GREATREDSPIRIT'S PROFILE
sherman
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Dracolichophobia.png
this felt relevant

*edit*
not so relevant, due to things the Internet taught me I can never look at a name like Equis Apnees without engaging in self defense mechanisms such as laughing or curling up in a fetal position
*reedit*
mechanics fuck me

*edit*
not so relevant, due to things the Internet taught me I can never look at a name like Equis Apnees without engaging in self defense mechanisms such as laughing or curling up in a fetal position
*reedit*
mechanics fuck me
Skills_In_My_Party_Menu.png
ffbpnewworldmap.png
The current location cursor is the only part that requires effort. Throw the minimap in a corner and calculate where the cursor goes based on the hero's X/Y.
X = (HeroXPosition * MapScale) + XOffset (aka MinimapXPosition - # of pixels to center the location cursor
Repeat for Y. Have a looped event wait for the player to move before recalculating the X/Y of the location cursor and tell the picture used to show the location cursor to move to that X/Y immediately.
X = (HeroXPosition * MapScale) + XOffset (aka MinimapXPosition - # of pixels to center the location cursor
Repeat for Y. Have a looped event wait for the player to move before recalculating the X/Y of the location cursor and tell the picture used to show the location cursor to move to that X/Y immediately.
ffbpnewworldmap.png
Even just a full screen yellow hued map with a dark color to indicate land (fuck I know there is a term for these maps but damned if I know it) and a current location indicator would help while not taking too much time to implement. Then the player knows where they are and can hit up the included map.png in the game download to know where everything is!
ffbpnewworldmap.png
Wily_Castle.jpg
widescreen.png
Older generation GPUs don't have it. Current ATI, Nvidia, and Intel GPUs all support it *. I can't say when it first appeared but it's available on my Intel 3500 GPU and iirc the Geforce 7000 series.
Basically it's on all modern GPUs for all modern monitors :v
*Until they release a new drivers that break it again. A while ago enabling it in the ATI CCC forced you to downsize your monitor, enable the option in CCC (at native res it's greyed out), and the switch back to native res and it works peachy!
Basically it's on all modern GPUs for all modern monitors :v
*Until they release a new drivers that break it again. A while ago enabling it in the ATI CCC forced you to downsize your monitor, enable the option in CCC (at native res it's greyed out), and the switch back to native res and it works peachy!
widescreen.png
You can tell the GPU to force the source's aspect ratio on a mismatched aspect ratio to prevent stretching by adding black bars.
Also WUXGA for life :(
Also WUXGA for life :(
Stats_in_chart_form.jpg
vh_16.png
I believe so as long as the colors aren't in the same tile. The no-black tiles could use a different palette (individual, not part of the global palette *) then use a different palette for the tiles that use the black but not the green/brown.
* that nobody cares for (thankfully, it'd be kinda like people emulating the sprite blitter due to too many sprites on the same vertical line or the NES resolution except not quite as bad. It ruins the authentic NES feel but it's better to go with the romantic nostalgic NES instead because the NES is some horrible hardware nowadays)
* that nobody cares for (thankfully, it'd be kinda like people emulating the sprite blitter due to too many sprites on the same vertical line or the NES resolution except not quite as bad. It ruins the authentic NES feel but it's better to go with the romantic nostalgic NES instead because the NES is some horrible hardware nowadays)














