Text Not Showing Up (4.15)

crazygrouptrio

Active member
Probably something stupid I missed, but text is not showing up in my game using the SimplePlatformer Module when talking to an NPC. The box shows up but the text isn't written. The HUD is in place, the palette is set, the text/text group is assigned, so I'm not sure?
SYb5NyI.gif

I'm just using the standard text script as well.
Code:
    LDA textboxHandler
    AND #%00010000 ;; if the b button is pressed
                    ;; but the box + text have been activated
                    ;; and also the 'do box' bit is OFF
                    ;; that means this is ready to "go away".
                    
    BEQ checkToTurnTheTextboxOn ;; hasn't started yet
    
    ;; begin turning the textbox off.
    LDA gameHandler
    ORA #%00100000
    STA gameHandler
    ;;; are we turning this on or off?
    ;;; check for more
    ;;; check for 'choice'.
  
    LDA #$00
    STA updateNT_offset
    STA updateNT_H_offset
    STA updateNT_V_offset
    
    STA npc_autotext    ;;<-- dale_coop: for autotext tiles
    
    LDA #%10001000
    STA textboxHandler
    RTS
   
checkToTurnTheTextboxOn:  
    LDA npc_autotext    ;;<-- dale_coop: for autotext tiles
    BEQ +
    JMP ++
+
    LDA npc_collision
    BEQ noNPCcollision
++  
    LDA textboxHandler
    AND #%10000000
    BNE noNPCcollision
    LDA gameHandler
    ORA #%00100000
    STA gameHandler
    ;;; are we turning this on or off?
    ;;; check for more
    ;;; check for 'choice'.

turnTheTextboxOn:
  
    LDA #%10000000
    STA textboxHandler
    
noNPCcollision:
    RTS
I also commented out stuff in HandleScreenLoads when removing the HUD if that could potentially be the issue? What I removed was (for me) around line 492-571, so if any of this deals with text feel free to blame me for this issue. Everything LOOKS like it just deals with the HUD but maybe I did something incorrectly.
Code:
	;LDA currentBank
	;STA prevBank
	;LDY #$16
	;JSR bankswitchY
	;LDX backgroundTilesToLoad
	;LDA #CHRAddressLo,x
	;STA temp16
	;LDA #CHRAddressHi,x
	;STA temp16+1
	;LDY prevBank
	;JSR bankswitchY
	
	;LoadChrData #$1d, #$1c, #$00, #$40
	
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;; ALL GRAPHICS ARE LOADED.
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

;;; GET FLAGS FOR OBJECTS SO WE CAN COUNT UPON LOAD.
	LDA currentBank
	STA prevBank
	LDY #BANK_ANIMATIONS
	JSR bankswitchY
	LDX #$00
DoSetMonsterFlagsLoop:
	LDA Object_status,x
	AND #%01000000 ;; is it about ready to load, but not loaded yet?
	BEQ + ;skip setting flag.
	LDY Object_type,x
	LDA ObjectFlags,y
	STA Object_flags,x
+
	INX
	CPX #TOTAL_MAX_OBJECTS
	BNE DoSetMonsterFlagsLoop
	LDY prevBank
	JSR bankswitchY

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;;;;;;; HANDLE LOADING HUD, IF ENABLED
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;	LDA #HIDE_HUD
;	BEQ dontHideHud
;	JMP skipDrawingHud_GameHandler
;dontHideHud
	;LDA HudHandler
	;AND #%10000000
;	BNE drawHud_GameHandler
	;JMP skipDrawingHud_GameHandler
;drawHud_GameHandler:
	;LDA screenFlags
	;AND #%00000001
	;BEQ screenDrawsHud
	;JMP skipDrawingHud_GameHandler
;screenDrawsHud:
;; check to see if hud is shown.
	;; if hud is hidden, skip
	;; otherwise...
	;;; prep hud area load
	;JSR WaitFrame
;	LDA #BOX_0_WIDTH 
;	STA updateNT_columns
;	LDA #BOX_0_HEIGHT
;	STA updateNT_rows
;	LDA #BOX_0_ORIGIN_X
;	STA tileX
;	LDA #BOX_0_ORIGIN_Y
;	STA tileY
;	JSR FillBoxArea
	;JSR WaitFrame
	;;;;;;;;;;;;;;;;
	;; set up attribute routine needs
;	LDA #BOX_0_ORIGIN_X
;	STA tileX
;	LDA #BOX_0_ORIGIN_Y
;	STA tileY 
;	LDA #BOX_0_ATT_WIDTH
;	STA updateNT_attWidth
;	LDA #BOX_0_ATT_HEIGHT
;	STA updateNT_attHeight
	;;;;;;;;;;;;;;;
;	JSR UpdateAttributeTable
	;; first turn off drawing sprites.
	;JSR WaitFrame
	LDA #$00
	STA textboxHandler
 

mouse spirit

Well-known member
Can you try with original handlescreenloads script? Just copy your own script to keep it,but use the original to test against this error.
 

dale_coop

Moderator
Staff member
Yeah, a lot of things could be the cause... Was it working at the beginning...?
if you uncomment the lines you commented out in the handle screen loads script... is it working better?
 

crazygrouptrio

Active member
Yeah I'll just have to mess with handlescreenloads more carefully to see what I can remove and what I can't (if anything). Putting the original script back in made text work again. It's just strange that when I uncomment the lines I commented out the text still doesn't work, so I must be missing something else. Ugh. I hate code :lol:
 
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