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- visible/noticeable optimizations:
- - double speed
- - 60fps OW + running shoes + gen 5 bike
- - instant text (maybe 2+ chars per frame as option?)
- - extra options (hold to mash, turning speed, page options menu)
- - faster vcopies (2bpp, 1bpp)
- - tilemap in 2 frames (note: find places where hCGBPalUpdate is set and the game relies on WaitBGMap being 4 frames to update palettes)
- - better decompression
- - set hVBlank to 2 during performance-intensive functions, possibly need to call AnimateTileset
- - optimized scrolling menu
- - optimized party menu
- - general removal of WaitSFX after button clicks
- - enable LCD interrupt only when necessary
- - optimized bill's PC (less intentional delays)
- - optimized saving
- - gen 5 party menu item use?
- - better name lookup
- - CopyTilemapAtOnce optimizations/SafeCopyTilemapAtOnce (possibly too complex)
- - better LoadMapPart? would require loading block tiles to banked WRAM
- - smooth HP bars
- - don't reload font tiles when closing StartMenu
- - removal/fixing of slow HDMA functions and unnecessary HDMA function calls (ReanchorBGMap_NoOAMUpdate calling _OpenAndCloseMenu_HDMATransferTileMapAndAttrMap following another call to _OpenAndCloseMenu_HDMATransferTileMapAndAttrMap, start menu loading fonts on close)
- data optimizations
- - compresed maps, collision, block tiles, OW sprites, menu icons
- - implied TextCommand_START, STRBF, sdone
- - code: better control code jumptable
- - compressing text (consult ax6)
- - removing mobile and GBPrinter
- - optional: removing mail
- - better sectioning of banked WRAM, SRAM optimizations
- - compressing misc tilemaps
- code optimizations:
- - stack farcall (note: use pfero's implementation?)
- - removal of farcall2/callab, use farjp/jpba
- - stack predef, general rst vector use
- - tail call removal
- - using more AddNTimes?
- - better RTC (resetting RTC offset)
- - only use sScratch for pics
- - jp -> jr? general homebank savings with stack bank functions (maybe not RST packing)
- - better OAM DMA, maybe protect OAM DMA hax by copying the OAM DMA function each frame
- - single byte specials
- - better options menu?
- - 16bit mult/divisor/general accuracy calculation improvements (breaks compatibility lol)
- script features/optimizations
- - general dynamic script commands
- - script conditionals
- - hram script vars, script halfword
- - killsfx (slightly buggy), array support, cmdwitharrayargs, scrollingmenu, scriptstartasm
- - inverted flags for bg events
- - better signposts (w/ new sign types)
- - added object event types (e.g. text NPC)
- - remove end after jumpstd
- - general cleanup (removing redundant/unused commands)
- - scrolling menu
- features
- - smooth fadeouts/fadeins
- - VWF
- - customization menu? rather want it to be unique to prism
- - better pokeball animation
- - DED cries
- - expanded pic animation
- - tied with sectioning of banked WRAM/SRAM better
- - all the """minecraft""" items (meh)
- - bitbased reusable TMs
- - poke ball icons in menu
- - better poke ball formula
- - damage refactor (consult ax6)
- - graphics?
- - 300 step max repel
- - time HUD
- - trainer card
- - arbitrary starting landmark for non-default regions
- - field move pic + sprite anim
- - fixing RTC so that the base RTC offset updates on save and RTC itself is reset
- - calendar system?
- - metric units (consult ax6)
- - PP Ups on 40 PP go 48/56/63
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