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Combat bugs #4

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VariantXYZ opened this issue Jul 28, 2023 · 4 comments
Open

Combat bugs #4

VariantXYZ opened this issue Jul 28, 2023 · 4 comments

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@VariantXYZ
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Text isn't showing after the monster name, possibly related to changed text offsets in combat (note that it's not pulling VWF either, so combat text is probably loaded entirely differently).

2023-07-28_00-53-52

Should look like this:
2023-07-28_00-56-04

@VariantXYZ
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Text is in Text_01.csv

03_30,<&00><F1>attacked!<ED>
03_37,<&13> took<F1><&26> damage!<ED>

@VariantXYZ
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Combat is in bank 10, 4001 needs to be dumped

Also 10:412c sets up the stat interrupt that draws the boxes, which relates to timing for drawing the boxes (which is why the HP/MP box looks odd). Though, it's strange that timing seems to be in play here, given that none of the VWF stuff seems to be taking effect...

@VariantXYZ
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which relates to timing for drawing the boxes (which is why the HP/MP box looks odd).

Actually it's just because they use the tile I modified to be larger for some reason, relying on an effect to shrink it. It should be fixable by using tile 6A instead of 64 (the tilemap is loaded by 11:5177 and comes from 538a).

@VariantXYZ
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Seems to be unable to parse control codes <F1> is causing it to stop parsing text.

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