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> Used to track ideas for tools: > ##### LCFUsage > > * Generates a report where a specific Switch/Variable/CommonEvent/... is used. Useful for tracking down bugs. I wrote a...
Lazy reading incurs a branch on every read because you always have to check if it's loaded or not. Most things in the database are used frequently enough you'd want...
Reading everything twice is still pretty bad and fixing this could speed up significantly more. For large games like Heroes Realm and HH3, the in memory LDB is the biggest...
There is another missing chunk with keyinput proc. It doesn't save the number of frames waiting for keyinputproc to complete. Setup EV01 parallel ``` KeyInputProc: To Var1, Shift, Wait, Count...
That's a different issue which works on rm2k and rm2k3e. This one is because there is no `keyinput_wait_frames` chunk to store how long you waited for a keypress.
Scoped Variables and Switches ------------------------------- I don't know how exactly this would look, but I have (and probably alot of others do too) use cases for scoped variables and switches....
> Also the saving requires a refactor imo. Currently parts of the save/load logic are in Scene_Load/_Save. I dislike this. Could use some kind of "Game_SaveManager". #2015 is an attempt...
Test data could even be in a separate repo. I wouldn't want to pollute liblcf with game data either. At a minimum what you suggest might be ok. Or even...
I'm on the fence about this one. If they are truly not used at all by RPG_RT, then there isn't much value in adding memory for them to our structures....
Makes a lot of sense. I would suggest passing an encoding of "auto" into liblcf to trigger the auto detect magic.