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Dynamic character loader #91

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maxim-zhao opened this issue Oct 23, 2022 · 2 comments
Open

Dynamic character loader #91

maxim-zhao opened this issue Oct 23, 2022 · 2 comments
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@maxim-zhao
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Idea for 3.0...

  • Never load a font at all by default - menu borders only?
  • When we want to draw a character, we load it to VRAM if not already there, and start ref counting
  • When we hide something, we decref and recycle the VRAM slot when it gets to 0

This would (theoretically) allow us to have nicer fonts with more than the current 70(ish) character limit and avoid the use of tile flipping to work around this limit. However a few tricky cases arise:

  1. The name entry screen needs to show them all. However as there's literally nothing else on this screen, we can extend the available VRAM slots.
  2. The save game listing has user-generated text that could exceed the normal font region. However it's only accessible from the title screen and in-game non-battle menu, so maybe it can use the sprite space for more font tiles? Is there any place with a sprite that you can save, e.g. next to the Laerma berry tree?
@gensakudan
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Is there any place with a sprite that you can save, e.g. next to the Laerma berry tree?

As long as you can open the camp menu, you can save, so yes.

@maxim-zhao
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More ideas for degradation:

  • Have "secondary" characters for some cases - e.g. accented letters degrade to unaccented - so if we run out of space, we start killing accents (picking the least used)
  • Or just start showing "?". If the player has adversarial save names, that's what they get.

@maxim-zhao maxim-zhao added this to the v3 milestone Oct 25, 2022
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