Welcome back, the CgBI decoder is up and loading the assets wonderfully, see-

I am currently rendering text on it which is too close to be completed too. The text is rendered like this
I have already ported the required infrastructure for the hint system that includes methods like setSeenScreen and hasSeenScreen which, as their names suggest, sets the screen to true and tells if the screen is set respectively. It tracks that using a boolean array _seenScreen. Similar methods and array are there for the hint answers too. The hint lookup table is almost completed too. You’ll see that in the next blog.
Once the hint system gets implemented, I will most likely be moving to the implementation of the intro and outro videos. After that, I’ll implement the audio.
There’s hotspost too which is yet to be implemented. So, I’ll have to do that too. See you next week.
Thanks for reading 🙂

See the questions at the top. When we talk to the NPCs, a list of questions in this form appears. We have to select a dialogue from this list.
See the cursor at the right edge of the window? That is the exit. But when I clicked on it, it hit
So naturally, just like with the main game screen, we let the menu to build its 8 bit layout but merge it before rendering.
Currently, as you can see, there’s a transparency issue in the icon that I am trying to solve at this moment. Coming back to the inventory, the first item inside the inventory is joey’s circuit board just as it is in BASS. Same goes for the bar which is used to open the ‘FIRE EXIT’.
You can see the inventory items in the images above.
Thanks for reading 🙂