[Bug][P][✓] Break after merged frames

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GanonZD
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[Bug][P][✓] Break after merged frames

Post by GanonZD »

DescriptionThis bug appears if two frames are merged, and the first one contains a "wait" period. The problem is that the V5 and V6 players appear to handle this situation significantly differently. In V5, the "wait" period is carried out after the last of the merged frames, while in V6, it takes place between the frames.

How to reproduce:
  • In the V5 editor, create three frames with some text, and merge the first two.
  • Give the first frame a "wait" period of, say, 500.
  • Play the trial in the V5 and V6 editors, and compare the result.
Example links: V5 version, V6 version.

EDIT: This was supposed to be in the V6 folder. :-)
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Meph
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Re: [Bug][P] Break after merged frames

Post by Meph »

The converter will need to move the timer to the last frame of the merged frames. However, that will be tricky to implement.
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Re: [Bug][P] Break after merged frames

Post by GanonZD »

It will indeed. But it will have several consequences if not corrected, since this effect is used in many intros, including that of Turnabout Tomorrow. When played in V6, the intro suddenly just stops, and the proceed arrow is displayed. ;-)
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Re: [Bug][P] Break after merged frames

Post by GanonZD »

Actually, I want to show why this bug is relatively serious: It completely changes the game flow of many trials, particularly during intros. Compare Turnabout Tomorrow in V6 with the same trial in V5. In V6, the intro is suddenly paused until the player presses the "->" button; this was not the case in the V5 version. In fact, many things work differently in V6; text noises appear while the Pre-Loader is working, and the Pre-Loader looks different than in V5.

EDIT: Also, some typing sounds appear when they're not supposed to.
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Re: [Bug][P] Break after merged frames

Post by Unas »

This bug should be fixed by the last update I made to the V6 beta.

The player supports the V5 way of doing things (using the wait timer of the first frame of the merged sequence at the end) for imported trials, but the editor enforces the new, more logical way (setting the wait timer on the last frame of the sequence) for new frames.

From now on, a frame with the "Merge to next" option ticked will not be able to trigger a wait timer.
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