Search found 76 matches

by tornotlukin
Tue Feb 19, 2019 11:58 am
Forum: Ask For Help
Topic: Making "HandleTextBox.asm" work for both in game and cutscene text
Replies: 25
Views: 301

Re: Making "HandleTextBox.asm" work for both in game and cutscene text

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...
by tornotlukin
Mon Feb 18, 2019 12:35 am
Forum: Ask For Help
Topic: Making "HandleTextBox.asm" work for both in game and cutscene text
Replies: 25
Views: 301

Re: Making "HandleTextBox.asm" work for both in game and cutscene text

Dale, thanks for your all your help with debuging code and being a living manual for NESMaker.
by tornotlukin
Sun Feb 17, 2019 2:24 am
Forum: Ask For Help
Topic: Making "HandleTextBox.asm" work for both in game and cutscene text
Replies: 25
Views: 301

Re: Making "HandleTextBox.asm" work for both in game and cutscene text

Exactly, if you write a > at then end of a line of text, the rest will be on a next page. Try that, it’s very useful!!! It froze the text, that's why I was confused. Should more text appear after the button press? Does all the text have to live in one text box? Or does it take it from the other tex...
by tornotlukin
Sat Feb 16, 2019 7:50 pm
Forum: Ask For Help
Topic: Making "HandleTextBox.asm" work for both in game and cutscene text
Replies: 25
Views: 301

Re: Making "HandleTextBox.asm" work for both in game and cutscene text

Th HandleTextBox.asm I am noticing some comments on MORE text. does this mean that this can check for the "more (>)" symbol in the text and shows the next text box?
by tornotlukin
Sat Feb 16, 2019 1:03 pm
Forum: WIP
Topic: Jane Jones, Poet Detective
Replies: 8
Views: 236

Re: Jane Jones, Poet Detective

dale_coop wrote:
Fri Feb 15, 2019 12:14 am
Yeah guys, one month is a very short time to make a game, even a small demo!
LOL
Yeah, this is going to be a short game. I am well practiced in high volume design so production will go quicker. I am going to hit a stumble when it's time for music...
by tornotlukin
Fri Feb 15, 2019 8:12 pm
Forum: Ask For Help
Topic: GoToScreen Arguments
Replies: 5
Views: 73

Re: GoToScreen Arguments

I couldn't get custom variables to work with goToScreen. I did get great screen artifacts and freezing, saved a couple of those roms for more art based applications. I will try another approach. If anyone has already tried and succeeded it would be great to get some insight. I was looking to do two ...
by tornotlukin
Fri Feb 15, 2019 7:19 pm
Forum: Misc
Topic: Beautiful Programming Error
Replies: 2
Views: 59

Re: Beautiful Programming Error

In all seriousness, I wish to be proficient enough to create patterns, flickering, and odd artifacts like this on purpose.
by tornotlukin
Fri Feb 15, 2019 7:11 pm
Forum: Misc
Topic: Beautiful Programming Error
Replies: 2
Views: 59

Beautiful Programming Error

I love this little error that happened when I was trying to customize some code. The repeating colors with some light patterning, I am so happy with this.
by tornotlukin
Fri Feb 15, 2019 6:48 pm
Forum: Ask For Help
Topic: Controller Reading Bit Information
Replies: 7
Views: 70

Re: Controller #%00100000 numbers?

Code: Select all

#%   0      0      0      0      0      0      0   0
   Right | left | down | up | start | select | B | A 
For search on the site, Controller Reading bits
by tornotlukin
Fri Feb 15, 2019 3:12 pm
Forum: Ask For Help
Topic: GoToScreen Arguments
Replies: 5
Views: 73

Re: GoToScreen Arguments

For screen to warp to... just put the screen id (counting the screen from 0 to 255, from top left to down right). So it goes from #$00 to #$FF. MAP it's #$00 or #$01 (for overworld / underworld). the last one "transition type"... in most cases use #$01 or #$02 (the other ones #$00 to #$04, are use ...