How to use Text Tiles? [4.5.9]

Kanbei85

Member
I know how to use NPC text with NESmaker, but I don't believe I've heard any explanation of how we're supposed to use the text-related tiles in the AdventureBase. I'd like to be able to make signs, and things like that.

Specifically, there's a tile for instantly activating text. (Where does this pull the text from in the GUI?)

There is also a tile that triggers an NPC text, so that (I presume) an NPC will say something different if you've landed on this tile before talking to them. Again, how do I implement this?

I don't think Joe touched on any of this in the Adventure module videos or in the 12 days tutorial. Please direct me to the appropriate video if I've missed something.

Thanks!
 

Kanbei85

Member
Looking at the end of the code for the AutoText tile, it seems pretty clear that it's unfinished.

;;; 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

There is no "following argument". I tested the Auto Text, and all it does is show the very first NPC text box in your game and it allows for no method of removing the text box, so the game ends at that point.
 
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