RandomKidGaming
New member
Whenever I make it so you won after you talked to somebody, when I tested it out, the character spoke random garble instead of going to the win screen. does anyone know how I can fix this? :?
have you figured this out yet?dale_coop said:Maybe it will be implemented/fixed in the 4.1 that comes next week.
cargo said:OK. This is what I did. It works for version 4.0.11.
Go to ZP_and_vars.asm and modify the beginning to look like this:
Go to LoadScreenData.asm and before "notAdarkScreen:" type:
Now open DrawNPCText.asm. Before "dontTurnOffTextBox:" label you modify:
notDOneWithText3:
CMP #_ENDTRIGGER
BNE notEndTrigger
;; is an end trigger
INC updateHUD_offset ;; get the very next value.
LDY updateHUD_offset
LDA (temp16),y
STA temp
;;;; this now has the trigger to change.
TriggerScreen temp
JMP DoneWithText
notEndTrigger:
notDOneWithText3:
CMP #_ENDTRIGGER
BNE notDOneWithTextWin ;;<<---- HERE: add check for npc WIN
;; is an end trigger
INC updateHUD_offset ;; get the very next value.
LDY updateHUD_offset
LDA (temp16),y
STA temp
;;;; this now has the trigger to change.
TriggerScreen temp
JMP DoneWithText
;; BEGIN check for WIN: -->
notDOneWithTextWin:
CMP #_ENDWIN
BNE notEndTrigger
;;;; this now win the game.
LDA #%00000001
STA usr_npc_win_trigger
JMP DoneWithText
;; <-- END check for WIN
notEndTrigger:
Well a solution is better than a workaround. Thanks Dale.dale_coop said:I like the implementation of cargo...
But instead of wasting a tile type for that, I would directly fix the "Win Game" action of the npc Text.
cargo said:Well a solution is better than a workaround. Thanks Dale.dale_coop said:I like the implementation of cargo...
But instead of wasting a tile type for that, I would directly fix the "Win Game" action of the npc Text.
cargo said:Well a solution is better than a workaround. Thanks Dale.dale_coop said:I like the implementation of cargo...
But instead of wasting a tile type for that, I would directly fix the "Win Game" action of the npc Text.