Hi picachu. For sure it's possible to include a text screen, but the method depends on when this screen has to appear: before the start? An in-game advertising inside the map? Must maintain the background graphics or can it clear the screen?
Some generic hints:
A map room has to include the type 0 sprite necessarily, but you can put it choosing an empty frame and write some code to avoid the movements (e.g. let's assume the advertising screen is the number 3 and the empty frame is sprite number 4: IF SCREEN = 3 / LET IMG 4 / ELSE / normal keypress loop / ENDIF), or place the type 0 empty frame into a wall area where it cannot move. This method is not the most elegant, but it should work.
Choosing the "adventure specialisation" in the misc options, there're a combination of AGD commands to show the inventory: INV n (where n is the text message number to create apart, a line for each object) and REDRAW, explained in the AGD documentation.
If the text screen doesn't have to consider the background graphics, you could design your 256x192px screen with ZX Paintbrush, export as "simple tap file" and compress it using Mikropol Screen Compressor Plus (available in my site and in the WoS database), in order to recall the compressed graphics with ASM commands in every desired moment (this is my favourite choice, it's a method which requires a bit of knowledge of the ASM commands).
Or you can simply create some text messages to let them appear at a specific circumstance, using the WAITKEY/REDRAW commands to continue the play after a keypress.
Last Edit: Jul 19, 2018 3:39:54 GMT -5 by lukebord1