Using "old sprites" mode skips part of game
drojf opened this issue · comments
In 5c63974 (in Nov 2016), the following code was committed
langjp「行くぜベアト。@/
langen:dwave 0, but_3e331:^"Here I go, Beato.^@/
textoff
se1 20
wait 200
se2 20
wait 200
se3 20
wait 1000
se1v 2,100
bg white,1
bg G1F_S1cP,0
;ld r,$BEA_WaraiA1,0
-ld l,$BUT_odorokiB1,2
+notif %is_old_sprites = 0 ld l,$BUT_odorokiB1,2
+if %is_old_sprites = 1 jumpf
+ lsp 882,c_e0103_wall,0,0
+ lsp 881,c_e0103_a,0,0
+ print 2
bgm1 53
(see 5c63974#diff-2294917ab8caed809b97634c8158249eL138017)
This code is missing a ~ after the jumpf, so it will skip to the next ~ that happens to be in the script.
I will hotfix just this problem right now, but if anyone feels like it, checking there are not any excessively long jumpf
would be a good sanity check on all our scripts (like, more than 50-100 lines)
Since we are phasing out the "old sprites via toggle" option (we will support it via asset replacement), in the future this won't be a problem.
Closing this since we've removed the sprite switching in-game entirely, leaving only the install-time switch.