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Timers are not frame accurate #1702
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Test Cases 1 - Basic Timer Operations
Result:
Result: Timer stays active forever with "00:00" RPG_RT bug?? ❗
Conclusion:
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Test Cases 2 - Timer conditionals
Result: No Trigger
Conclusion
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Test Cases 3 - Multiple timers
Result: timer 1 shown in upper left, timer 2 in upper right.
Result: timer 1 shown in upper left
Result: timer 2 shown in upper right |
Test Cases 4 - time visibility on start
Result: Timer is visible when map fades in
Result: Timer appears after fade in |
Test Cases 5 - when is
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* Refactor interface to be more user friendly * Frame accurate timer behavior See EasyRPG#1702 test cases * Fix : visibily to use timer frames, so that it is save game compatible.
Fixed by #1701 |
* Refactor interface to be more user friendly * Frame accurate timer behavior See EasyRPG#1702 test cases * Fix : visibily to use timer frames, so that it is save game compatible.
Can't remember if this was Celestial Silfate Story but one game also had a flickering timer (which was then fixed), good for a regression test. |
* Refactor interface to be more user friendly * Frame accurate timer behavior See EasyRPG#1702 test cases * Fix : visibily to use timer frames, so that it is save game compatible.
* Refactor interface to be more user friendly * Frame accurate timer behavior See EasyRPG#1702 test cases * Fix : visibily to use timer frames, so that it is save game compatible.
We don't run timer updates at the right time. As per Cherry:
Also I did some quick test and saw that our lsd chunks for timers are not frame accurate.
In HH3, I noticed some case where I would load an RPG_RT save game and the timer would appear with "00:01" when it shouldn't.
Leaving this issue as a placeholder to investigate timer behavior and setup test cases.
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