Alright, the engine is closer and closer to completion. There are a few small details that I want to discuss before that.
1. Resolution & Fullscreen Mode
RMXP allows you to change the fullscreen mode anytime and with scripts it can even change the game resolution on the fly. While the resolution change is possible in April and has been implemented in the Win32+DirectX implementations, it's not been implemented anywhere else. The change of fullscreen mode hasn't been implemented anywhere.
I'm really not up to implement that stuff in April, especially since we'd have to implement it somehow in every windowsystem and rendersystem so I propose that we screw it. Not resolution change and no fullscreen mode change while the game is running. The user can specify the game resolution and fullscreen mode in arc.cfg and the players can change the fullscreen mode there if they really don't want to play in fullscreen.
2. Audio Pitch
To be honest, it's a bit messy to implement this properly. DirectSound seems to have an integrated way of handling this, but I'm not sure about the other audiosystems (OpenAL and SDL). Do we really have to implement this? ._. I understand the usefulness and I know that many people rely on that, but I think it's really a useless feature. ._. In the worst case I can implement this for ARC Legacy and DirectSound only which means we won't release ARC Legacy's exe for any other platform.
3. Text squishing
As you know, RMXP squishes text that's wider than the given box. While it might be a useful feature, to implement it the same way as RMXP did is quite bothersome, because they have a few degrees of squishiness and then the text gets cut off anyway. I'm just for leaving it get cut off, screw RMXP.
4. MIDI support
I know that many people want the MIDI support and so on, but there is a problem. The DirectSound version shouldn't be too much of a problem, but I don't have the slightest idea how well things would work in OpenAL and SDL. What do you suggest we do?
5. Text Rendering
There are a few things with text rendering that you should know. Basically depending on the height of the render rectangle, the vertical position gets affected depending on which vertical alignment is being used. The main problem here is the position offset from the top. While in RMXP if you use a height of 16, the text gets cut off, in Atres depending on the vertical alignment the text will be positioned and cut off in a different way. Should I just add a hack in the code to more accurately simulate the way RMXP does it or should I try to find an alternative to circumvent the problem in a cleaner way? I don't mind adding a hack for this kind of thing, because the whole RGSS code is basically completely clean of hacks and it's not like this is some code that we will have to improve much or maintain in the future as the actual Zer0 Division Engine will be different.