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Example Text Dialog System in GBDK-2020

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.

Link-talking-to-croc

How does it work

  1. On Start a blank screen will be displayed and Memory will be filled with random noise.

  1. Pressing Button A will load text and the cursor in to Memory addresses from $D0 to $F1 and display them on Window Layer.

  1. 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.

Open Points

  • Review / second opinion of code
  • Making a blinking arrow
  • (maybe) implement 'prompt' or 'choose' window

Known bugs

  • When the amount lines is odd second line shows some VRAM noise

Contributions

Just send a Pull Request with a short description of your changes and a explaination so I can learn from it. Thank you.

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