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Actually, I think that's just a design difference, the resolution of PSX is different than PC, that's why the font and menus are different. As you can see, there's a lot more space for the "M" and "E" to be defined in the PC version, and the numbers are much different and less SNES-esque like the original. So I wouldn't say that it's upside down, it's just making use of the 480p resolution that PC had.
Now, I'm actually an enjoyer of the more pixelated PSX style, but I also appreciate PC just being more of a upscaled version of PSX while retaining its style in UI and font [for the most part]
There's also an interesting difference between the Japanese version and the Western releases, the battle UI is different.
No, it's really just upside-down. Here's a comparison where I've isolated the filled bars by removing their frames.
I actually tried tracking down the graphics for these bars, but I could not turn them up. It was only after doing these comparisons that I realized... the bars are achieved using two quads with vertex colors. So this can't be fixed by simply flipping images — This probably requires a code fix, or possibly even model fixes if they aren't just generated at runtime.
This one is just funny: The graphics used for "filled" bars have been upside down this entire time.
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