Trying a new resolution technique. It is 640x480 standard. In the game render itself, I am drawing 96 pixel thick bars on top and bottom. I enjoy the effect.
Will be posting an update very soon. I already have the player persistenecy figured out perfectly. So, on my end, the player can now go from room to room while maintaining their current "state"(jumping, moving, jump attacking, or getting hurt) just as in CV II.
I also fixed the two known bugs. Ended up being that multiple objects of the player were being created on the ground that were not supposed to be created(or the previous ws supposed to be destroyed). It is due to how I am tackling this engine: instead of one object of the player that gets 3000+ lines of code like my SotN engine, I broke it down to objects that perform each task but are tied to a single parent player object which itself is tied to a general actor parent.
I enjoy the control alot more as I tweak each object as I need to. In order to fix the multiple instances, I looked into when it is happening: only happens on the ground "randomly". So, I wrote some code in the HUD controller that checks to see if there are every more than 1 player parent instances. If there is, destroy them all after getting x,y,and image_xscale values, then it creates a single objPlayerIdle with those temp values applied to it. Seems to be working great. The player would never know as you never see the idle frame if you are still moving or attacking or whatever.
Of course, if someone played on a pc that never got 60 fps, they might see it.

Anyway, looking to add some to the pause meny before I post my updated version.