[RESOLVED] 4.5.9 doDrawText

Kanbei85

Member
The subroutine doDrawText has the following line:

354 TriggerScreen currentNametable

Why is it not using screenType? What is currentNametable?

I was unable to make the Adventure tutorial work at all without changing the variable here. Using the original version, it resulted in all screens triggering when the player receives an item from an NPC.
 

Bucket Mouse

Active member
Ah....you're not supposed to use NPC Gives Item....it's not hooked up. The only End Of Text Action that currently works is NPC Is Trigger...the others are likely meant for the RPG module that isn't available yet. "currentNametable" would likely work in that module.
 

Kanbei85

Member
Ah....you're not supposed to use NPC Gives Item....it's not hooked up. The only End Of Text Action that currently works is NPC Is Trigger...the others are likely meant for the RPG module that isn't available yet. "currentNametable" would likely work in that module.
The tutorial video instructs you to use it.
 

dale_coop

Moderator
Staff member
You can use it, there is no problem with that.
Maybe you devise from the tutorial by using a different screen than the one in the video? (for example you used the first top screen of the map... that is usually not recommended).
And in that case it triggered screen type 0, because the code is not correct, using screen number instead of its type... I agree. And I am sure we fixed that in several topics here and on Discord), so every screen type 0 would be triggered.
It's the reason you have different result than the video... could it be that ?
 

Kanbei85

Member
You can use it, there is no problem with that.
Maybe you devise from the tutorial by using a different screen than the one in the video? (for example you used the first top screen of the map... that is usually not recommended).
And in that case it triggered screen type 0, because the code is not correct, using screen number instead of its type... I agree. And I am sure we fixed that in several topics here and on Discord), so every screen type 0 would be triggered.
It's the reason you have different result than the video... could it be that ?

Dale, as I mentioned, the problem with the screen triggering was caused by the doDrawText line that used "currentNametable" instead of "screenType".

I did use the screen 0,0, but there doesn't seem to be any problem with the triggering now that I changed that line. Is there some other reason I shouldn't be using screen 0,0?
 

dale_coop

Moderator
Staff member
Yeah... believe me, I know. I work with nesmaker for years, coding, making new modules, ... I know quite well all the code and macros. I know why you had the issue (you triggered the screen type "0" and how/why you would have triggered it).

You said you followed EXACTLY the tutorial and didn't have the same results as the video (you had issues... ) I replied if you might have deviate and not did exactly like the tutorial, else you would have the same results.

Like I said before, there a few (in fact, a lot) mistakes and buds in the code in NESmaker. We know that, and a lot of the issues have been fixed here on the forum.

I am glad you found how to fix that one yourself, it's great. My advice is when following the tutorials, follow exactly like Joe does, at least the first time.
When you will have your tutorial projects ready and working. You can redo them with your all stuffs (ideas, gfx, ...) and start making your own game (and prepare yourself to spend a lot of time fixing the engine with the topics from the forum).
 

Kanbei85

Member
I am glad you found how to fix that one yourself, it's great. My advice is when following the tutorials, follow exactly like Joe does, at least the first time.

I do appreciate that you're taking the time to reply, but you keep repeating things that don't make sense based on what I have already stated. I did follow the tutorial (Basic/Easy), exactly as Joe did, at least as far as I am aware. The game didn't work. I had to go in and deviate from the tutorial to get it to work. The intermediate tutorial is much better, but even so I have not figured out why the game is crashing every time the player takes damage.

Do you have any idea what I could do to diagnose the problem here?
 

dale_coop

Moderator
Staff member
Yes, personally I suggest to start directly with the "Intermediate" tutorials, because I think you learn more from those ones.

About the damage... it could be a lot of things, I haven't seen your project, so I can't really say.

If you would be ok to share it with me, I would take a look and tell you what is the issue?
(I'd need the .MST project file and your "GraphicAssets" & "GameEngineData" folders, zipped)
 
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