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{{#seo: |title= (Demos) - GameBrew |title_mode=append |image=ff4demo2.png |image_alt=FF4 Advance - The Return of Golbez }} 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). ==External links== * GBADev - https://www.gbadev.org/demos.php?showinfo=1354 [[Category:GBA homebrew games]] [[Category:GBA homebrew demos]]
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