Dialogue Data

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The Dialogue Action is used for conversations or interaction with a computer, a button, or whatever. It's simply a list of answers and corresponding action class/selector changes to the square.

Dialogue list
The dialogue list begins with the list of answer text ids. For selection-based conversations these texts consists of a single character which the player must press to select this answer. For typing-based conversations the texts are upper-case words the player has to enter. The last text id has bit 7 set to mark the end of the list. Then the same amount of action class/action selector byte pairs follow for each answer.

Example
This conversation is typing-based (bit 7 of byte 00 is clear) and starts by displaying string 1Ah. When the player aborts the conversation with Esc then the square is not changed (byte 01 and 02 are FFh). First answer is string 1Bh, second answer is 1Ch). The second answer is also the last answer (bit 7 of byte 04 is set).

If the player answers with the first answer string then the square is changed to action class 01 and action selector 00.

If the player answers with second answer then the square is changed to action class 01 and action selector 02.

If the player answers with any other answer then the square is not changed (byte 09 is Ffh).