I've been poking around in the DMS all night, and have a good start on a CMS for the game I'm working on. Many of the tutorials here have been very helpful, and I actually am beginning to understand some of what I'm seeing in the script window.
However, there is one thing I've tried to find, though with no luck. Well... three things actually... for the moment.
(As a note - I'm not using the SDK for this, partly because I've barely glanced at it, but mostly because even if I had, I wouldn't understand it. Also, many of the scripts I'm using don't play well with it.)
1) Looking in Scene_Map, I see where the Menu Call is made, and it's reference back to Game_Temp. However, even looking in there, I can't seem to find where the actual command is that directs the engine to use Scene_Menu when the "B" button is pressed. If I do a pure custom menu (not a DMS edit), I'm going to want to direct it right at my custom Menu scene... not the default one.
2) Adding in a bitmap is an easy thing (now that I've done it a few times). There are two things the tutorials I've looked at DON'T cover. First is how to show a bitmap without putting it in a window (IE, just the picture, no border or windowskinned area surrounding it). I could do without this, but the menu would look better in one particular area if I could.
3) How would I (if it is possible, which I'm sure it is) use in-game switches to determine if "Bitmap A" is used, or "Bitmap B" is used? IE - Prior to a switch being turned on, Bitmap A is shown on the menu. After that switch is turned on, Bitmap B would show instead. Similar to the 4-Crystal display used in the original Final Fantasy Menu. I think I've seen a CMS system out there that does something similar. If a switch won't do it, could this be set up to run from an in-event script command?
Thanks for all the help, both those who wrote the tuts that got me this far and those who will continue to help with these issues.
However, there is one thing I've tried to find, though with no luck. Well... three things actually... for the moment.
(As a note - I'm not using the SDK for this, partly because I've barely glanced at it, but mostly because even if I had, I wouldn't understand it. Also, many of the scripts I'm using don't play well with it.)
1) Looking in Scene_Map, I see where the Menu Call is made, and it's reference back to Game_Temp. However, even looking in there, I can't seem to find where the actual command is that directs the engine to use Scene_Menu when the "B" button is pressed. If I do a pure custom menu (not a DMS edit), I'm going to want to direct it right at my custom Menu scene... not the default one.
2) Adding in a bitmap is an easy thing (now that I've done it a few times). There are two things the tutorials I've looked at DON'T cover. First is how to show a bitmap without putting it in a window (IE, just the picture, no border or windowskinned area surrounding it). I could do without this, but the menu would look better in one particular area if I could.
3) How would I (if it is possible, which I'm sure it is) use in-game switches to determine if "Bitmap A" is used, or "Bitmap B" is used? IE - Prior to a switch being turned on, Bitmap A is shown on the menu. After that switch is turned on, Bitmap B would show instead. Similar to the 4-Crystal display used in the original Final Fantasy Menu. I think I've seen a CMS system out there that does something similar. If a switch won't do it, could this be set up to run from an in-event script command?
Thanks for all the help, both those who wrote the tuts that got me this far and those who will continue to help with these issues.