There are two new options that need to be discussed as to how to add them to the features.
1) preprocessing texts
there are two or three things that could be improved by preprocessing the external text files before they are used in the game. Question is if the plugin should always check for preprozessing or only if launched from the editor or only on command etc.
The first part is that a number of the text codes will be recursive, like macros or referencing database entries and so on. The preprocessing would replace all those placeholders with their direct codes, making sure that the resulting text string could be directly processed without any recursivity remaining.
That will increase performance, and the macros or other shortcuts are no longer needed for code readability at that time.
The second part is data encryption - if the game is encrypted, the texts should also be encrypted as well. If for no other reason as to make cheating more difficult.
The third part to consider is improved loading performance. In the original definition the texts are split over dozens of text files for better management and readability during project development. But identifying and handling dozens of texts for loading can affect performance, and an scripted preprocessing can change that large number of directly readable files into something easier for the computer to load and handle.
EDIT: it seems as if the engine checks for changes in the folder to prevent some problems. This needs to be checked on creating preprocessed files
2) native namebox
The first real MZ trailer has shown that MZ will have a native namebox in its show text.
And some people have already suggested to use that instead of the regular text field for textcodes that format the entire box, similar to the way noteboxes are used.
While that idea needs to be discussed, I'm not sure if it is a good one.
The namebox needs to be able to be translated as well as the regular text (just think of names with titles, like "John the Blacksmith" or "King Arthur"), and a lot of the regular format codes (like font coloring) need to be used in the namebox as well.
So it might be easier to have both text fields fully processed instead of keeping some textcodes exclusive to either of the boxes.
However it would help to have some codes react differently even if they are available to both text fields - text codes for windows positioning for example, if a text field contains text codes for X/Y-coordinates it should move only that specific text window (name window or text window).
That would reduce the number of different text codes needed if it were done that way.
1) preprocessing texts
there are two or three things that could be improved by preprocessing the external text files before they are used in the game. Question is if the plugin should always check for preprozessing or only if launched from the editor or only on command etc.
The first part is that a number of the text codes will be recursive, like macros or referencing database entries and so on. The preprocessing would replace all those placeholders with their direct codes, making sure that the resulting text string could be directly processed without any recursivity remaining.
That will increase performance, and the macros or other shortcuts are no longer needed for code readability at that time.
The second part is data encryption - if the game is encrypted, the texts should also be encrypted as well. If for no other reason as to make cheating more difficult.
The third part to consider is improved loading performance. In the original definition the texts are split over dozens of text files for better management and readability during project development. But identifying and handling dozens of texts for loading can affect performance, and an scripted preprocessing can change that large number of directly readable files into something easier for the computer to load and handle.
EDIT: it seems as if the engine checks for changes in the folder to prevent some problems. This needs to be checked on creating preprocessed files
2) native namebox
The first real MZ trailer has shown that MZ will have a native namebox in its show text.
And some people have already suggested to use that instead of the regular text field for textcodes that format the entire box, similar to the way noteboxes are used.
While that idea needs to be discussed, I'm not sure if it is a good one.
The namebox needs to be able to be translated as well as the regular text (just think of names with titles, like "John the Blacksmith" or "King Arthur"), and a lot of the regular format codes (like font coloring) need to be used in the namebox as well.
So it might be easier to have both text fields fully processed instead of keeping some textcodes exclusive to either of the boxes.
However it would help to have some codes react differently even if they are available to both text fields - text codes for windows positioning for example, if a text field contains text codes for X/Y-coordinates it should move only that specific text window (name window or text window).
That would reduce the number of different text codes needed if it were done that way.
Last edited:

