S
Shademp
Guest
I had long assumed that removing or adding new text entries into the FFVII fields would cause text to be triggered at the wrong instances, as I figured that the game's scenes will not adjust which Text ID# it calls for. I thought this was at the very heart as to why so many unused text entries exist; because deleting them would require fixing up all the text calls.
However some experimentation in Makou Reactor 1.4.1 has made me confused. The program only claims that problems will arise if I delete a text entry that is USED. Adding new text entries or deleting unused ones led to no objections, neither when I did it in Makou Reactor or tried out the effects in a modded game.
I can ask Myst6re if this "Text Call Adjustment" for scenes is something he added himself or not, but I'm also looking for general info and knowledge regarding Text ID# mechanics. Is the problem of shifted text identification numbers an underlying cause for the high amount of unused text found in video games...or is it not? =/
However some experimentation in Makou Reactor 1.4.1 has made me confused. The program only claims that problems will arise if I delete a text entry that is USED. Adding new text entries or deleting unused ones led to no objections, neither when I did it in Makou Reactor or tried out the effects in a modded game.
I can ask Myst6re if this "Text Call Adjustment" for scenes is something he added himself or not, but I'm also looking for general info and knowledge regarding Text ID# mechanics. Is the problem of shifted text identification numbers an underlying cause for the high amount of unused text found in video games...or is it not? =/
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