M

Results 110 comments of M

Test Cases 27 - Messages and death ------------------------ EV01 parallel ``` Msg: hello ``` EV02 parallel ``` Change HP -9999 party allow death ``` Result: Message box appears briefly, then...

Test Cases 28 - Messages vs Level Up ----------------------------------------------------- EV01 parallel ``` Msg: hello ``` EV02 parallel ``` ChangeLevel Party +99 Show message ``` Result: Behaves correctly "Hello", waits for...

This was also noticed in #2133 for battle gauges. Leaving a note here

It's been a year and I'd like to revisit this. It looks like GCW Zero has experiment support for gcc6 https://boards.dingoonity.org/gcw-development/gcw-zero-toolchain-for-windows-(cygwin)-2013-10-04/ This post was from 4 years ago. It seems...

I thinking for this one. Maybe the optimal solution is: 1. In z order render all drawables that are affected by flash, without the effect, until the first one that...

Thinking about it further, we could extend this to a general settings menu * Remap controls * Video options * Audio options I would make it available from: * TitleScreen...

The `OpenVideoOptions` command behaves async. It suspends the game, pops up the dialog, and then resumes the game. If we want strict frame compatibility we would need to mirror it....

We could get away with not using async for this. Another approach could be to just set a flag when the video options menu is requested by an event, and...

I'd have to call the video menu and then the battle immediately after. In order to preserve the frame timing. That also adds edge cases we would need to handle....

Cherry's example is a good one to consider. Not just battle, but also any other scene call. If we have to add hacks to handle 2 scene calls without advancing...