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Revert removal of dungeon summary menu Take #2 #1680
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N64 res is a little rough. Can you show me what all of the numbers look like? |
In particular I'm curious about how the 3 looks next to an 8, and maybe 8 & 9 too. What does this PR do to the d-pad menus? Are they still around? Are they disabled? Is there room to add a little bit of black space or maybe even a line or something underneath certain rows? Like for example adding a little bit of space between Jabu and Forest and between Spirit and BotW might improve readability. |
D-Pad menu is untouched. |
As-is, 0's and 8's are hard to tell apart: Changing the 0's to capital O's, it's clearer and doesn't look odd: For comparison, the d-pad key menu (unchanged): Also note that my capture card is darker than the TV image. On my TV the 5, 7, F, T, and I all have clear top lines instead of looking like they are chopped off. |
Yeah, the O is thin enough that it still looks like a 0, It'd make sense to change it to that (although if you do then you should change it for the other menu too for consistency) |
Re-opened after consensus on the ootr discord.
Add the A button menu back into the game. Overall size is shrunk to better fit on screens with overscan. This includes a check to remove dungeon reward icons from the summary if mixed entrance pools is a valid option and Boss type entrances are mixed.
Having one screen with all of the info is more convenient than three submenus. It is also easier in my opinion to hold the A button than a specific d-pad direction.
Tested on PJ64, N64, and Wii VC.
This also includes a minor fix to prevent the d-pad icons from flashing between the boots and dungeon icons when equipping items on C buttons. D-pad boots/ocarina inputs on pause/unpause are preserved.
Menu with at least one entry in every slot:
Text legibility on N64: