Notes of things found while playing through the fields that still have to be reviewed.
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:
ScriptManager::Update: a script that yields with wait(0) now lets the
next script of its entity run in the same cycle.INTERACT_SCRIPT_PRIORITY in EntityManager.cpp.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.
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.