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Message Box Expansion (now with SA-1 and LM3!)
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - Message Box Expansion (now with SA-1 and LM3!)
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What better occasion than C3 to release minor updates to things that already exist?

In the past few weeks a couple of people have messaged me saying they were having trouble with my Message Box Expansion patch. Turns out there was a bug in it that prevented the whole thing from working correctly on SA-1 ROMs. Whoops! #ab{^^;;;}
(to be precise, I forgot to remap the $14E0 sprite table for SA-1 so it'd always show the message assigned to screen 0. Easy fix once you notice.)

While I was at it I also added support for Lunar Magic 3.0's "extended levels" (or whatever you call them) and the way they handle screen numbers, so even in tall levels with stacked screens everything works as expected. (Thanks to people on Discord who helped me figure that out!) A side effect is that the message displayed no longer depends on the screen the message box is on, but on the screen the player is on a second or so after they hit it, so it may be wise not to put the message boxes right next to a screen edge.

So with these two updates you're not just getting version 1.51, but...

Message Box Expansion v1.52


(still the same screenshots as before)


If you come across any other bugs, especially related to SA-1 or LM3, let me know!

 

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Thank you for this! Definitely a good patch and my go-to in vanilla projs.

I have a few questions (they're not exactly suggestions):

- Is it possible to make the pallete for the message screen hardcoded inside the .ASM instead of using smw's default pallete? This limits the pal usage just like the regular message box does

- You probably don't plan on developing more into this patch, but I'll ask anyway; any plans on making it "layer 3 friendly"? Like, re-uploading the layer image like vwf diag does or just making it a sprite? Is it even possible tbh?

I get that this patch is simply an improvement to the vanilla messages, but I feel like it could be way more powerful while maintaining the same aspects of the original.
Many thanks for fixing the patch! Testing will be done :)
Originally posted by Chihaya
- Is it possible to make the pallete for the message screen hardcoded inside the .ASM instead of using smw's default pallete? This limits the pal usage just like the regular message box does

It is already hardcoded actually, it just happens to be SMW's palette by default. You can change it pretty easily (look for LDA #$39; it's in YXPCCCTT format).
(in earlier versions of the patch the tile properties were actually editable on a per-message basis, but I deemed that unnecessary.)

As for layer 3 preservation, yeah, I'm afraid that's not really feasible (at least not in general; in my own hack there's really dirty workarounds for some cases).

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ayy, i already commented on the submission page but i'm gonna comment again

i like how you took your time to fix this one to be usable on the latest LM and sa-1

it's still a shame that it may not work fine with sprite message box patch due to potentially heavy use of sprite tiles and the fact that would be a nightmare to edit either of both patches to include such functionality haha

nice work btw #smw{:TUP:}
Pages: « 1 »
Forum Index - Sunken Ghost Ship - C3 Museum - Summer 2019 - Message Box Expansion (now with SA-1 and LM3!)

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