Thank You for your continued support and contributions!
Bugs:All Targets:CCW is borked, looks like the wrong stride, can be seen on the sim.
Starting the plugin and choosing "quit" without starting a game and then starting the plugin again and choosing resume game causes a panic, this can be fixed by setting a bit to tells us if a game has been played first before saving, if not don't save
1) I really hate the "quit" with the hidden extra save first then quit functionality, and even if it was changed to say "save and quit" I would much prefer just a "save" and "load" option with a "quit" that only quits. Even with only one slot. My beef being, when I'm past a difficult area, I'm forced to "quit" in order to save, and start up the plugin again and go set my settings again then resume my game. Also when I want to load a save and I have to "quit without save" so I don't over write the old one and start it again to load my save then its back to settings so I can set my preferred options again before playing. It's all very unnecessary and frustrating, I don't really see the appeal of it the way it is now. If it's ok with you, I'd like to rework it.
3) We need to set the lcd timeout to "off" so the screen stays awake, it is a cinematic experience after all, and then set it back when we exit.
4) Even on a fast player, the game play feels sluggish if the fast mode is not on, and then most times that's to fast, maybe we can adjust the "normal" speed to say 10% faster. About 15-20 fps seems more suited to a natural game play feel. I know players can do it, the "fast" mode is just to fast, if only it had a "medium speed" setting
But if Franklin doesn't stop clobbering Gerrit and if he doesn't start with the latest code, in the most recent task, every day before he starts working, and if he doesn't learn to wrangle git into keeping his local branches _some what_ resembling a source control managed repository of changes. Then I give up!
But seriously dude thanks for all the hard work It's almost "ready" but get the branch looked at it's clobbered
I had an idea, what if when scaling is off on small screen targets, we set the framebuffer to start at the corner of the x y position where the code lives on screen. So it will be real BIG and visible.
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