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ynoengine's Issues

Overzealous save picture stripping breaks custom menus

As a reasonable anticheat measure, pictures are stripped from YNOProject saves when loading to prevent people from loading in invalid synced pictures. However, this also applies to unsynced pictures, which breaks custom menus related to saving such as the computers in 2kki and Uneven Dream as well as potentially the book in Collective Unconscious.
The code should be modified to only strip synced pictures, checking both synced IDs (if they are ever used) and filenames.

The transparency of the players is not synched between clients

If the sprite of a player is listed as being transparent, it will only be the case on the screen of the player being transparent, not on the screens of the other players.

In Yume Nikki, by using the Spirit Headband effect, the player become transparent.

Here's how it is displayed on the screen of the player using it:
image

And here's how the player using said effect is displayed on the screen of the other player (the other player is not transparent):
image

Loading a game with an unsupported language will use an incorrect colour for the text on the title screen

Select a game (outside of BRAINGIRL since it doesn't use the normal title screen) in an unsupported language compared to the language that you have set in YNOproject (should be easy to test with the language set to Turkish or German since no translation is currently available for them). Once on the title screen, the text should be rendered as all black.
image

This can then be fixed by changing the language, opening the load menu or starting a new game.

First reported around the start of November, a bit after the merge of several commits from the main Player repo. Note that this is not an issue from them: in a similar scenario on their website with the closest version available (PR3030), the issue does not occur.
See with https://easyrpg.org/play/pr3030/?game=strpic&language=pl : no rendering issue with the text on the title screen should appear.

Panning for the Play Sound event command is not supported

The Issue

A Play Sound event command uses Audio().SE_Play() to play its sound effect. This function, declared as AudioInterface.SE_Play(), only takes limited info about the sound effect to play, which does not include the panning argument of a Play Sound event command (internally lcf::rpg::Sound.balance).

In short, there currently is no implementation for the panning of sound effects.

Observation

This easily can be observed by going to Red Streetlight World of Yume 2kki. Its "BGM" is actually an event page playing the ้˜ (English RTP: Bell) sound effect on a cycle.

One strike plays on the left, the next on the right, the next on the left, etc. In YNOProject's client, no panning is heard; the bells always play with center panning.

What Should Happen

Panning should be applied to sound effects when specified. Due to the psychological impact that effective usage of stereo audio can have, it's especially important that this be implemented for Yume Nikki and its kind. To use Red Streetlight World again as an example, the panning gives the map an increased sense of indeterminate expansiveness, which accents its foreboding setting.

Further Notes

Stereo audio

The sound used for the floor of Underwater Amusement Park's entrance plays notably in the left speaker. This is because its sound, 575-otoyuka1, is stereo audio, and is notably louder in the left channel. This should not be confused with panning, which would be able to change the left/right output regardless of if the audio is mono or stereo.

Implementation accuracy

Minimal research suggests that in RPG Maker 2000, maximum panning to either side in a Play sound event command isn't a completely 100% panning, with some audio still audible from the opposite side. More research should be done to ensure that panning is implemented correctly.

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