EDIT: Another question, before I forget it. Can ASM handle multiplication algorithms such as "(value) multiplied by 0.00050"? I want damage formulas to be more complex so certain things don't fall out of use. This is namely with spells, because having a spell cause "16 + (base intelligence value) = damage" wouldn't mean much when your enemies have a defense rating of like 199, and the highest intelligence score a character can have is 99.
So, what is this problem I keep hearing about with grayscale flickering? Obviously, there is a lot of grayscale going on here:
I guess we'll have to include a driver update along with the game, in case anyone attempts to play it on models with said problem. Otherwise, I would really HATE to tone the grayscale down just to compensate for hardware problems.