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Use gamecache to load data via Preloader #7
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This means we use StoreString etc. to do stuff in the Preload file and not that we actually modifiy a gamecache file directly (allthough that could be fun).
Previously Interpreter#_exec_globals would run until the context became zero but i don't think this was ever possible as the code generated for globals never had any kind of `ret` instruction or alike in it. So now we simply loop until the instruction becomes zero.
my fault
log:
after change
going to try if adding edit: |
test for modify gamecache file on 1.26a:
cons: some features might possible to add if modify gamecache directly (if patch 1.33+ didnt cache |
by using by using
by default 1.26a OP limit is 300000 |
There are many interesting possibilities when using gamecache. The greatest point to me is to remove the dumb difference when compiling jhcr. But also that -- ignoring the op limit -- we can now load bigger chunks without worrying about running out of ability ids. |
Based off of #6
I tested this under patch 1.33. But the
FlushGameCache
line doesn't work under 1.33. Does it really work under 1.26?