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FIQ
Member
Posts: 5

The current amount of scripts (as of v206) is 467/499. Are you aware of this?

May 4, 2013 at 8:10 PM Flag Quote & Reply

FIQ
Member
Posts: 5

A bit of elaboration:


Scripts: 467/500

Entities: 2937/3000


I see that there's not much more work to be done (I assume?), but you WILL be hitting limits very soon.

May 4, 2013 at 8:22 PM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

Yeah, we're already aware of all the limits. I noticed the 400+ scripts and we already hit hard limits with warp tokens, conveyors, etc. Also, we ran out of flags.

May 5, 2013 at 5:04 AM Flag Quote & Reply

FIQ
Member
Posts: 5

Dav999 at May 5, 2013 at 5:04 AM

Yeah, we're already aware of all the limits. I noticed the 400+ scripts and we already hit hard limits with warp tokens, conveyors, etc. Also, we ran out of flags.

Flags can be optimized, in exchange for a higher amount of scripts. And you're running out of these too so...

May 5, 2013 at 8:56 AM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

FIQ at May 5, 2013 at 8:56 AM

Dav999 at May 5, 2013 at 5:04 AM

Yeah, we're already aware of all the limits. I noticed the 400+ scripts and we already hit hard limits with warp tokens, conveyors, etc. Also, we ran out of flags.

Flags can be optimized, in exchange for a higher amount of scripts. And you're running out of these too so...

And we may try to change some flags into temporary ones... The only unused flags btw are two temporary flags. As far as I know, we never use more than 5 temporary flags at the same time, so we may just make the temporary flag range 90-94 so we can clear 5 flags...

May 5, 2013 at 9:06 AM Flag Quote & Reply

FIQ
Member
Posts: 5

Dav999 at May 5, 2013 at 9:06 AM

FIQ at May 5, 2013 at 8:56 AM

Dav999 at May 5, 2013 at 5:04 AM

Yeah, we're already aware of all the limits. I noticed the 400+ scripts and we already hit hard limits with warp tokens, conveyors, etc. Also, we ran out of flags.

Flags can be optimized, in exchange for a higher amount of scripts. And you're running out of these too so...

And we may try to change some flags into temporary ones... The only unused flags btw are two temporary flags. As far as I know, we never use more than 5 temporary flags at the same time, so we may just make the temporary flag range 90-94 so we can clear 5 flags...

Also, there's a bug currently with Verisix in the teleporter room, in which he stays after the cutscene (intended I guess), but disappear once you choose destination. Yes, this is the same bug that made Vitellary disappear in my own level during some cirumstances.


A bugfix to this would require 8 of the temporary flags if done the same way. This *can* be reduced to 4, but this would make the bugfix need twice as many scripts (which are also scarce right now).


So I suggest altering the cutscene somewhat, making Verisix disappear by teleporting afterwards, I think this is the way to go.


Also, according to --FLAGS--, flag 13, 14, 16, 40, 41, 42, 45(?), 46, 47, 48, 49, is unused.


Also, many of the flags listed seems like they would work just fine as temporary flags, see 86 for example.

There's also some flags used for, for example in the initial lab level, various phases of the Valso scene. Something that would be possible is to, after all this is done, set a flag marking "lab is done", and then you can re-use the Valso flags. There are tons of examples like this. Flags should not be an issue, some flags can be shaved off without even increasing the amount of scripts (see the above example).

This would break the level horribly if you're doing sequence breaking, though. But otherwise there's no issues with stuff like this.


I haven't looked into the scripts too much, but I have a big feeling you could optimize several of them.


The keycards should be able to be optimized heavily. Currently, one flag per keycard is used. The nature of the cards is to be aquired cronologically, I think (if I understood correctly), and thus you only need 4 flags (used as a 4-bit integer). However, this would complicate keycard checks, and it's possible that it would end up using too many scripts instead. If script amount wouldn't be a problem, 6 flags can be shaved off apart from the ones listed above.

May 6, 2013 at 10:51 AM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

Don't look to --FLAGS--, it's not accurate.

This is the list of used and unused flags:


According to the same tool, we have 469 scripts, not 467. That means we can only make 30 more scripts.

May 6, 2013 at 11:02 AM Flag Quote & Reply

Dav999
Site Owner
Posts: 249

We have 477 scripts right now, so there's only room for around 22 more scripts.


And ALL flags are used now, but at least I fixed vita3 and vaelyndialogue (the latter with a temporary flag workaround but at least it didn't require another flag. The former uses flag 97 as a normal flag!)

May 7, 2013 at 9:45 AM Flag Quote & Reply

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