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Gunoshozo
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September 19, 2026 09:51
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Insane that you got so much done so quickly. Gfj dude
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Should these be ScriptHandled? If the Switch couldn't handle the PS4 assets
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I had an impression that ScriptHandled should be set as a part of the patch when targeting switch as a platform for Impacto. Cause if you have enough ram on a PC/Android it's better to preload everything and don't use ScriptHandled
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Still have a few more files left to review
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…- TextLayoutPlainString now has the same string bit depth as StringEncodingType (tips and save menu are not crashing) - Fixes + some vars - Move switch specific stuff into Inst - Fix inst table value to fix control flow
…plicit conversions - Added variant of vectors to the text parser (couple of new visits, lost couple of constexpr ;_; ) - Parser instances will be init after string type configuration from profile
…trings - TextLayoutPlainString now has the same string bit depth as StringEncodingType (tips and save menu are not crashing) - Fixes + some vars - Move switch specific stuff into Inst - Fix inst table value to fix control flow
…and BGload logic workaround - Fix BGM restoration on load - Fix yes/no trigger
…hout explicit conversions - Added variant of vectors to the text parser (couple of new visits, lost couple of constexpr ;_; ) - Parser instances will be init after string type configuration from profile
…hout explicit conversions - Added variant of vectors to the text parser (couple of new visits, lost couple of constexpr ;_; ) - Parser instances will be init after string type configuration from profile
…thout explicit conversions - Added variant of vectors to the text parser (couple of new visits, lost couple of constexpr ;_; ) - Parser instances will be init after string type configuration from profile" This reverts commit f91d1af
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