(4.5.6) Text Question <UNRESOLVED>

5kids2feed

Well-known member
So on my main game first screen I have it set that when a monster starts it's action it will draw text. It does it perfectly. Press start advance to next screen.

The next screen is a duplicate of the first screen but I it won't show any text. If I press start it warps back to the first screen and it won't load the original text either. Is there something I have to put after it draws text to be able to get text to show up in further screens?

Scratching my head over here :unsure:
 

5kids2feed

Well-known member
Thought because I was using the Maze module something was wrong.. so I started a new project with the Adventure module and same problem.

Feel like there's something missing. I'm using the DrawSomeText.asm. Text will not show up after the first screen.
 

5kids2feed

Well-known member
I changed the screen types for both screens.. I tried to put monsters on triggered screens... I even erased the monsters and had the action set when the player steps on a invisible tile he warps on to.. first screen works but every screen after doesn’t show text.. and this is from two different computers.. I was thinking I messed one of the nesmaker copies up.. but that’s not the case. I cannot for the life of me get the text to show up on any other screen after the first.. such a basic thing, but it’s driving me nuts lol.
 

5kids2feed

Well-known member
Ok! Some advancement.. I went back to the text showing up because of a monster action.. then I press a button and it’ll erase to the text box (which I didn’t have happen before).. then a monster action will have it warp to the next screen.. and text is now showing up in the second screen! BUT it’s still group 0 text when i want it to be group 1.. on the second screen I have it set to group 1.. a different screen type.. etc.. I’m going insane over this haha
 

mouse spirit

Well-known member
Where that is done, i cant remrmber.But instead of text 0, posibly
you can base iton a variable, that doesnt reset unless somethingyou like is achieved.

Or have it happen only when crossing screen edge boundaries, and not if warped.
 

5kids2feed

Well-known member
Hmmm yeah if I can figure out how to have it set to other text besides the screen settings that’d be awesome! I know I’m missing something, I just don’t know what.
 

5kids2feed

Well-known member
Ended up giving up on the text. Something was obviously missing & I don't have a clue. Went a backwards way of doing it by just painting the text every frame.
 

dale_coop

Moderator
Staff member
What script do you use on your start button ? A warp to screen script ?
Do you warp to the next screen while the text is still displayed ?
Maybe you need to reinitialize a few variables used for the text drawing ?
Like:
Code:
    LDA #$00
    STA gameStatusByte
    STA textQueued
 

5kids2feed

Well-known member
Sorry for the amount of text but none of the options on this forum are showing up for me to bracket the code :/ ... but this is my drawsometext.asm that a player action sets off:

DrawBox #BOX_1_ORIGIN_X, #BOX_1_ORIGIN_Y, #BOX_1_WIDTH , #BOX_1_HEIGHT, #TEXT_NPC, npc_text

;;; x
;;; y
;;; width
;;; height
;;; text mode
;#TEXT_NPC pulls from the index in the following argument.
;#TEXT_FREE allows you to just write a label definition in the following argument
; and as long as you're in the right bank, will draw it.
;;; string or index.

RTS

..then i press a key to warp:

WarpToScreen warpToMap, warpToScreen, #$01
;; arg0 = warp to map. 0= map1. 1= map2.
;; arg1 = screen to warp to.
;; arg2 = screen transition type - most likely use 1 here.

RTS
 
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