You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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:
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.
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?
The text was updated successfully, but these errors were encountered:
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.
Idea for 3.0...
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:
The text was updated successfully, but these errors were encountered: