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authorIdain <luiscarlosholguinperez@outlook.com>2021-07-28 08:46:38 -0400
committerIdain <luiscarlosholguinperez@outlook.com>2021-07-28 08:46:38 -0400
commit776e00d2698af5bc594de584229d37862598d3ee (patch)
tree7e3533fe6b0a73bfccc1dd92e4b6dd0de4176c03
parent93e51660f7f17541a2adeeca6aac9c9bb6f19f0b (diff)
Fixing small diff mistake + other small details.
-rw-r--r--Battle-Autoprompts.md12
1 files changed, 4 insertions, 8 deletions
diff --git a/Battle-Autoprompts.md b/Battle-Autoprompts.md
index 8162a18..fc2e168 100644
--- a/Battle-Autoprompts.md
+++ b/Battle-Autoprompts.md
@@ -1,4 +1,4 @@
-In Generation 3 onwards, most battle text don't require the player to click A. That's not the case in Generation 2, as most battle text require prompts which the player must click A. Thus, players tend to spam A after clicking a move. This tutorial aims to remove prompts for most battle text by making the game scroll through text by itself.
+In Generation 3 onwards, most battle texts don't require the player to click A. That's not the case in Generation 2, as most battle texts require prompts which the player must press A. Thus, players tend to spam it after making a move. This tutorial aims to remove prompts for most battle texts by making the game scroll through them automatically.
## Contents
@@ -10,10 +10,9 @@ In Generation 3 onwards, most battle text don't require the player to click A. T
## 1. Add new charmap constants
-We first need to edit [charmap.asm](../blob/master/charmap.asm) as they will be needed to make the autoprompts possible. Each control character is assigned to a 2 hex digit. There are a lot of unassigned hex digits, thus we can use some of them.
+We first need to edit [charmap.asm](../blob/master/charmap.asm) to make the autoprompts possible. Each control character is assigned to a 2 hex digit. There are a lot of unassigned hex digits, thus we can use some of them.
```diff
-
...
charmap "<_CONT>", $4b ; implements "<CONT>"
+ ; While "<SCROLL>" this is used in sharply rose or sharply fell stat texts, this will be
@@ -48,7 +47,6 @@ We first need to edit [charmap.asm](../blob/master/charmap.asm) as they will be
Next, we edit [macros/scripts/text.asm](../blob/master/macros/scripts/text.asm) to add new macros that we'll be using for autoprompts.
```diff
-
text EQUS "db TX_START," ; Start writing text.
next EQUS "db \"<NEXT>\"," ; Move a line down.
line EQUS "db \"<LINE>\"," ; Start writing at the bottom line.
@@ -66,8 +64,7 @@ prompt EQUS "db \"<PROMPT>\"" ; Prompt the player to end a text box (initiat
We then edit [home/text.asm](../blob/master/home/text.asm) and make functions for the new constants.
-```
-diff
+```diff
dict "<MOBILE>", MobileScriptChar
dict "<LINE>", LineChar
@@ -175,7 +172,6 @@ DoneText::
Edit [data/text/common_1.asm](../blob/master/data/text/common_1.asm) for the withdraw battle text:
```diff
-
_EnemyWithdrewText::
text "<ENEMY>"
line "withdrew"
@@ -194,4 +190,4 @@ Also, edit [data/text/battle.asm](../blob/master/data/text/battle.asm). Since th
2. `para` to `autopara`
3. `done` to `autodone`.
-That's it! You have made most battle text have autoprompts. See [https://youtu.be/gtN0N0DVAjs](https://youtu.be/gtN0N0DVAjs) to see them in action. \ No newline at end of file
+That's it! You've made most battle texts have autoprompts! If you want to have an idea how it'd look like in action, you can watch [this video](https://youtu.be/gtN0N0DVAjs). \ No newline at end of file