Simple Autotext/Cutscenes [4.15]

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mouse spirit
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Re: Simple Autotext/Cutscenes [4.15]

Post by mouse spirit » Wed Jun 03, 2020 11:41 pm

Thanks. It still is kinda cool with my boss monster cause he talks, then runs at me. I yell at him, we get closer then he laughs and we start the fight.So it's kinda anime like.
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Re: Simple Autotext/Cutscenes [4.15]

Post by Hippokittie » Fri Jun 05, 2020 8:31 am

I noticed on doing some testing that sometimes the character will be invisible now when he dies? Is there something in the hide character script that could be doing this?
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dale_coop
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Re: Simple Autotext/Cutscenes [4.15]

Post by dale_coop » Fri Jun 05, 2020 8:36 am

Hippokittie wrote:
Fri Jun 05, 2020 8:31 am
I noticed on doing some testing that sometimes the character will be invisible now when he dies? Is there something in the hide character script that could be doing this?
Is it related to that autotext / cutscene topic ?
-----
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Re: Simple Autotext/Cutscenes [4.15]

Post by Hippokittie » Thu Jun 18, 2020 10:41 am

dale_coop wrote:
Fri Jun 05, 2020 8:36 am
Hippokittie wrote:
Fri Jun 05, 2020 8:31 am
I noticed on doing some testing that sometimes the character will be invisible now when he dies? Is there something in the hide character script that could be doing this?
Is it related to that autotext / cutscene topic ?
It has something to do with it, I believe. Much like the blue lines, it was started when following the steps in this tutorial. It also occurs sometimes when I warp to a new area, it hides my character until it dies. I have been tweaking a bit of the code to remove the blue lines (now they change colors on each screen yay), and fix the warp not showing character sometimes.
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Re: Simple Autotext/Cutscenes [4.15]

Post by dale_coop » Thu Jun 18, 2020 3:42 pm

Make sure that you screen is no the screenType 249 (in the tutorial of this topic... if the screen is type 249 the player will be hidden)
Could be that.
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Re: Simple Autotext/Cutscenes [4.15]

Post by Hippokittie » Sat Jun 20, 2020 7:32 am

dale_coop wrote:
Thu Jun 18, 2020 3:42 pm
Make sure that you screen is no the screenType 249 (in the tutorial of this topic... if the screen is type 249 the player will be hidden)
Could be that.
It wasn't; but by manually assigning type 1 to all of them (they had been 0 before) it seems to have fixed itself (with the invisible sprites). Still have no idea on what to do about the text having the colored lines spawn before the text and stuff though.
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Re: Simple Autotext/Cutscenes [4.15]

Post by dale_coop » Sun Jun 21, 2020 8:01 pm

modify the width of your Textbook Area, it should help fixing that.
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Re: Simple Autotext/Cutscenes [4.15]

Post by mouse spirit » Wed Jul 01, 2020 1:03 am

Thank you for this but i can't get it to do the fourth text.And so it never resets to the first text,which
in turn makes it so the next time i use the autotext script,it doesnt work seemingly because its stuck after
the third text line and before activating the fourth... or something. Also after the fourth action i destroy
this object.I can see that the item gets destroyed so maybe it just skips the fourth text.
Edit: I put

Code: Select all

LDA #$00
    STA textaction
into mosterloads to reset to text 0 atleast for now.

Code: Select all

LDA textaction
CMP #$03
BNE +
JMP textFour
+
LDA textaction
CMP #$02
BNE +
JMP textThree
+
LDA textaction
CMP #$01
BNE +
JMP textTwo
+
LDA textaction
CMP #$00
BNE +
JMP textOne
+
RTS

 textFour:
LDA #$03
STA textVar
LDA #$01
STA npc_autotext
LDA gameHandler
ORA #%00100000
STA gameHandler
LDA #%10000000
STA textboxHandler
LDA #$00
STA textaction
RTS

 textThree:
LDA #$02
STA textVar
LDA #$01
STA npc_autotext
LDA gameHandler
ORA #%00100000
STA gameHandler
LDA #%10000000
STA textboxHandler
LDA #$03
STA textaction
RTS

 textTwo:
LDA #$01
STA textVar
LDA #$01
STA npc_autotext
LDA gameHandler
ORA #%00100000
STA gameHandler
LDA #%10000000
STA textboxHandler
LDA #$02
STA textaction
RTS

textOne:
LDA #$00
STA textVar
LDA #$01
STA npc_autotext
LDA gameHandler
ORA #%00100000
STA gameHandler
LDA #%10000000
STA textboxHandler
LDA #$01
STA textaction
RTS
dgjhfd-1.png
dgjhfd-1.png (108.33 KiB) Viewed 30 times
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dale_coop
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Re: Simple Autotext/Cutscenes [4.15]

Post by dale_coop » Wed Jul 01, 2020 7:27 am

Should work, make sure you haven't set any DestroyMe in the Action Steps... and use a "WarpToScreen" for the last one.
If you placed the

Code: Select all

LDA #$00
    STA textaction
in the correct "warp to screen" script that should be good.
-----
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Re: Simple Autotext/Cutscenes [4.15]

Post by mouse spirit » Wed Jul 01, 2020 8:14 pm

Thanks dale_coop.I tried and it warps fine but still just skips right over the fourth text.Maybe i did something somewhere else.My fourth text works fine when talking to a "fourth" npc.
I have made a work around and am doing it with just the first 3 texts until i figure it out.No worries.I tried alot of different things like added more actions with autotext or made the action timers slower also to no avail.

Edit: I changed the script to LDA and STA text 4 (#$03) first.
It plays text 4,2,3,4! I dont know why at all. But looks to be heading in the right direction.

Edited Edit: Ok, changed the code back, now it works.Maybe an old version of the script was loaded or it would never update.I loaded it from project settings and saved it.Whatever. Works now even with destroy me because i add that small script on load.And it works all the time.Thank you both.
I am game, hear me blip.

WIP my game Star Rider
https://www.mediafire.com/file/phef252j ... p.zip/file
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