[Solved] Making "HandleTextBox.asm" work for both in game and cutscene text

dale_coop

Moderator
Staff member
In the case of the Original Post, I think tornotlukin made a special cutscene AutoText tile type. That he will use, only on screens that he wants to be a cutscene screen.

But there are a lot of ways to do that (personally, I used a screen flag... for example, for me, if the screen has the "hide hud" set, it's a cutscene screen).
 

tornotlukin

Member
dale_coop said:
In the case of the Original Post, I think tornotlukin made a special cutscene AutoText tile type. That he will use, only on screens that he wants to be a cutscene screen.

But there are a lot of ways to do that (personally, I used a screen flag... for example, for me, if the screen has the "hide hud" set, it's a cutscene screen).

BentPawGames said:
Perhaps dumb question, but how does the code check for/know that the screen you are on is a cutscene screen?

I have a custom variable cutsceneCheck==0, when the player sprite touches a tile, the variable is set to 1. Then, on the HandleTextBox.asm I added checks for cutsceneCheck, if it was 1 it would run additional code. It would then set the variable back to 0. I use the hud space extensively in my game to show narration.
 
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