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LF2 2.0a Crashes but 1.9c doesn't
#1
Hi! So I was porting over some code from RLF2's Firzen from 1.9c to 2.0a, namely the D^A disaster attack. In LF2 2.0a, it crashes when I spam D^A enough times but in LF2 1.9c, it works fine no matter how many times I spam it. It ruins story mode when the AI has it use D^A enough times, crashing 2.0a. Below are the frames that matter.

Code:
<frame> 240 disaster
   pic: 83  state: 3  wait: 0  next: 241  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 60
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 241 disaster
   pic: 84  state: 3  wait: 0  next: 242  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\018.wav
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 242 disaster
   pic: 85  state: 3  wait: 1  next: 243  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\019.wav
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 243 disaster
   pic: 86  state: 3  wait: 1  next: 244  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 38  y: 3  action: 70  dvx: 0  dvy: 0  oid: 221  facing: 1
   opoint_end:
   wpoint:
      kind: 1  x: 44  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 244 disaster
   pic: 87  state: 3  wait: 1  next: 245  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\020.wav
   opoint:
      kind: 1  x: 38  y: -9  action: 50  dvx: 0  dvy: -50  oid: 221  facing: 30
   opoint_end:
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 245 disaster
   pic: 88  state: 3  wait: 1  next: 246  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 246 disaster
   pic: 84  state: 3  wait: 1  next: 247  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 240  hit_d: 0  hit_j: 0  hit_Ua: 240
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

<frame> 247 disaster
   pic: 83  state: 3  wait: 1  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

Any help would be appreciated. :D
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#2
Opposed to older versions 2.0 always crashes upon exceeding the 400 object limit.
You need to restrain yourself there.
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#3
(05-20-2015, 07:31 AM)YinYin Wrote:  Opposed to older versions 2.0 always crashes upon exceeding the 400 object limit.
You need to restrain yourself there.

That is really unfortunate. I was really hoping I could use this character in 2.0a. Do you by chance know why the limit was placed? I thought 1.9c had a lower limit.
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#4
That did surprise me O_o. I can't see a reason for why they changed the limit, but it simply exists because objects are stored in a container that only allocated memory for 400 on-screen objects. Sometimes, you can exceed the limit by a number or two, but this will often cause random behaviors.
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#5
(05-20-2015, 04:15 PM)Blade Wrote:  That is really unfortunate. I was really hoping I could use this character in 2.0a. Do you by chance know why the limit was placed? I thought 1.9c had a lower limit.
The limit wasn't changed. The check to see if it was exceeded was removed.
To be clear the limit that was changed from 1.9 to 2.0 was the limit of loaded object data files, not the amount of objects currently in the game which remains 400.
This may be possible to patch somehow. I'll write a post if I can fix this.
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Thanks given by: YinYin , Blade
#6
(05-20-2015, 06:30 PM)Doctor A Wrote:  That did surprise me O_o. I can't see a reason for why they changed the limit, but it simply exists because objects are stored in a container that only allocated memory for 400 on-screen objects. Sometimes, you can exceed the limit by a number or two, but this will often cause random behaviors.

Does LF2 ever delete the objects in memory once they "fly off" the screen and are sure to never appear again?

(05-20-2015, 06:30 PM)Someone else Wrote:  The limit wasn't changed. The check to see if it was exceeded was removed.
To be clear the limit that was changed from 1.9 to 2.0 was the limit of loaded object data files, not the amount of objects currently in the game which remains 400.
This may be possible to patch somehow. I'll write a post if I can fix this.

Oh, I see. And that would be awesome if there is a patch to this. Would help a ton. :D
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#7
In the meantime, here's a modified D^A data that should stop the crashing. I pushed it as much as I could. If it still crashes LF2 for you, you can reduce the "facing" from 30 to 20 or 0 in frame 244.

    DC-Code:
<frame> 240 disaster
   pic: 83  state: 3  wait: 1  next: 241  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 60
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 241 disaster
   pic: 84  state: 3  wait: 1  next: 242  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\018.wav 
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 242 disaster
   pic: 85  state: 3  wait: 1  next: 243  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\019.wav 
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 243 disaster
   pic: 86  state: 3  wait: 1  next: 244  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 38  y: 3  action: 70  dvx: 0  dvy: 0  oid: 221  facing: 1
   opoint_end:
   wpoint:
      kind: 1  x: 44  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 244 disaster
   pic: 87  state: 3  wait: 1  next: 245  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\020.wav 
   opoint:
      kind: 1  x: 38  y: -9  action: 50  dvx: 0  dvy: -35  oid: 221  facing: 30
   opoint_end:
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 245 disaster
   pic: 88  state: 3  wait: 1  next: 246  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 246 disaster
   pic: 84  state: 3  wait: 2  next: 247  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 240  hit_d: 0  hit_j: 0 hit_Ua: 240
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 247 disaster
   pic: 83  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

Main changes from the original R-LF2 data:
1) D^A performs slower, at the speed of original LF2 (wait: values)
2) D^A doesn't reach as high into the sky (dvy: -35 instead of -50), minimizing the time the objects stay in the game (but also reducing the range, but this move can pretty much hit anywhere already). They still go off-screen.

