FF4 Advance The Return of Golbez GBA

From GameBrew
FF4 Advance - The Return of Golbez
Ff4demo02.png
General
AuthorRuben Nunez (AikenToAki)
TypeDemos
Versiondemo
LicenseMixed
Last Updated2007/07/31
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).

External links

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