tornotlukin
Member
Trying to get two types of textboxes, one for cutscenes and one for in game use. So, I thought I could duplicate the HandleTextBox.asm file, rename it, and go in and change some of the identifiers (is that what they are called?) so that they are different than the originals. On the surface it looks successful, nothing blew up, but it is not working. I would be using an AutoText tile to make text appear, it has this:
I wanted to take advantage of the "HideSprites" and the "Warp" that are commented out in the original HandleTextBox but still keep the original functionality for the rest of the game. Here are the changes I made:
I assume that by doing step 5, it would be looking at the new HandleTextBoxCutscene.asm file. It doesn't seem to work and I get this error message at compile:
"Routines\Basic_NoScroll\ModuleScripts\TileScripts\Adventure\AutoTextTileB.asm(25): Unknown label."
(Line 25 is the "STA textboxHandlerB")
My questions are:
Is this worth pursuing?
Or, is this approach fundamentally flawed and I should try something else?
My programming ability is basic (especially ASM6) so I am not catching the nuances of how things work, but I will scalpel at the code till something happens.
Code:
;; activate the text-box:
LDA gameHandler
ORA #%00100000
STA gameHandler
LDA #%10000000
STA textboxHandler
I wanted to take advantage of the "HideSprites" and the "Warp" that are commented out in the original HandleTextBox but still keep the original functionality for the rest of the game. Here are the changes I made:
- Copied the original HandleTextBox.asm, renamed HandleTextBoxCutscene.asm
- Went into NESMaker, added the new ASM to PROJECT SETTINGS > SCRIPT SETTINGS. named the Define "SCR_HANDLE_TEXTBOX_CUTSCENE"
- Inside HandleTextBoxCutscene.asm I renamed all instances of "HandleTextBox:" to "HandleTextBoxCutscene:"
- Inside HandleTextBoxCutscene.asm I renamed all instances of "textboxHandler" to "textboxHandlerB"
- Inside the AutoText tile script I renamed "STA textboxHandler" to "STA textboxHandlerB"
I assume that by doing step 5, it would be looking at the new HandleTextBoxCutscene.asm file. It doesn't seem to work and I get this error message at compile:
"Routines\Basic_NoScroll\ModuleScripts\TileScripts\Adventure\AutoTextTileB.asm(25): Unknown label."
(Line 25 is the "STA textboxHandlerB")
My questions are:
Is this worth pursuing?
Or, is this approach fundamentally flawed and I should try something else?
My programming ability is basic (especially ASM6) so I am not catching the nuances of how things work, but I will scalpel at the code till something happens.