09-18-2012, 12:20 PM
Well, that was interesting. I tried out a console script to have a console in the background, so I could alert to things happening without the need to be interrupted by alert dialogues. I used this to try and work out the lag I was rambling about on IRC.
Turns out while the main actor command menu would only update on keypresses... it would suddenly update at high speeds when it was inactive. I have no clue why this was. I'm just going to blame the SDK's auto-refresh system. Fixed it by creating a menu antilag, that returns from help updates if a variable (100, 200 or 300 + index) was still the same (as well as the Input.dir4 check for the main commands).
On the VXAce poking front, it turns out it doesn't let you use resolutions higher than 640 x 480. My XP project is 734 x 416. I tried out Goldaryn's resolution script with Ace and weird things happened. The in-game images all stretched. The window didn't seem to want to budge past 640px, but the graphics were stretching. And there was no lag, it was just... stretched. So... was it stretching the rendered screen or something? (As opposed to the individual elements evenly.) I'm probably not using the right words here...
All these distractions, I don't know what I was originally working on in my code. ... I think I was about ready to think of skill and item names and get to databasing. Then, when the Etrian Odyssey-inspired idea came around I started wondering about emulating dice. Yes - rand is a thing. But I wanted to make something exploitable. I later learnt about seeds and the way RNGs actually worked. However, because RMXP uses rand everywhere and resets srand every time, I'm not sure how to create a single, exploitable rand(20).
I need to work out how to make a face-cut-in effect for ultimate attacks too. Then maybe... I can... should get to that databasing.
Turns out while the main actor command menu would only update on keypresses... it would suddenly update at high speeds when it was inactive. I have no clue why this was. I'm just going to blame the SDK's auto-refresh system. Fixed it by creating a menu antilag, that returns from help updates if a variable (100, 200 or 300 + index) was still the same (as well as the Input.dir4 check for the main commands).
On the VXAce poking front, it turns out it doesn't let you use resolutions higher than 640 x 480. My XP project is 734 x 416. I tried out Goldaryn's resolution script with Ace and weird things happened. The in-game images all stretched. The window didn't seem to want to budge past 640px, but the graphics were stretching. And there was no lag, it was just... stretched. So... was it stretching the rendered screen or something? (As opposed to the individual elements evenly.) I'm probably not using the right words here...
All these distractions, I don't know what I was originally working on in my code. ... I think I was about ready to think of skill and item names and get to databasing. Then, when the Etrian Odyssey-inspired idea came around I started wondering about emulating dice. Yes - rand is a thing. But I wanted to make something exploitable. I later learnt about seeds and the way RNGs actually worked. However, because RMXP uses rand everywhere and resets srand every time, I'm not sure how to create a single, exploitable rand(20).
I need to work out how to make a face-cut-in effect for ultimate attacks too. Then maybe... I can... should get to that databasing.