11 March 2016 - Forum Rules
Started by justin3009, July 01, 2016, 05:15:17 PM
Quote from: justin3009 on July 01, 2016, 05:42:00 PMI'm curious how much it does need. I think I have about 1536 free bytes that are available to use anytime during the on-screen dialogue.
QuoteEdit: Wait, could I theoretically copy part of the tilemap that's on screen with the dialogue box into the blank space and then draw the dialogue box OVER the original tilemap? Then once it's done, just have it write only a couple lines at a time as it's closing to give it the effect of 'closing' itself?
Quote from: justin3009 on July 01, 2016, 05:42:00 PMI'm curious how much it does need. I think I have about 1536 free bytes that are available to use anytime during the on-screen dialogue. (It's nice as well since you CAN'T move while the dialogue box is open, in fact, all events stop it looks like).
Quote from: justin3009 on July 02, 2016, 09:23:13 AMEdit 2: Was studying Chrono Trigger's system a bit still. I'm actually really confused by it still. The Tilemap address does, indeed, change for BG1 and 3.. but the BG1 address is changed to where BG3's is, so they share the same area oddly enough. But even then, it STILL uses the original Tilemap location to draw the BG1 tiles! As far as I can see it looks like it's using HDMA basically as a way to draw the rest of the tiles but that seems.. odd. If I could replicate what they did I could probably make it work but they do some crazy stuff with that game, most notably setting the Y coordinates to way in the 8000 which sets Vector D in Mode 7 to be 256 and it's coordinates to be 8000+ as well... blegh.
QuoteI'm trying to figure out an approach to BOFII that I can use but I'm coming up empty handed. With how the game draws tiles originally, even adding in a separate routine to draw the remainder of Layer 1 will still overwrite everything so I can't simply just change the tilemap to be 256x256 instead of 512x256 without some extreme rewriting of every tile map in the game. Minus that, I cannot figure out a proper method to get the location in VRAM to write to depending on the players coordinates or even the cameras. There's so many variables that it's making it nigh impossible to do. It's doable just.. I'm not sure what will work.
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