metroidvania autotext help needed

hi again...
so im trying to ge text boxes to happen when i move over a tile but for the life of me i cant find anything on the forums that applies or maybe im just way off...
im using the metroidvania module in vers 4.5.9.
iv made my text groups and set up the groups on screen info but nothing happens. and i cant really find much of a relevant script when i look through my assigned scripts too.
help pls! ty in advance
 

Logana

Well-known member
are you using this code for the tile
LDA npcTrigger
ORA #%00000001
STA npcTrigger

LDA screenText
STA npc_text

RTS
and have you made hud graphics, if you aint got hud graphics it will just draw blank tiles, btw you will also need a text input in the input settings so that the text dosen't just stay their forever
 
thanks for the help so far Logana! right, so where im at with the auto text tile...
i have the tile script from the adventure module InstantActivateText. input script set to B button DrawNPCtext. it will draw the text when i hit the tile! great! but... wont close when i hit B..
then i found some code from BucketMouse which i put at the start tof my input script like he suggested on another thread and the text will come on every time i press B and will also close when i press B again... iv been searching for quite a while for a bit more about text tiles and the like but havent gotten very far. still have a lot to learn about asm but ill get there
 

kastar

New member
For others, I put this at the top of the the drawNPCtext input script:

;check current textbox state (first 6 bits unused, 7th - textbox clear flag, 8th - more text queued)
LDA textQueued
AND #%00000011
BEQ checkNPC
DrawBox #BOX_1_ORIGIN_X, #BOX_1_ORIGIN_Y, #BOX_1_WIDTH , #BOX_1_HEIGHT, #TEXT_NPC, npc_text
RTS


It checks the textQueued script triggered outside NPCs to determine whether to process button presses for text boxes. Very basic but it works.
 
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