# TODO Notes of things found while playing through the fields that still have to be reviewed. ## Long pauses between messages in chrin_1b Some scenes in chrin_1b (the opening, and the ones after it) wait a long time between messages, so it looks as if the game had frozen. Not investigated yet. Suspects: - The script scheduling in `ScriptManager::Update`: a script that yields with `wait(0)` now lets the next script of its entity run in the same cycle. - The priority of the talk script, `INTERACT_SCRIPT_PRIORITY` in `EntityManager.cpp`. - The durations of `WAIT` and `script:wait` that the installer converts (frames to seconds). First step: play the scene with log level 3 and look at the time between the `dialog_open` and `Start script` lines. ## Background parallax `BGPDH` and `BGSCR` are converted, but the meaning of their values (ratio = distance / 4096, speed in 1/256 of a pixel per frame, sign of the speed) has not been checked against the original game. The far layer of mds5_4 has no such opcodes and still scrolls with the rest, and it is not known why it should not.