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Project preview: Comments/suggestions/testing welcome

#8
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Yeah, I did a last minute switch at the opening, of the graphics and palette... Then left the character data. Honestly, the portraits should have been backwards too.

I seem to think save states and active long event action queues don't get along well. During the battlefields, you might have 3-6 action queues, each anywhere between 65-105 bytes long, running at the same time (no "wait until complete" flags). It might be restarting any active queues, from where ever the character is when the state is loaded.

Regardless if that's right or not, the only safe place to load a Save State (with no event queues started) is at the black screen where the moogle ask if you need an explanation on 3-party battles.

Mainly (even in vanilla) because its between that and the battle starting that all the characters, positions, and bits are set, all event action queues are started and basically things get hectic. I didn't care for the teleporting back to the track thing, but it was the only way to even attempt to mitigate anything getting them off their route and out of the walls, and still not guaranteed.

And yea, your right about the green "brawler" line, but that would almost make the green uniforms... Conscripts?

Browns are to common to be officers, "sergeant" at most.

Patch updated.

Vicks and Wedge (should) be straight now with dialog (in and out of battle) as well as portraits, names, faces.... All that gobbelly goo.

Ghestal in flashback, fixed.

Typo in Vicks' dialog, yep.

Save screen... Oh that's gonna take a minute, for several reasons.


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Messages In This Thread
RE: Small mod, need input/testing - by C-Dude - 08-01-2022, 04:30 PM
RE: Small mod, need input/testing - by Catone - 08-01-2022, 08:46 PM
RE: Project preview: Comments/suggestions/testing welcome - by Catone - 08-04-2022, 08:22 AM

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