If you want to keep the speed where the D^A goes into the air, you can modify firzen_chasef itself to stop moving at a certain frame when it has already gone off-screen with dy: 550.
    DC-Code:
<frame> 50 start
   pic: 8  state: 3005  wait: 1  next: 51  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 0
   opoint_end:
<frame_end>
 
<frame> 51 start
   pic: 9  state: 3005  wait: 1  next: 52  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 52 start
   pic: 10  state: 3005  wait: 1  next: 53  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
         opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 1
   opoint_end:
<frame_end>
<frame> 53 start
   pic: 9  state: 3005  wait: 0  next: 54  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 54 start
   pic: 10  state: 3005  wait: 0  next: 55  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
         opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 0
   opoint_end:
<frame_end>
<frame> 55 start
   pic: 11  state: 3005  wait: 0  next: 56  dvx: 0  dvy: 550  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 56 start
   pic: 10  state: 3005  wait: 0  next: 57  dvx: 0  dvy: 550  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
         opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 1
   opoint_end:
<frame_end>
<frame> 57 start
   pic: 11  state: 3005  wait: 0  next: 58  dvx: 0  dvy: 550  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 58 start
   pic: 11  state: 3005  wait: 0  next: 59  dvx: 0  dvy: 550  dvz: 0  centerx: 15  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
   sound: data\020.wav
   opoint:
      kind: 1  x: 17  y: 10  action: 70  dvx: 0  dvy: 0  oid: 221  facing: 1
   opoint_end:
<frame_end>
 
<frame> 59 start
   pic: 50  state: 3005  wait: 2  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 15  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 9
<frame_end>
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Thanks given by: Blade
#8
(05-20-2015, 11:05 PM)STM1993 Wrote:  In the meantime, here's a modified D^A data that should stop the crashing. I pushed it as much as I could. If it still crashes LF2 for you, you can reduce the "facing" from 30 to 20 or 0 in frame 244.

    DC-Code:
<frame> 240 disaster
   pic: 83  state: 3  wait: 1  next: 241  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0 mp: 60
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 241 disaster
   pic: 84  state: 3  wait: 1  next: 242  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\018.wav 
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 242 disaster
   pic: 85  state: 3  wait: 1  next: 243  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\019.wav 
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 243 disaster
   pic: 86  state: 3  wait: 1  next: 244  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 38  y: 3  action: 70  dvx: 0  dvy: 0  oid: 221  facing: 1
   opoint_end:
   wpoint:
      kind: 1  x: 44  y: 50  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 244 disaster
   pic: 87  state: 3  wait: 1  next: 245  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
  sound: data\020.wav 
   opoint:
      kind: 1  x: 38  y: -9  action: 50  dvx: 0  dvy: -35  oid: 221  facing: 30
   opoint_end:
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 245 disaster
   pic: 88  state: 3  wait: 1  next: 246  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 246 disaster
   pic: 84  state: 3  wait: 2  next: 247  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 240  hit_d: 0  hit_j: 0 hit_Ua: 240
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>
 
<frame> 247 disaster
   pic: 83  state: 3  wait: 2  next: 999  dvx: 0  dvy: 0  dvz: 0  centerx: 39  centery: 79  hit_a: 0  hit_d: 0  hit_j: 0
   wpoint:
      kind: 1  x: 44  y: 49  weaponact: 31  attacking: 0  cover: 1  dvx: 0  dvy: 0  dvz: 0 
   wpoint_end:
   bdy:
      kind: 0  x: 21  y: 18  w: 43  h: 62
   bdy_end:
<frame_end>

Main changes from the original R-LF2 data:
1) D^A performs slower, at the speed of original LF2 (wait: values)
2) D^A doesn't reach as high into the sky (dvy: -35 instead of -50), minimizing the time the objects stay in the game (but also reducing the range, but this move can pretty much hit anywhere already). They still go off-screen.

If you want to keep the speed where the D^A goes into the air, you can modify firzen_chasef itself to stop moving at a certain frame when it has already gone off-screen with dy: 550.
    DC-Code:
<frame> 50 start
   pic: 8  state: 3005  wait: 1  next: 51  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
   opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 0
   opoint_end:
<frame_end>
 
<frame> 51 start
   pic: 9  state: 3005  wait: 1  next: 52  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 52 start
   pic: 10  state: 3005  wait: 1  next: 53  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
         opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 1
   opoint_end:
<frame_end>
<frame> 53 start
   pic: 9  state: 3005  wait: 0  next: 54  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 54 start
   pic: 10  state: 3005  wait: 0  next: 55  dvx: 0  dvy: 0  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
         opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 0
   opoint_end:
<frame_end>
<frame> 55 start
   pic: 11  state: 3005  wait: 0  next: 56  dvx: 0  dvy: 550  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
<frame> 56 start
   pic: 10  state: 3005  wait: 0  next: 57  dvx: 0  dvy: 550  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
         opoint:
      kind: 1  x: 20  y: 40  action: 70  dvx: 0  dvy: 0  oid: 219  facing: 1
   opoint_end:
<frame_end>
<frame> 57 start
   pic: 11  state: 3005  wait: 0  next: 58  dvx: 0  dvy: 550  dvz: 0  centerx: 17  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
<frame_end>
 
<frame> 58 start
   pic: 11  state: 3005  wait: 0  next: 59  dvx: 0  dvy: 550  dvz: 0  centerx: 15  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0
   sound: data\020.wav
   opoint:
      kind: 1  x: 17  y: 10  action: 70  dvx: 0  dvy: 0  oid: 221  facing: 1
   opoint_end:
<frame_end>
 
<frame> 59 start
   pic: 50  state: 3005  wait: 2  next: 1000  dvx: 0  dvy: 0  dvz: 0  centerx: 15  centery: 25  hit_a: 0  hit_d: 0  hit_j: 0 hit_Fa: 9
<frame_end>

Thanks a bunch! I will test this and see if it still crashes, or until a patch has been made. :D
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#9
(05-20-2015, 07:14 PM)Blade Wrote:  Does LF2 ever delete the objects in memory once they "fly off" the screen and are sure to never appear again?
Yes, of course. How else would the characters' D>A energy balls be deleted when their frames continue looping forever?
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