I updated
Super Tilt Bro., added
Ralph 4 and
Lunar Limit, fixed patch processing in the builder, re-fixed autosubmulti's mirroring output, and began a refactor of game launching toward better RAM clearing and better separation of mapper-specific code. I also ran a check that all games at least boot.
infiniteneslives wrote:I don't feel that works which require licensing of that nature are fitting for the action53 project.
I was being a bit facetious to preempt others who would be similarly facetious, but thank you for clarifying policy about what INL does and doesn't want to handle. Now I have a post where I can point others who include unlicensed proprietary material in their entries.
dustmop wrote:tepples wrote:New build.
Twin Dragons doesn't load at all for me in this build.
I noticed this too today when I was testing a refactoring related to RAM clearing. The cause was that this game sets the outer bank, which is fine (and desirable) alone but needs to be patched out when it's included in a multicart, and I made a mistaken change to a part of the builder that processes patches.
dustmop wrote:We should provide our own title screens, yes?
If you're referring to the picture displayed to the left of the game list or game description, preferably a representative in-game screenshot.
dustmop wrote:Looks like 3 colors, 56 tiles, drawn using sprites, correct?
Screenshots are 3 colors plus transparency, which is black. The builder assumes the
same palette used by savtool.
dustmop wrote:Seems like the other 3 sprite palettes are unused. Would it be asking too much to use those as well?
One other sprite palette is used: the one for the arrow pointing at the tab for the active pane. As for making use of those two other sprite palettes, for a total of three, that might require changing the builder to allow manually specifying the palettes for each screenshot.