Jubby Posted March 12, 2012 Share Posted March 12, 2012 I.e. slots used in the prologue's tutorial events, where it talks to you, makes you attack the bandits and whatnot. Are they usable or should I just avoid them? I just tried and it did some cursor pointing, which I wasn't aware a text slot could do (hardcoded?) but I didn't edit the text yet. I should probably just use a different slot, yeah? Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 12, 2012 Share Posted March 12, 2012 I wasn't aware of any problems with it, but there should be more than enough for you even if you avoid them. Which text slots are these, pray tell? Quote Link to comment Share on other sites More sharing options...
Jubby Posted March 12, 2012 Author Share Posted March 12, 2012 Think I used.... 0x0825? It does this though: Then the cursor flashes, it shows this: Then the game just freezes :/ Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 12, 2012 Share Posted March 12, 2012 Hm... it could be that you forgot to #define DISABLE_TUTORIALS but... Try playing with a different text slot; I've never had a problem with that slot (I remember overwriting that exact one, actually) Quote Link to comment Share on other sites More sharing options...
Jubby Posted March 12, 2012 Author Share Posted March 12, 2012 All you have to do is define it, right? Or is that an event as well? Cause // Made by markyjoe1990 of Youtube// Modified by Nintenlord and further by Camtech #define DISABLE_TUTORIALS #include EAstdlib.event Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 12, 2012 Share Posted March 12, 2012 I have... no idea. Play with a different text slot, because I've never had problems with that before. Quote Link to comment Share on other sites More sharing options...
Jubby Posted March 12, 2012 Author Share Posted March 12, 2012 Huh. Alrightty, just checking. Might as well just skip the tutorial slots in general, seeing as you can theoretically have, what, like 65000 text slots? If you expanded it to the max? Quote Link to comment Share on other sites More sharing options...
Crimson Red Posted March 13, 2012 Share Posted March 13, 2012 (edited) I think I've encountered this once or twice. Some text slots screw up and don't like to be used. You can probably fix it one way or another but I wouldn't bother; unless you plan on becoming a professional writer and have multiple story modes in your hack like the original, I doubt you'll be writing nearly enough text to fill up all the available slots. I know I'm not even close to finishing and TU has a ton of text, and a lot of special cutscenes that have very short "bursts" of text (i.e. places where multiple text slots are used rapidly, and consecutively), so I doubt you'll have anything to worry about. I should make a note of this in the UT. If only I knew the details/could remember when it mattered... EDIT: typo Edited March 13, 2012 by Strawhat Luffy Quote Link to comment Share on other sites More sharing options...
Dr.Sholes Posted March 13, 2012 Share Posted March 13, 2012 Some text slots screw up and don't like to be used. \ There should be a list of these... Quote Link to comment Share on other sites More sharing options...
Jubby Posted March 13, 2012 Author Share Posted March 13, 2012 I should make a note of this in the UT. If only I knew the details/could remember when it mattered... I think that's kinda what he meant here, Sholes... He doesn't remember which ones don't like to be used. Just don't use tutorial spots. They're obvious enough to figure out on their own. It's possible too that around where Eliwood kills Ninian, you have that big long string of text and CGs and stuff. Those could also be like this. Otherwise I can't really think of anything. Quote Link to comment Share on other sites More sharing options...
CT075 Posted March 13, 2012 Share Posted March 13, 2012 AFAICR I've never had problems with anything from 800-980-ish. Maybe that's just me, but... Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted March 15, 2012 Share Posted March 15, 2012 I've only ever had trouble with one ID so far. IDR which exactly, but it's the one that comes before Lyn asks Kent and Sain to move their horses "You're blocking the road". That's good thinking too about the Eliwood/Ninian part, because I don't think you can skip through it unless you press start. You can't scroll it faster either. This'll probably sound stupid, but make sure you've actually inserted the text and events and saved, because from certain, um, "noobish" experience, that helps. *walks away quietly* Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted March 15, 2012 Share Posted March 15, 2012 (edited) I'll tell you guys right now... being who I am... I know for a fact that Ninian's little incident are NOT in any way similar to Tutorial Text slots. It calls an event that makes it so you can't press start and sets the text speed to slow... which is actually MUCH MORE BEARABLE in Japanese... because character sizes and speed of reading the words... etc. The text itself covers the time delays for you to be able to read the text. You know, if you look in FEditor... those [......] things. Those [......] replace what NORMALLY would be a [A]... and other than that, those text slots are pretty much normal. So it's one big initial wall of text for the first thing... Then an event that checks if you have an A support: [OpenRight]That is Ninian.[.][......] The girl you loved.[.][......] The girl you swore to protect.[......][0x02][X] [OpenRight]That is Ninian.[.][......] The girl who adored you.[......][0x02][X] Yay variations. And etc. etc. etc. the scene, Shattered Life playing if you have the A support, CGs, Scripted battle, Nils yelling, blah blah blah. To see if your text slot doesn't like being used.... Do something simple... like change one word... click apply, and move one text slot forward... move back to it... and if it doesn't change... check your checksum/free space. Usually has something to do with it. If it's still not fixable... last resort? Manually repointing the pointer for the text index and putting the text there yourself... as if you didn't have a text editor.... Kind of how Arch did it with the Tactician Name (except don't repoint it to memory): Edited March 15, 2012 by shadowofchaos Quote Link to comment Share on other sites More sharing options...
FalconVegeta1986 Posted March 15, 2012 Share Posted March 15, 2012 Do something simple... like change one word... click apply, and move one text slot forward... move back to it... and if it doesn't change... check your checksum/free space. Usually has something to do with it. I've had this happen before, but usually trying again and hitting apply a few times makes it go through. Quote Link to comment Share on other sites More sharing options...
shadowofchaos Posted March 15, 2012 Share Posted March 15, 2012 I've had this happen before, but usually trying again and hitting apply a few times makes it go through. Well, yes. That's what you should do first. Like I said, if it DOESN'T do the trick, you'll have to repoint the text slot manually. Quote Link to comment Share on other sites More sharing options...
Jubby Posted March 15, 2012 Author Share Posted March 15, 2012 (edited) Just for the lulz (I still didn't bother editing the text slots yet, for some reason one of my text events isn't working and is getting skipped over, but not the point) this happened using another of those text slots: I'm sure it'll be fine if I do edit them, but I mean what the hell, lol. Edit: Kay, yeah, if you edit the slots they work fine. Edited March 15, 2012 by Jubby Quote Link to comment Share on other sites More sharing options...
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