Identify a lot of fields and fix a bug when loading actor sprites #132
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| @@ -909,7 +909,8 @@ SaveVehicleLocation,flash_current_level,f,Double,0x54,0.0,double | |||
| SaveVehicleLocation,flash_time_left,f,Integer,0x55,0,int | |||
| SaveVehicleLocation,unknown_65,f,Integer,0x65,0,? | |||
| SaveVehicleLocation,original_move_route_index,f,Integer,0x66,0,Index of custom move route | |||
| SaveVehicleLocation,unknown_6a,f,Integer,0x6A,0,? | |||
| SaveVehicleLocation,remaining_ascent,f,Integer,0x6A,0,From 0 to 255 - In flying vehicles, remaining distance to ascend | |||
| SaveVehicleLocation,remaining_descent,f,Integer,0x6B,0,From 0 to 255 - In flying vehicles, remaining distance to descend | |||
fdelapena
Mar 13, 2015
Contributor
Lines 912, 913 and 1039 have extra "," in the comment column and breaks GitHub parser for web visualization. They could use ";" instead.
Lines 912, 913 and 1039 have extra "," in the comment column and breaks GitHub parser for web visualization. They could use ";" instead.
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I'm going to add 2 more unknown chunks. You can find System.unknown_61 in the RPG_RT.ldb of El Gofre Misterioso and SaveEventData.unknown_04 when leaving unfinished an event called from a parallel common event (I hope it'll make some sense soon). |
Ghabry
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Mar 15, 2015
Identify a lot of fields and fix a bug when loading actor sprites
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This will conflict with the current EasyRPG Player, because SavePartyLocation.original_move_route_index has been renamed to SavePartyLocation.boarding.
If you have an event with the commands
-Key Input Proc
-Open save menu
Those SaveEvents.keyinput_something fields will be activated. If the event was a parallel process, that information will be in SaveEventData.keyinput_something fields. However, I still don't know what is all that for. Redundant data? Or maybe it tells us more about the inner workings of the original interpreter?