M

Results 38 issues of M

Most move commands are just a single 1 byte integer index. Our `RPG::MoveCommand` contains 4 `int32_t`'s and a `std::string`. On amd64 linux, `sizeof(RPG::MoveCommand) == 56`. That's a 56x overhead for...

Performance

When we read `RPG_RT.ldb` we can read the chunk sizes and actually compute the entire size layout of the database. 1. Read the chunk sizes of the database to quickly...

Performance

We should use #242 it to setup an automated test suite with jenkins. This will enable us to make deep refactors to liblcf and have confidence we didn't break the...

Building

I was thinking about how to optimize the parsing code. I had the following ideas for things to try. - [ ] Use a tuple based approach for Fields The...

Performance

We should add a test to our test game that plays a BGM and SFX with all interesting variations of audio formats. I would suggest encoding the same song in...

Audio
Tests

Trying to build Editor is painful with respect to trying to find all the dependent Qt packages. It would be nice if we had a build script here for Editor...

Do frame grab of Mosaic transition effect and you'll see our algo is slightly off in how it chooses which pixels to blow up. Not enough for players to really...

Transitions
Graphics

Add better debugging support to the interpreter. - [ ] Event Type: None, Map, Common, Battle - [ ] Map Event Id, Page Id - [ ] Common Event Id...

Enhancement