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Thread: Is there a 'Frame Complexity' limit?

  1. #11
    Clicker Multimedia Fusion 2SWF Export Module

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    /edit
    on a closer inspection, it does appear that there are serious glitches when you exceed ~12800 events in a frame- this number was *supposed* to be 20000, but the maximum number of events is definitely not working where CT intended it to. I'll see if I can isolate this glitch in a reproducible .mfa

    I'll post my results later, but oddly I experienced some heavy glitch outs around ~12800 LOC, but it went back to normal when at ~14000 LOC
    Try making a group with 2000 dummy lines of code and sticking them in the beginning of your event editor, and see what happens

    My suspicion based on what I'm seeing in my own project is that 20000 is still the 'cap', but around ~12800 LoC, events occur out of order. I have a big group at the bottom of my code that sets the animations for all objects, and when I buffer too many lines of code in there, newly created objects aren't given their animations on the same frame, but have it assigned in the next frame, so theres a 1 frame 'blip' of the wrong animation. That would make sense if the group had somehow been misplaced to the top of the event editor

    check out my brief unscientific test:



    Notice how the sparkly particles appear for 1 frame as (the default stopped direction = 0) blue smoke? Well the framerate was lower on the .gif than ingame so you only see a quarter of them, but its enough to get the idea (it was happening for all of them). Rearranging the order of my events had the same effect as adding 2000 events at the top, and I imagine yours will be the same symptoms.

    I'll put some effort into isolating this and making an example file, hopefully CT will be able to address it

  2. #12
    Clicker Multimedia Fusion 2SWF Export Module

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    Heres an .mfa that reproduces this error, I'll post it to the bug tracker pretty soon, but I'd like to get a better grasp of exactly where the wrap-around occurs in the events that get out of order:

    order test.zip

    I have confirmed with certainty that this occurs at event #8193, after you have subtracted all comments, group numbers, empty lines of events without actions, "never" events, etc- things that the compiler removes at runtime. The fact you and I both experienced it around 12000-13000 lines of code wasn't anything to do with the actual event editor number, but rather we both probably had about 3000-4000 group names, disabled code, comments, etc. Does that sound right, given your project?

  3. #13
    Clicker Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
    happygreenfrog's Avatar
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    Another thing I personally would like to note about the issue: Start copying and pasting those groups. At around 30,000 events, MMF2 flat-out crashes. EDIT: Another note: Start right before you hit 30,000, delete some of the groups, then start pasting them back in. You'll find it crashes before 30,000 events so long as you delete enough groups before then, meaning they might not be properly deleted. Maybe it has something to do with the issue?

    EDIT 2: I personally have yet to reach even 1,000 events in my projects that are in my opinion basically my biggest (they're still quite advanced, though). Maybe this is a matter of the KISS principle? After all, why do you need 12800 events for an RPG battle screen? There are almost certainly more efficient ways to do it, such as making it so that the attacks are as modifiable as possible outside of events (as opposed to hard-coding every last attack (E.G. storing damage output in an array or something like that)).

  4. #14
    Clicker Multimedia Fusion 2SWF Export Module

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    From what I can tell:

    Events above #8912 will overwrite event #1+
    For example, if you have 8912 events, all will work. If you have 8913 events, event #8193 will become event #1, and your *real* event #1 will no longer exist
    The more events you go over 8912, the more events you erase.

    Undoubtably, MMF2 is not using enough bits for the index of events in some way. Since 2^13 means theres a possible 3 bits reserved for flags about the events, which would add up to 2 bytes per index. And if thats the case, it might also cause a buffer overflow and change some flags for those events. I doubt that next bit is signed. So the obvious solution would be, MMF2 should use more bytes per index, 4 bytes would be logical (2^13 could become 2^29, giving us 536 million lines of code maximum). I don't know what other implications this could have in MMF2's structure, how difficult such a change could really be

  5. #15
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    Okay well, while I hope to become smart and/or awake enough to wrap my head around all this eventually, for right now, it seems best to just design my way around putting all the information on one frame.

    See for anyone who's curious, most of the LOC come from the enemies, who all have unique behaviors and code-based effects animations. So I'll just have one Battle Frame with a bunch of enemies, and another frame with a bunch of other ones.

    Thanks everyone!

  6. #16
    Clicker Multimedia Fusion 2SWF Export Module

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    Its in the bug tester forum and assigned, we'll see if its fixable, I'll make a note that it should be applied to 2.0 and not just 2.5

  7. #17
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    It's actually quite likely the index is signed. There is an action limit of 128 per event, which only happens when you cap out a signed byte. The condition limit is also 128 per event. This could easily be doubled by unsigning it, unless the leading bit is used for something else.

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