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FF4 Advance - The Return of Golbez | |
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General | |
Author | Ruben Nunez (AikenToAki) |
Type | Demos |
Version | demo |
License | Mixed |
Last Updated | 2007/07/31 |
Links | |
Download | |
Website | |
Source | |
FF4 Advance - The Return of Golbez is a game demo originally designed for the PC using Sphere Dev. Environment.
Controls
A - Action key
B - Cancel
D-Pad - Move
L/R - Previous/Next Player
Changelog
2007/07/31
- Made the map checkers point to an array which points to yet ANOTHER array which gives me all the map data. This is helpful in case I need to change map, and I can do it with SO much ease.
2007/07/29
- Added yet ANOTHER screen at the beggining which talks about the health and safety stuff. I honestly don't think anyone DOES read it but there's always a person that does.
- Also removed the 'WaitForVsync()' function again (poor WaitForVsync).
2007/07/25
- Added another screen at the beginning that says: Engine Created by ????.
- Changed the tiles around (which meant changing the map too).
2007/07/20
- Added the 'WaitForVsync' function back on. I thought that it'd just stuff up the maps but now it works like a charm.
2007/07/19
- Made a map event array which means that, for example, you can use the door below to test some of my 'weirdo'-ish functions.
- Added transitions which I will list:
- Fade In/Out (Non-paletted and using COLEY and BLDMOD).
- 2 Rectangle In/Out (If you don't get what I mean, play FF4A).
- The Fade In/Out is used in the beginning for the 'SQUARE ENIX' screen and the 2 Rectangle In/Out are used in transitions.
2007/07/10
- Removed the transparency function on the door until I learn more about pointers and arrays.
2007/07/09
- Updated the scripts so that the OAM register 0x6010000 is only updated when the person is moving as before, I just made the OAM change offset.
2007/07/08
- Added a load of functions that made the game MUCH better.
- Removed the 'WaitForVsync' and changed it to a wait for half Vsync as waiting for all of it tended to stuff up my maps.
- Added tile collision. The scripts for transparency is in the game however I don't use it yet. All the codes in it were taken from Visual Boy Advance by Forgotten after a HECK of a lot of playing around with it's 'BLDMOD' and 'COLEV' settings (Thanks for the tip Ethos, Tepples).
2007/06/24
- Made a pretty good engine that updates the sprite every 8 frames.
- Got rid of the 'WaitForVsync()' functions as it was only slowing down my game and tended to make the maps look WEIRD.
- Added a test function that if you go to the door, it makes the player transparent (just to test out the functi-on during game play).