Add tile table to readme

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Luke Hubmayer-Werner 2023-08-15 14:03:39 +09:30
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@ -74,6 +74,11 @@ A reimplementation is a lot of work compared to a romhack for small changes, so
The first, most immediately noticeable, and hardest to achieve with romhacking change, is increasing the display resolution. The SNES and PSX versions of FF5 use a title-safe region of 240x208px, or 30x26 8x8px tiles. The GBA release is stuck with a noticeably smaller 240x160px (30x20). Later SDTV titles on the PSX like FF8 likely used 320x240px (40x30). The first, most immediately noticeable, and hardest to achieve with romhacking change, is increasing the display resolution. The SNES and PSX versions of FF5 use a title-safe region of 240x208px, or 30x26 8x8px tiles. The GBA release is stuck with a noticeably smaller 240x160px (30x20). Later SDTV titles on the PSX like FF8 likely used 320x240px (40x30).
Chocolate Bird currently targets 384x240px (48x30) as a base resolution, as this has good integer scaling factors for 720p, 1920x1200, 1440p and 2160p displays. 1080p is the only common resolution that has to settle for more black border (1536x960px at 4x scale). 640x360px would have been nicer for that, but it was a bit too massive for FF5. 384x240px gives 15% more rows than SNES/PSX and 50% more rows than GBA, and 60% more columns than them. This is a considerable bump in how much can be shown on-screen, fitting more closely to modern displays, and allows for UI redesigns that can cut back on the menu diving of the original. Chocolate Bird currently targets 384x240px (48x30) as a base resolution, as this has good integer scaling factors for 720p, 1920x1200, 1440p and 2160p displays. 1080p is the only common resolution that has to settle for more black border (1536x960px at 4x scale). 640x360px would have been nicer for that, but it was a bit too massive for FF5. 384x240px gives 15% more rows than SNES/PSX and 50% more rows than GBA, and 60% more columns than them. This is a considerable bump in how much can be shown on-screen, fitting more closely to modern displays, and allows for UI redesigns that can cut back on the menu diving of the original.
| Platform | SNES/PSX | GBA | FFVIII PSX | Chocolate Bird |
| :----------------------: | :------: | :---: | :--------: | :------------: |
| Title-safe tiles (menus) | 30x26 | 30x20 | 40x30 | 48x30 |
| Expanded tiles | 30x28 | 30x20 | N/A | 48x30 |
### Font ### Font
Following on from this, the default font is slightly taller than the original RPGe english menu font. It is a clone of "Chicago", an old Macintosh system font which was used for the english version of FF6 on SNES (released as "Final Fantasy 3" at the time). The capital letters are 9px tall, while underhangs are 1-2px below the baseline and some characters go 1-2px above the ascent, for a total of 13px height. The original used 8px glyphs for menus, and slightly taller for dialog - in fact, the RPGe dialog font is practically identical to Chicago! Naturally, this means all menu text will take up more height than the original, taking back some of that 15% screen addition. It's a nice font though! Following on from this, the default font is slightly taller than the original RPGe english menu font. It is a clone of "Chicago", an old Macintosh system font which was used for the english version of FF6 on SNES (released as "Final Fantasy 3" at the time). The capital letters are 9px tall, while underhangs are 1-2px below the baseline and some characters go 1-2px above the ascent, for a total of 13px height. The original used 8px glyphs for menus, and slightly taller for dialog - in fact, the RPGe dialog font is practically identical to Chicago! Naturally, this means all menu text will take up more height than the original, taking back some of that 15% screen addition. It's a nice font though!