Bucket Mouse
Active member
There's a tutorial on how to stitch text boxes together so you can leap right from the first to the second, possibly using all four if you have a long-winded NPC. It's located here:
http://nesmakers.com/viewtopic.php?p=20423#p20423
But it's for version 4.1. Here's the new version, which uses a similar technique (hijacking one of the unused text box menu items) but with much simpler code (thankfully).
We're going to use Open Shop for this, but you can use any of the menu items you don't need.
Go to Routines > Base 4.5 > Game > Subroutines, and find DoDrawText.asm. Open it up in Notepad and Control-F to find "notEndTrigger". Directly below it, put this:
One more touch: we need "movehere" to actually exist, so add it two lines below what you just did, like this:
http://nesmakers.com/viewtopic.php?p=20423#p20423
But it's for version 4.1. Here's the new version, which uses a similar technique (hijacking one of the unused text box menu items) but with much simpler code (thankfully).
We're going to use Open Shop for this, but you can use any of the menu items you don't need.
Go to Routines > Base 4.5 > Game > Subroutines, and find DoDrawText.asm. Open it up in Notepad and Control-F to find "notEndTrigger". Directly below it, put this:
Code:
;;;;;;;; ADDED MATERIAL
CMP #_ENDSHOP
BNE notEndShop
LDA npc_text
CLC
ADC #$01
STA npc_text
JMP movehere
notEndShop:
;;;;;;; END OF ADDED MATERIAL
One more touch: we need "movehere" to actually exist, so add it two lines below what you just did, like this:
Code:
CMP #_MORE
BNE notMoreText
movehere: