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+++ DynRPG - The RM2k3 Plugin SDK +++
I would really like to see what you did there. Could you send me the project ( without maps and graphics, i only want to see event code )?
+++ DynRPG - The RM2k3 Plugin SDK +++
author=GhostRider
and finally around 93/97 battle event pages by yours truly.
Wait,... 93 pages in every monster group?
In Dark Sword we had 37 event pages in every group. I got it down to 2 Pages each calling only one Common Event with some clever refactoring.
+++ DynRPG - The RM2k3 Plugin SDK +++
Do you use the LinkToEventBugfix? Does it happen im combination with event commands that activate a switch?
My custom atb plugin is still under developement but my test version already delivers very undisrupted turn after turn execution.
Patience is good =p Sry right now i have no better answer.
My custom atb plugin is still under developement but my test version already delivers very undisrupted turn after turn execution.
Patience is good =p Sry right now i have no better answer.
+++ DynRPG - The RM2k3 Plugin SDK +++
In gauge layout, set system2 to an empty one.
All Windows can be moved in a plugin, but I don't know of one that does it.
All Windows can be moved in a plugin, but I don't know of one that does it.
CortiCustomCrit DynRPG PlugIn V0.6
+++ DynRPG - The RM2k3 Plugin SDK +++
I never had this kind of errors before, so i don't know which functions are influenced, but whenever i find something strange now, i know what to test first.
+++ DynRPG - The RM2k3 Plugin SDK +++
Today i learned something the hard way.
GCC compiler optimizations can corrupt some of DynRPGs functions.
Today i worked on my CustmCrit plugin and since DynRPG now has a function to call the rpg makers random number generator, i wanted to replace my seed-based version with that. For some reason i didn't unterstand, this did not work.
Once i put in debug message boxes, everything worked, saving the random number into a variable and everything worked. Removing the debug outputs and it was broken again. "Oh a heisenbug i thought.", and then i turned off compiler optimizations~ et voila it works fine again.
This little piece of code__attribute__((optimize("O0"))) put in the right place can prevent the compiler from optimizing into madness.
How do other developers deal with this? I'm not sure yet whats best. Disable all optimizations or just flag all dynRPG asm-calls.
GCC compiler optimizations can corrupt some of DynRPGs functions.
Today i worked on my CustmCrit plugin and since DynRPG now has a function to call the rpg makers random number generator, i wanted to replace my seed-based version with that. For some reason i didn't unterstand, this did not work.
int rnd = RPG::getDiceRoll(100);
if(rnd<=currentCritChance)
{
// The crit never happened at 50% crit chance.
}
Once i put in debug message boxes, everything worked, saving the random number into a variable and everything worked. Removing the debug outputs and it was broken again. "Oh a heisenbug i thought.", and then i turned off compiler optimizations~ et voila it works fine again.
This little piece of code__attribute__((optimize("O0"))) put in the right place can prevent the compiler from optimizing into madness.
// 2k3 function that gets a random number from 0 to maxValue
static __attribute__((optimize("O0"))) int getDiceRoll(int maxValue) {
int out;
asm volatile("call *%%esi" : "=a" (out) : "S" (0x403054), "a" (maxValue) :"cc", "memory");
// If maxValue is 20, by default, 19 is the actual max that will be returned by the function,
// so out+1 is returned below
// This also ensures 1 is returned instead of 0, to simulate actual dice rolls
return out+1;
}
How do other developers deal with this? I'm not sure yet whats best. Disable all optimizations or just flag all dynRPG asm-calls.
+++ DynRPG - The RM2k3 Plugin SDK +++
+++ DynRPG - The RM2k3 Plugin SDK +++
+++ DynRPG - The RM2k3 Plugin SDK +++
author=bulmabriefs144
There is no rush. My game is essentially done, so it would mainly be to get things to run better. Pepsi or you could work on it, even if it was three weeks later.
You are writing that there "is no rush", but your posting behaviour tells me something different. If you can wait, i might solve your problem in the future.
I'm working on a plugin that replaces the makers atb with custom atb calculations.
I want to include "atb", "turn-based" and "turn-based in agi-dependend order", which is required for my ctb-look-alike plugin.
It already works for my project, but getting it to work for me and making it resilient enought to deal with you people out there are different things and the latter is not the fun part. I can not even guarantee, that it will work.
It will probably take some weeks, or whenever i find time and delight for doing that. And maybe never, if it does not live up to my expectations.













