DISCLAIMER: This is a try-out from me. I'm learning and not an expert. This example and in its current state should not be used anywhere!
A try-out implementation of displaying text without loading to much sprite data into the VRAM with GBDK-2020. As an example is the dialog system of "The Legend of Zelda - Link's Awakening" where the text is only loaded in the adress from 0xd0 to 0xef.
So the goal is to create a function which allows to show text which is passed into a method. The result should archieve the same as the dialog system of Link's Awakening.
- On Start a blank screen will be displayed and Memory will be filled with random noise.
- Pressing Button A will load text and the cursor in to Memory addresses from
$D0to$F1and display them on Window Layer.
- Pressing Button A again will load the next part of the Text into Memory. This will replace the current visible Text in the Window Layer.
- Pressing Button B cancels the dialog out.
- Review / second opinion of code
- Making a blinking arrow
- (maybe) implement 'prompt' or 'choose' window
- When the amount lines is odd second line shows some VRAM noise
Just send a Pull Request with a short description of your changes and a explaination so I can learn from it. Thank you.





