[RGSS Accuracy]: if argv[1] contains 'debug', 'test', or 'btest' set variables in ruby. #190

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opened 2018-01-16 04:19:44 +00:00 by hanetzer · 2 comments
hanetzer commented 2018-01-16 04:19:44 +00:00 (Migrated from github.com)

In RPGXP, playtesting a game via the 'Playtest' green arrow button runs Game.exe debug,
which sets $DEBUG = true within the ruby context. Using the battle test runs a similar cmd,
Game.exe btest, which sets $BTEST = true which hijacks Scene_Title to run the battle
test.

It would probably be best to define guard this with NDEBUG so as not to work in release
builds of games.

Apparently XV/Ace does Game.exe test and sets $TEST = true.

This should be a simple change in src/main.cpp#L220 or so; I would do it myself but I'm
not sure how manipulating argc/argv would trickle-down alter further behavior down the
pipeline.

In RPGXP, playtesting a game via the 'Playtest' green arrow button runs `Game.exe debug`, which sets `$DEBUG = true` within the ruby context. Using the battle test runs a similar cmd, `Game.exe btest`, which sets `$BTEST = true` which hijacks Scene_Title to run the battle test. It would probably be best to define guard this with `NDEBUG` so as not to work in release builds of games. Apparently XV/Ace does `Game.exe test` and sets `$TEST = true`. This should be a simple change in src/main.cpp#L220 or so; I would do it myself but I'm not sure how manipulating argc/argv would trickle-down alter further behavior down the pipeline.
Ancurio commented 2018-01-16 04:32:29 +00:00 (Migrated from github.com)

I'm confused; when would you ever launch mkxp.exe passing those parameters manually? Or is that what you want, to have mkxp recognize them and act accordingly?

I'm confused; when would you ever launch mkxp.exe passing those parameters manually? Or is that what you want, to have mkxp recognize them and act accordingly?
hanetzer commented 2018-01-16 05:20:40 +00:00 (Migrated from github.com)

You would not do it manually, but if you're using mkxp along with an existing maker
(likely the windows port of mkxp, but I'm also considering using mkxp as a replacement
Game.exe for my PlayOnLinux RPG Maker XP script in order to ease requirements)
in order to gauge script changes with the enhancements to mkxp.

You would not do it manually, but if you're using mkxp along with an existing maker (likely the windows port of mkxp, but I'm also considering using mkxp as a replacement Game.exe for my PlayOnLinux RPG Maker XP script in order to ease requirements) in order to gauge script changes with the enhancements to mkxp.
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Reference: MapleShrine/mkxp#190
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