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Scratch #1

Open
5 of 34 tasks
mateofio opened this issue Dec 25, 2019 · 0 comments
Open
5 of 34 tasks

Scratch #1

mateofio opened this issue Dec 25, 2019 · 0 comments

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@mateofio
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mateofio commented Dec 25, 2019

  • Test all event commands in battle using 2k3 common events

  • Face graphic battle vs map

  • Try buggy strength values to expose fog lower layer movement

  • Investigate optimizing sprite clones

  • Break inheritance from Sprite

    • Move GetVisible() to Drawable
  • abort_on_escape chunk

  • Don't clear foreground interpreter each frame. If show_message chunk was set by other, it should remain.

  • Test Get/Set stats with equipment overflow bugs

  • Verify sprite culling is correct for all drawables

  • Check performance of tile map

  • ComputeImageOpacity() why no vectorize?

  • Investigate SaveActorInfo::sprite_flags

  • Investigate interpreter behavior with self teleports

  • Refactor drawablelist ownership model

  • Move to resets player graphic

  • Resets frequency?

  • Resets through?

  • Direction Fix?

  • Anim?

  • Speed?

  • teleport vs scene calls

  • Remove global drawable list after transitions PR

  • Check fixup / setup code for incorrect lcf defaults

  • Do hex compares of save games in various contexts

  • Remove uses of Player::ResetFrame()

    • Suspend / Resume advance the clock
    • Startup do async loading?

Draw optimizations

  • Add bounding rectangles and clip

  • Pass in screen effects and apply them uniformly

  • Optimize Sprite for transparent bitmaps (empty events)

  • Refactor Scene_Battle::battle_actions to a class with invariants. Use ActionSelectedCallback for all times we append.

Transitions

  • Transition mosaic effect is not matching
  • Check if blocks effect is random or deterministic, match RPG_RT.
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