There's a reason why I'm not revealing any gameplay yet (aside from the fact that I'm still working on mechanics, haha). Trying to get some hype built up.Mugi wrote: ↑Sun Feb 17, 2019 4:07 pmthe chrono trigger clock simulator for nes. Im in!
just kidding, this looks really cool, but it really also works as a teaser, because the screen practically gives no indication whatsoever of what kind of game it is or what is it about.
as for the fades, i've started looking into that but im not really sure how it works yet either.
there's a macro in the code base called beginfade.asm which takes a whole load of arguments to do things, some set in constants and some not, and what's in constants/zeropage for this, seems to be disabled (atleast in 4.1.4) so i dont think it's operational as it is without some further poking.
Joe showed off the beginfade macro in a pre-release video, but it seems he disabled that functionality from day 1 since it probably took up too much ROM space.