTube channel
Get the official ASMT resource pack here!

You did? That's strange then. Which version of Lunar Magic were you using then? It's probably just with a few versions of it or maybe it only occures when doing certain things in the Overworld Editor. It's also possible that Lunar Magic applies the hacks only once after all. Or maybe Brad just accidently deleted his patched ROM and took an unpatched ROM, causing all of us to think the Overworld Editor overwrites the hijack point. :P

EDIT:
Also just because I know more people will mention this problem: When using my patch in a level with HDMA the patch dose NOT cause HDMA to glitch up, you just have to move your HDMA effects to certain channels. My patch uses DMA transfers, which use the same channels as HDMA. Therefore, if HDMA is active in a channel and a DMA transfer uses the same channel, it stops the HDMA in that channel. My patch only uses channel 4 (or 5, I'm not sure which one it was), so you can fix any HDMA-related glitches by just moving all your HDMA effects to other ununsed channels. This shouldn't be a big problem since BG color gradients can still be done quite easily using only two HDMA channels.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!
Originally posted by Satan Klaus
You did? That's strange then. Which version of Lunar Magic were you using then?

1.82.
My YouTube channel
Get the official ASMT resource pack here!

Seems like you're right. Just tried it with 1.82 myself and no action I did in the Overworld Editor caused the patch to not be activated by Message Boxes, not even editing the original SMW messages and saving afterwards. Weird. I wonder what caused the problem in Brad's hack then.
Feel free to visit my website/blog - it's updated rarely, but it looks pretty cool!

Patch