NeoBenj
Member
Hey guy, is there a way to make the textbox functionnal in 8x8 screens?
Currently whatever what I tried when the box disappears it displays incorrect tiles below.
My current game prototype for the byteoff is 100% dependant on the ability to draw text on 8x8 tiles...
After asking to facebook, Joe answered to hint on what to do, but I couldn't fix it,
there are many lines in the drawbox code that I don't get unfortunately.
"Textbox code uses metatile definitions ( same with scrolling). Every value draws 4 tiles. To fix, you’d have to create a routine that draws tile by tile." --> could not do it. :/
" (And ONLY use it it in 8x8 mode)" ---> I think we can read a flag to check what type of screen we are in.
"Because RESTORING text uses draw metatiles. Drawing a black box draws tile by tile black squares."
Does anyone has a fix on it?
I think it can be very interesting since currently, having a dialogue appearing in a 8x8 screen is not possible.
Which is a big number for people eager to make cinematics etc. :/
Currently whatever what I tried when the box disappears it displays incorrect tiles below.
My current game prototype for the byteoff is 100% dependant on the ability to draw text on 8x8 tiles...
After asking to facebook, Joe answered to hint on what to do, but I couldn't fix it,
there are many lines in the drawbox code that I don't get unfortunately.
"Textbox code uses metatile definitions ( same with scrolling). Every value draws 4 tiles. To fix, you’d have to create a routine that draws tile by tile." --> could not do it. :/
" (And ONLY use it it in 8x8 mode)" ---> I think we can read a flag to check what type of screen we are in.
"Because RESTORING text uses draw metatiles. Drawing a black box draws tile by tile black squares."
Does anyone has a fix on it?
I think it can be very interesting since currently, having a dialogue appearing in a 8x8 screen is not possible.
Which is a big number for people eager to make cinematics etc. :/