-
Notifications
You must be signed in to change notification settings - Fork 196
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
BreakLoop is correct in Player but broken in RPG_RT #1442
Comments
I guess someone does. Also I think some patches fixed this (maybe destiny?) and I wanted to fix it too but didn't do it yet because I thought it'd need some kind of compatibility option for existing games. I think later this could really be a compatibility flag, and if you really have an exe analysis file some day it could determine it (and player-only games would of course have the correct behavior)... |
Well, we could do this as always: |
Maybe we need a compatibility mode with a --no-compatible command line argument. Maybe rpg_rt.ini support as well. Compatible mode would be the default. With that we reproduce all |
Related for a unified CLI and INI configuration: #627 |
Closed this in favor of #1486 |
There's an interesting bug that's present in both RM2K and RM2k3
RPG_RT
. I can reproduce it on the latest versions in steam.BreakLoop
doesn't work with nested loops. It always just jumps to the nextEndLoop
statement regardless of nesting.Consider the following code:
Anyone who has done any programming would expect to see "Goodbye" and then the code exits. But in
RPG_RT
this code will infinite loop on "Hello".I see that Player handles
BreakLoop
correctly, but being correct is not compatible withRPG_RT
.What should we do here?
I wonder if any game really relies on this broken behavior?
The text was updated successfully, but these errors were encountered: