-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Combat bugs #4
Comments
Text is in Text_01.csv
|
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... |
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). |
Seems to be unable to parse control codes |
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).
Should look like this:
The text was updated successfully, but these errors were encountered: